Current Issue : October-December Volume : 2024 Issue Number : 4 Articles : 5 Articles
This study provides a current systematic review of emotional design research in the multimedia learning domain and explores how emotional design is studied in multimedia learning. All studies on emotional design in multimedia learning published until 2023 were examined thoroughly. In this study, 51 journal articles were identified based on PRISMA guidelines and reviewed regarding emotional state parameters, emotional design techniques, emotional and other measurements, learning materials, research methodologies, and learning outcomes. The analysis provided several salient findings. Firstly, there has been growing interest in emotional design. Secondly, the impact of emotional design on learning outcomes, emotional states, motivation, and cognitive load was explored. Thirdly, most studies preferred subjective measurements or indirect objective measurements. Fourthly, there was a tendency to examine the effects of shape and color elements in the emotional design techniques. Lastly, the studies reported contradictory results on learning outcomes but agreed that emotional design had a positive impact on motivation and emotional state. This review highlights research gaps and provides recommendations for future studies in the field of emotional design in multimedia learning....
In order to effectively protect and verify the copyright information of multimedia digital works, this paper proposes a zero‑watermarking algorithm based on carrier image feature point descriptors. The constructed feature matrix of this algorithm consists of two parts: the feature descriptor vector calculated from scale‑invariant feature reconstruction transform (SIFRT) and the multi‑radius local binary pattern (MrLBP) descriptor vector. The algorithm performs a standardization, feature decomposition, and redundancy reduction on the traditional keypoint descriptor matrix, combines it with the texture feature matrix, and achieves the dimensional matching of copyright information. The advantage of this algorithm lies in its non‑modification of the original data. Compared to computing global features, the local features computed from a subset of key points reduce the amount of attack interference introduced during copyright verification, thereby reducing the number of erroneous pixel values that are introduced. The algorithm introduces a timestamp mechanism when uploading the generated zero‑watermarking image to a third‑party copyright center, preventing subsequent tampering. Experimental data analysis demonstrates that the algorithm exhibits good discriminability, security, and robustness....
This research is development research in the form of interactive multimedia based on Jambi local wisdom. This research aims to develop interactive multimedia based on Jambi local wisdom which is oriented towards students' creative thinking abilities in learning physics in high school, using the Lee and Owen Method. This method integrates the principles of instructional design, action research, and innovative approaches to produce a multimedia product that is effective in improving student understanding and skills. The initial stage of research involves analyzing student needs and identifying creative thinking abilities relevant to physics material. Then, action research was carried out to understand the dynamics of physics learning in high school and design appropriate multimedia. The multimedia development process was carried out iteratively, involving media and material expert validators, feedback from teachers and field tests on grade 10 high school students. Multimedia implementation is carried out in the context of classroom physics learning, where its effectiveness is evaluated through questionnaires and interviews with teachers and students. The evaluation results are used to improve and enhance multimedia so that it is more responsive to student learning needs. It is hoped that this research can contribute to the development of learning models that combine local wisdom with innovative approaches in teaching physics in high schools, as well as improving students' creative thinking abilities through the use of multimedia technology....
Many studies have examined the impact of multimedia learning on students' mathematical creativity, but the results are mixed. As multimedia learning has been researched for decades in various subjects and schools, this meta-analysis study aims to synthesize the latest findings on the impact of multimedia learning, particularly on students' mathematical creativity in science learning. Data were obtained from relevant primary research published in national and international journals or proceedings during 2016-2023. This research design uses a meta-analysis approach by analyzing 33 effect size studies that meet the inclusion criteria using systematic review and metaanalysis. The role of science in this context is to ensure that an understanding of students' mathematical creativity is accompanied by a deep understanding of the underlying scientific principles. JASP software was used to measure the Hedges g formula to determine the effect size. The results showed that multimedia learning influences students' mathematical creativity (gRE = 0.768; 95% CI [0.654; 0.882]; p < 0.001) when compared to traditional learning. The results of this study provide important information for further meta-analysis studies and the application of multimedia learning to improve students' mathematical creativity in science learning....
Education in the 21st century in the era of the industrial revolution 4.0, information technology is developing rapidly and significantly which causes the influence of technology. By using technology, the learning mindset can shift from teacher-centered to learner-centered. The purpose of this research is to develop interactive multimedia teaching materials based on the PBL model using Powerpoint and Canva in elementary school. This type of research is R&D development research with the ADDIE development model. Data collection and data analysis methods using observation sheets, interview questionnaires and validation instruments as well as qualitative and quantitative descriptive analysis methods. The results of the validation of teaching materials showed a "very valid" category in all aspects with an overall average of 91.2 The results of FGDs with teachers stated the feasibility of teaching materials, with the category "very valid" in all aspects with an overall average of 96.96. This multimedia meets the characteristics of learning multimedia that is attractive, easy to operate and very feasible to meet the needs of students....
Loading....