3. 1.1 Introduction
The advanced of digital technology now make major changes to the world, the birth
of a variety of digital technology are getting progressive. Human being is the inventor of the
technology and whether we ourselves were under the control and shaped by technology?
Undoubtedly, with the help of technology making life better and easier. As Wu (2006)
mentions at the same time, it has been transforming the ways people live, think, learn,
communicate, and work, and it is this transformation that brings problems to be address.
Multimedia is one of the advanced technology nowadays. The combination of
graphic, text, sound, audio and video are called multimedia. Multimedia can be divided into
two which are linear and non-linear multimedia. The different between these two is
interactive. Linear multimedia can be define as a something that we can't interact. For
example, when we watching a movie at cinema. We just watch the movie until the end
without giving a chance to change the ending or any part that we dislike. Its different with
non-linear multimedia, while designing game using Adobe Flash for example, we can
change the shape, size of the text, do animation and others. In short, its something that not
fixed, something that we can interact or change according to what we want.
Games is one of the digital technology and people familiar with games. There are
games that designs for the educational purpose to help student in process of learning.
Usually educational games is the purpose to develop their skill in certain subject and
introduced the students to the technologies in effort to make them prepare for the future. In
the science social sector, to produce a good artist, they themselves already used in effort to
learn about art and develop their skills before being a good artist. Games can be your best
friends to get the meaningful content in information without throw away the traditional
method.
4. This essay deal with a question on how games can fit into the visual art education among
students at secondary school. This is to look as to whether the uses of games in visual art
education can be fit to attract and promote visual art education among students.
5.
6. 1.2 Statement of the research
Recently, researchers have shown an increased interest in playing games. The
Entertainment Software Association (SAE, 2012) carried out a gamer demographics which
are 47% of game players is female while the balance 53% are male which are the gamers
have been playing for an average of 14 years.
In this report, SAE analysed that 70% of households have their own console to
playing a games, while 65% reported playing games on their pc. Besides, 38% are reported
using their smart phone to playing games while 26% using their own wireless device such as
ipad and tablets. 90% parents feels that, games its fun for the entire family while 52% of
parents say video games are a positive part of their child's life and 66% agree that games
can provide mental stimulation in education (SAE, 2012)
The report show that games are familiar among the society especially towards
teenagers. It can help people to discover ideas with each other. By playing games we can
learn new skills and interact with other people in order to learn something news (Forsyth,
2012). Nowadays, educators start using multimedia as a main tool of teaching but it is not
involved the students to react with multimedia. Since games are proved as one of the
technologies that fun for the entire family, so games can be another purpose in learning
process especially in art education. In process to make student are more interested in art
and perhaps one day art can be fit in other subject and be compulsory.
7. 1.3 Research Objectives
The research objectives of this study are
1.To identify how interactive multimedia can improving the students performance.
2. The students know differentiate learning manually compare interactive multimedia
3. To examine how games can fit into the visual art education
1.4 Research Questions
The research questions of this study are
1. How far an effectiveness of using interactive multimedia ?
2. What is the differentiate between learning manually compare using interactive
multimedia?
3. Is that possible for games to fit in visual art education ?
8. Bibliography
Forsyth, E. (2012). LEARNING THROUGH PLAY. GAMES AND CROWDSOURCING FOR , 167-173.
SAE. (2012). 2012 Sales, Demographic and Usage Data. Essential Facts About The Computer And
Video Game Industry , cvrii - 3.
Wu, C. (2006). Introduction. HOW COMPUTER TECHNOLOGY INFLUENCES ART AND DESIGN
PROGRAM S IN , 1.