This document defines multimedia and multimedia courseware. It discusses the types of multimedia courseware including drill and practice, tutorial, simulation, instructional game, and problem solving. It also analyzes the rapid application development model for multimedia courseware development which consists of requirements gathering, analysis, design, development, and deployment phases.
- Introduction to multimedia and different types and categories of multimedia
-use of multimedia in education with special consideration to medicine
-Future of multimedia
- Introduction to multimedia and different types and categories of multimedia
-use of multimedia in education with special consideration to medicine
-Future of multimedia
On-Demand Video Tagging, Annotation, and Segmentation in Lecture Recordings t...IJITE
The COVID-19 pandemic has forced much of the academic world to transition into online operations and online learning. Interactions between the teachers and students are carried out via online video conferencing software where possible. All video conferencing software available today is designed for general usage and not for classroom teaching and learning. In this study, we analyzed the features and effectiveness of more than a dozen major video conferencing software that are being used to replace the physical face-to-face learning experiences. While some of the video conferencing software has pause feature but none allow annotation and segmentation of the recording. We propose tagging and annotation during the live streaming to improve direct access to any portion of the recorded video. We also propose automatic segmentation of the video based on the tagging so that the video is short, targeted, and can easily be identified.
On-Demand Video Tagging, Annotation, and Segmentation in Lecture Recordings t...IJITE
The COVID-19 pandemic has forced much of the academic world to transition into online operations and online learning. Interactions between the teachers and students are carried out via online video conferencing software where possible. All video conferencing software available today is designed for general usage and not for classroom teaching and learning. In this study, we analyzed the features and effectiveness of more than a dozen major video conferencing software that are being used to replace the physical face-to-face learning experiences. While some of the video conferencing software has pause feature but none allow annotation and segmentation of the recording. We propose tagging and annotation during the live streaming to improve direct access to any portion of the recorded video. We also propose automatic segmentation of the video based on the tagging so that the video is short, targeted, and can easily be identified.
This presentation contains :-
1.Introduction to multimedia
2.History of multimedia
3. Definiation of multimedia
4. Types of multimedia
5. Uses of multimedia
6. Computer assisted learning
7. Purpose of cal
8. Types of CAL
9. Advantages of CAL
10. Disadvantages of CAL
2.
Define what is multimedia and multimedia
products.
Define multimedia courseware.
Differentiate the different types of multimedia
courseware
Analyze the model of MM Development
4.
Multimedia is media that uses multiple forms of
information content and information processing (e.g. text, audio,
graphics, animation, video, interactivity) to inform or entertain the
(user) audience.
Multimedia also refers to the use of (but not limited to) electronic
media to store and experience multimedia content.
Multimedia is similar to traditional mixed media in fine art, but with
a broader scope. The term "rich media" is synonymous for
interactive multimedia.
Multimedia means that computer info can be represented through
audio, graphics, image, video and animation in addition to
traditional media (text and graphics).
Hypermedia can be considered one particular multimedia
application.
5. Definition of Multimedia
Multimedia can be defined as a computer-based
communication process that incorporates text,
graphics, sound, animation and video.
(James E.Shuman)
6. Multimedia finds its
application in various areas:
Education
Entertainment
Advertisements
Business
Medicine
Engineering
Art
7. •active and highly motivating engagement with
students/audiences
•powerful tools to create text, art, music, sound, models,
presentations, movies etc. that produce high quality
products and remove much of the tedium normally
associated with such creation
•an error-forgiving environment in which editing of a
product fosters learning by trial and error
•easy communication in text, voice, video
•quick access to information and resources
8. •use multimedia for a variety of
purposes ranging from fine arts,
to entertainment, to commercial art,
to journalism, to media and software
services provided for any of the industries.
•An individual multimedia designer may cover the
spectrum throughout their career. Request for their skills
range from technical, to analytical, to creative.
9.
Much of the electronic old and new media utilized by
commercial artists is multimedia. Exciting presentations are
used to grab and keep attention in advertising.
Industrial, business to business, and interoffice
communications are often developed by creative services
firms for advanced multimedia presentations beyond simple
slide shows
to sell ideas or liven-up
training.
Commercial multimedia developers
may be hired to design for
governmental services and
nonprofit services applications as well.
10.
Multimedia is heavily used in the entertainment
industry, especially to develop special effects in
movies and animations. Multimedia games are a
popular pastime and are software programs available
either as CD-ROMs or online. Some video games also
use multimedia features.
Multimedia applications that allow users to actively
participate instead of just sitting by as passive
recipients of information are called Interactive
Multimedia.
11.
Software engineers may use multimedia in
Computer Simulations for anything from
entertainment to training such as military or
industrial training. Multimedia for software
interfaces are often done as a collaboration
between creative professionals and software
engineers.
12.
Multimedia is used as a way to help present
information to shareholders, superiors and
coworkers.
Multimedia is also helpful for providing
employee training, advertising and selling
products all over the world via virtually
unlimited web-based technologies.
13.
Multimedia are mainly used for modelling
and simulation. For example, a scientist can
look at a molecular model of a particular
substance and manipulate it to arrive at a
new substance.
Representative research can be found in
journals such as the Journal of Multimedia.
14. In medicine, doctors can get trained by
looking at a virtual surgery or they can
simulate how the human body is affected by
diseases spread by viruses and bacteria
and then develop techniques to prevent it.
15.
Used to produce computer-based training courses
(popularly called CBTs) and reference books like
encyclopaedia. A CBT lets the user go through a series
of presentations, text about a particular topic, and
associated illustrations in various information formats.
Edutainment is an informal term used to describe
combining education with entertainment, especially
multimedia entertainment.
16. Computer in
Teaching & Learning
Computers are now part of
every working person’s life and
yet they still play a relatively
small role in the learning and
teaching experience of most
students.
17. Ways in which faculty are using
computers to assist in teaching and
learning:
✔
To replace writing on the
chalkboard/white board/overhead
✔
PowerPoint - to replace slides, preprepared overhead transparencies, and
even video
✔
Course web pages
✔
Internet
✔
Online Discussion Forum
18. Obstacles to/concerns about using
computers as teaching and learning
tools:
1. Classroom Set-Up
2. Equipment
3. Internet Issue
4. Accessibility and equity issues
5. Instructor use
20. Development of MM Courseware
•
•
•
•
Definition
Introduction
Type of MM Courseware
MM Courseware Development Model
21. Introduction
•Multimedia based courseware offers
unique advantages in the field of
education and training.
•It allows instructional materials to be
presented in multiple format and media
for multi channel learning experiences.
Dr.Norasikin Fabil
21
22. • It can enhance teaching by bringing
abstract concept to life by proving
authentic, challenging & multi-sensory
learning and motivate and engage
learner in the learning process.
• Learner can learn at own pace and
control the learning path at their
conveniences.
23. Definition of MM Courseware
The actual instruction involving both
content and technique need in a CAI
system; not to be confused with the
software, the actual program that
directs a computer’s operation.”
Week 1
(Gueulette 1982)
23
24. Type of MM Courseware
• Drill and Practice
• Tutorial
• Simulation
• Instructional Game
• Problem Solving
Week 1
24
25. 1. Drill and Practice
- allow learners to work problems
or answer questions and get
feedback on correctness
Week 1
25
26. 2. Tutorial
- acts like a human tutor by
providing all the information and
instructional activities a learner
needs to master a topic
Week 1
26
27. 3. Simulation
- models real or imaginary system to
show how those systems or similar
ones work or to demonstrate under
lying concepts
Week 1
27
29. 5. ProblemSolving
- teaches directly (through explanation
and/or practice) the steps involved in
solving problems or
- helps learners acquire problem
solving
skills
by
giving
them
opportunities to solve problems
Week 1
MTM 1012
29
30. MM Courseware
Development Model
• A software development process that
allows usable systems to be built in as
little as 60-90 days, often with some
compromises.
• E.g Rapid Application Development
• RAD is a methodology of development
cycles.
31. Rapid Application Development
(RAD)
RAD consists of five segments:
1. Requirements gathering
2. Analysis
3. Design
4. Development
5. Deployment
Week 1
MTM 1012
31
32. 1. Requirements gathering
This segment consists of a several actions.
Before moving on to actions, it is important
to know that if you don't understand what
the client wants, you'll never build the right
system.
Week 1
32
33. 2. Analysis
•Now the team drills down into the results of
the Requirements segment and increases its
understanding of the problem.
Week 1
33
34. 3. Design
•In this segment, the team works with the
results of the Analysis segment to design the
solution.
•Design and Analysis should go back and
forth until the design is complete.
Week 1
34
35. 4. Development
•Phase after designing, with enough
analysis and design, this segment should go
quickly and smoothly.
•This segment programmers / developers
take over.
Week 1
35
36. 5. Deployment
When development is complete, the
system is deployed on the appropriate
hardware and integrated with the
cooperation systems.
Week 1
36
37. RAD is a methodology for compressing the analysis, design,
build, and test phases into a series of short, interative
development cycles. This has a number of distinct advantages
over the traditional sequential development model.
Week 1
37