Technology Integration and Teacher Education: Learning with Technologye_lomax
This presentation took place at the 2016 PeDTICE Colloquium at the University of Sherbrooke in Montreal, Canada. This presentation discusses the Technological Pedagogical Content Knowledge (TPACK) model, explores the affordances and constraints that are commonly associated with the integration educational technology into teacher education curricula in general, and highlights the relationship of relevant aspects of the TPACK model and technology integration debate that are likely to affect the future design goals and instructional objectives guiding the further development of pre-service teacher educational technology courses similar to EDM 310; a required undergraduate course in the teacher education program in the College of Education at the University of South Alabama that explores the use and integration of educational technology to support K-12 classroom instruction and student learning.
(PeDTICE: http://www.usherbrooke.ca/pedtice/)
(Colloquium program (in French): http://www.usherbrooke.ca/pedtice/fr/les-activites-de-pedtice/evenements-speciaux/colloquereleve/#c74326-1)
Technology Integration and Teacher Education: Learning with Technologye_lomax
This presentation took place at the 2016 PeDTICE Colloquium at the University of Sherbrooke in Montreal, Canada. This presentation discusses the Technological Pedagogical Content Knowledge (TPACK) model, explores the affordances and constraints that are commonly associated with the integration educational technology into teacher education curricula in general, and highlights the relationship of relevant aspects of the TPACK model and technology integration debate that are likely to affect the future design goals and instructional objectives guiding the further development of pre-service teacher educational technology courses similar to EDM 310; a required undergraduate course in the teacher education program in the College of Education at the University of South Alabama that explores the use and integration of educational technology to support K-12 classroom instruction and student learning.
(PeDTICE: http://www.usherbrooke.ca/pedtice/)
(Colloquium program (in French): http://www.usherbrooke.ca/pedtice/fr/les-activites-de-pedtice/evenements-speciaux/colloquereleve/#c74326-1)
Impact of technology on teaching and learningSteven Poast
The benefits of technology in the traditional and online classrooms are reviewed. Student performance and perception are researched to see positive impacts in educational environment.
Chapter 1 introduction to educational technologyMaria Theresa
This chapter discusses the development of Education and the technology. Students are expected to trace the history of the development of education and appropriate technology using GRAPHIC ORGANIZER
educational technology power point presentationCHRESTOPHER
to easilly to learn more fact about this study..
to share it on slide share
to pass these to our teacher as a exam in fijnal.
these the.
to inhance our ability to share these on public.
can give another information.
A Study on the Effectiveness of Computer Games in Teaching and LearningIJASCSE
Games, especially computer games are becoming one of the tools of education. Nowadays, the usage of computer games as an educational tool has become a worldwide trend. An early assumption suggests that since the appeal of computer games can engage interest and motivation, thus it is a wise step to use computer games for the purpose of educating. This is because students often get bored with the learning process; therefore we need to find creative ways to teach them. Instead of the usual, dull lesson in class, educators are trying out new ways to attract the interest of students to focus the lessons and thus increase their understanding, with one of it using computer games. A lot of papers supported the idea of computer games being effective as an aid for students. Educators alike also agreed that it is one of the ways to gain students interest in their lessons. Before coming to the ultimate conclusion that computer games are a good choice, first of all we need to study carefully the effectiveness of using computer games as an educational medium. This paper aims to study the effectiveness of computer games in learning among students. Issues on the integration of computer games in formal education are and the current status of educational gaming in learning were reviewed in this paper. We focused on higher learning context which is for university students.
Impact of technology on teaching and learningSteven Poast
The benefits of technology in the traditional and online classrooms are reviewed. Student performance and perception are researched to see positive impacts in educational environment.
Chapter 1 introduction to educational technologyMaria Theresa
This chapter discusses the development of Education and the technology. Students are expected to trace the history of the development of education and appropriate technology using GRAPHIC ORGANIZER
educational technology power point presentationCHRESTOPHER
to easilly to learn more fact about this study..
to share it on slide share
to pass these to our teacher as a exam in fijnal.
these the.
to inhance our ability to share these on public.
can give another information.
A Study on the Effectiveness of Computer Games in Teaching and LearningIJASCSE
Games, especially computer games are becoming one of the tools of education. Nowadays, the usage of computer games as an educational tool has become a worldwide trend. An early assumption suggests that since the appeal of computer games can engage interest and motivation, thus it is a wise step to use computer games for the purpose of educating. This is because students often get bored with the learning process; therefore we need to find creative ways to teach them. Instead of the usual, dull lesson in class, educators are trying out new ways to attract the interest of students to focus the lessons and thus increase their understanding, with one of it using computer games. A lot of papers supported the idea of computer games being effective as an aid for students. Educators alike also agreed that it is one of the ways to gain students interest in their lessons. Before coming to the ultimate conclusion that computer games are a good choice, first of all we need to study carefully the effectiveness of using computer games as an educational medium. This paper aims to study the effectiveness of computer games in learning among students. Issues on the integration of computer games in formal education are and the current status of educational gaming in learning were reviewed in this paper. We focused on higher learning context which is for university students.
Technology And Technology Essay
Technology In English Essay
Essay on Technology and Education
Technology In Education
Technology And Technology Essay
Essay On Technology And Technology
Synthesis Essay On Technology
Technology Argumentative Essay
Persuasive Essay On Technology And Technology
Essay On Technology And Technology
What is Technology? Essay
Technology and Social Media Essay
Technology in the Classroom Essay example
Technology Impact On Technology
Synthesis Essay Technology
Essay On Technology And Technology
Technology And Technology
Essay Technology
Essay About Technology
Technology And Technology Essay
International Journal of Humanities and Social Science Invention (IJHSSI) is an international journal intended for professionals and researchers in all fields of Humanities and Social Science. IJHSSI publishes research articles and reviews within the whole field Humanities and Social Science, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
The Journal will bring together leading researchers, engineers and scientists in the domain of interest from around the world. Topics of interest for submission include, but are not limited to :
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
1. TITLE:
Transformation in Art Education: Interactive Multimedia as a Tool to Enhance Learning Process
in Rural School
By:
AKMAL BINTI AHAMED KAMAL
2013518657
ED702
2. Contents
1.0 Introduction...........................................................................................................................................4
1.1 Background of the study ...............................................................................................................6
1.2 Statement of the research problem.............................................................................................6
1.3 Research objective.........................................................................................................................7
1.4 Research Question ........................................................................................................................7
1.5 Research hypothesis .....................................................................................................................8
1.6 Operational Definitions ..................................................................................................................8
1.6.1 Multimedia ...............................................................................................................................8
1.6.2 Transformation........................................................................................................................9
1.6.2 Tool...........................................................................................................................................9
1.6.3 Rural School............................................................................................................................9
1.6.4 Education...............................................................................................................................10
1.7 Limitations of the Study...............................................................................................................10
1.8 Significance of the study .............................................................................................................11
2.0 Introduction.........................................................................................................................................12
2.1 Multimedia in Education ...................................................................................................................12
2.2 Element of Multimedia ......................................................................................................................12
2.2.1 Text...............................................................................................................................................13
2.22 Graphic..........................................................................................................................................14
2.2.3 Audio ............................................................................................................................................15
2.2.4 Video ............................................................................................................................................17
2.2.5 Animation.....................................................................................................................................17
2.3 The Impact of Computer in Education............................................................................................18
2.3.1 Students.......................................................................................................................................18
2.3.2 Educators.....................................................................................................................................19
2.4 Related Theories and Model............................................................................................................20
2.5 Conceptual Framework.....................................................................................................................20
3.0 Introduction.........................................................................................................................................22
3.1 Research Design ...............................................................................................................................22
3.2 Population and Sample.....................................................................................................................22
3.3 Instrumentation ..................................................................................................................................23
4. CHAPTER 1
INTRODUCTION
1.0 Introduction
A country's future is bright, the quality of a good education system. If the quality of a
country's education system is impaired, it will cause adverse effects on a country's
development. Ministries of education, but the education minister of national education effort
to ensure we remain relevant and internationally accepted. Teachers are an important icon
in the classroom to ensure that students are able to improve their performance.
Implementation of changes must be made immediately either in management, teaching and
learning. Approaches, methods, and techniques used in these lessons can be translated
through change hinges on the acceptance of students.
In the present age of multimedia and ICT intertwined. The explosion of information and
communication technologies (ICT) are in line with the development of education in today's
world. The use of technology in teaching, learning Bahasa Melayu example would be more
interesting, meaningful and productive with the use of multimedia. According to
(Mohammod, 2008), can deliver a multimedia information quickly, accurately and to attract
students to create a fun learning environment. With the advent of multimedia, positive
impact on pupils who have difficulties in reading and writing process will be more
prominent. In addition, the use of multimedia techniques involving voice, sound, pictures,
video and text to create an environment rich in language. Accordingly it, use this medium
more flexible and free for students to get knowledge. Meanwhile, according to (doyle,
2007), computer helps pupils to improve proficiency through the use of systematic
techniques.
5. According to a collection of data stored by the Malaysian Ministry of Education, there are
no control students 3Rs of reading, counting and writing. However, the ministry believes the
rehabilitation undertaken to help students who suffer from these problems. The ministry has
set up a program called LINUS (literacy and numeracy) where the program in action to
overcome the problematic students since the beginning. In this program, students not only
improve their proficiency, but also teachers claimed to have creativity in the face of these
students. These days the uses of multimedia and information technology affect the
education system. The use of multimedia materials in teaching and learning is good effort.
Each teacher must be creative and innovative capacity in applying these aids. Most of the
teachers are still using the traditional approach is less appropriate in the circumstances of
pupils now. Traditional pedagogical approach more focused on teaching and learning to the
learning of directions. In contrast, the present approach and multimedia technologies are
more focused on two-way learning, where teachers and students will be more open and
stimulate the minds of students. For example, math teachers use interactive multimedia to
use more visual interest to the students and create a more fresh and active. By doing this,
their minds are more open to receiving learning process, especially given the typically quick
read to feel sleepy and tired.
This clearly shows that the use of information technology and multimedia in teaching and
learning has a positive impact. There are several studies that support this statement as yet;
(Hakkinen, 2006)he has proven that the use of power point allows instructors to increase
the briefing guidelines, the pictures and the use of audio and video clips. In this way the
instructor does not have to write on a whiteboard or chalkboard to begin the lesson. This
method is time-saving and can improve the quality of teaching.
6. 1.1 Background of the study
This article will focus on multimedia as a tool to enhance learning process in rural
school. It will focus in using of multimedia interactive as method in teaching process.
Nowadays, technologies and multimedia are very important to our life. In this research,
researcher will more focusing of are of study which is in rural school or suburban school. It
is because the using of technologies in this type of school is decrease compared to urban
school. A tools approach can be used in our learning system in school to make sure
students can collect data and authoring web software to various topic and task. This tool
also can help students learn how to applying the technology to a task rather than the
technology instructed them. (Grabe, 2007)
This research will be support with other research to be stronger. Thus, this paper will
provide an overview on either interactive multimedia can help students or teachers in rural
school to enhance and improve their academic learning and the effects to their learning
process.
1.2 Statement of the research problem
Education systems in the world are now more focused on the advancement of
information technology and multimedia for the development of the following sectors.
Similarly, Malaysia today, many schools began to use these resources in their schools.
According to research by (Abu, 2008)found that the use of such aids in teaching children to
bring new and innovative methods and it can help stimulate a child's mind in order to think
and explore something new . The question now is, does technology and multimedia
learning system used in the school to improve student performance?
7. Every student wants an open and fun environment in each class they attend. Fun
environment will give them a better understanding and acceptance positively to students.
Several studies have been done to prove this statement. Among the studies conducted by
(Jamian, 2012)he has conducted research and surveys to school to prove the validity of the
study. Results from studies conducted very positive. Some questions have been raised as
to obtain good results, such as “software is able to motivate me to learn” and " software
encouraged me to use their own knowledge." The extent to which the use of multimedia is
used in rural school environments that is similar to a smart school or that urban school?
However, these questions will answer and examined its validity in this study.
1.3 Research objective
The research objectives for this study are:
i) To identify the use of multimedia in improving performance among students.
ii) To examine the use of multimedia in creating a learning active environment
among students in rural school.
iii) To identify multimedia as an effective teaching aid in teaching and learning
process among student.
1.4 Research Question
The research questions for this study are:
iv) What is the use of multimedia in improving performance among students?
i) What are the uses of multimedia to create an active environment among student
in rural school?
8. ii) What is the effectiveness of multimedia in teaching aid and learning process
among student?
1.5 Research hypothesis
The research hypothesis for this study is:
H1: The students can achieve and enhance their performance through multimedia teaching
aid in school.
H2: with using multimedia, students also can adapt and create active environment for their
class.
1.6 Operational Definitions
The definitions used in this study are as follows:
1.6.1 Multimedia
Multimedia according to (Marshall, 1999)defined “Multimedia is the field concerned with
the computer-controlled integration of text, graphics, drawings, still and moving images
(Video), animation, audio, and any other media where every type of information can be
represented, stored, transmitted and processed digitally”. Which means that multimedia
is combination of variety tools such as graphic, text, audio, animation and video.
Multimedia also derived from word “multi” that means multiple or variables and “media”
defined as tools that used to represent or do a certain things delivery medium a form of
mass communication, For example newspapers and magazine. (Luaran, 2013).
Multimedia also define as using sound, pictures and film on a computer in addition to
text on the screen. (Steel, New Oxford Dictionary, 2006). In the era of globalization
today, the word is often used in multimedia lead the 21st century. According to (Heinich,
1996), this is the combination of rigid and mobile media to form a teaching program in
9. formal or informal. For the purpose of this study, multimedia refers to technology in
education use as a tool to improve students‟ academic learning.
1.6.2 Transformation
Transformation means a complete or major change in someone's or something's
appearance and form. (dictionary, 2014) In education system also need a change from
decades to decades for achieve their national philosophy of education. The terms of
transformation is derived from word transform, it is means to change completely,
especially in a way which improves and the transformation a noun word. (Steel, New
Oxford Dictionary, 2006). Transformation is based on the change in the shape or
appearance. (Vocabulary.com, 2014). Change into someone or something different, or
the process by which this occurs, this also means transformation by (Dictionary, 2009)
Transformation in these terms would include the interactive multimedia development in
learning process such as gain knowledge, fun, create new environment and useful
information that related to academic.
1.6.2 Tool
Tool is a piece of equipment such as screwdriver that you hold. (Steel, New Oxford
Dictionary, 2006). In this research context, tools are the term that equipment we can use
for example, in this research the tools that use is computer and software. It related with
this research because before research start, researcher must know the tools that will use
for the research because it will help to make the research smoothly run.
1.6.3 Rural School
10. According to (Steel, New Oxford Dictionary, 2006) rural is connected with the country
and not the town. It also has same meaning with suburban and rustic. Suburban means
not in town in Malay it is called “luar Bandar”. Rustic is typical of the country or country
or the country people or simple. In Malay it is called “desa”. Rural school is the school
that located in country or not in town. These terms are suitable with this research
because researcher used respondent from rural school.
1.6.4 Education
The teaching or training of people especially in schools it is called education. (Steel,
New Oxford Dictionary, 2006). Education also can define as the changes that happen or
make towards human for the sake of education and transformation in their system. The
changes include of thinking, physical and mental. From the changes of three factors, it
will become a healthy change (Daia, 1975). For the purpose of this study, education is
related to this research it is because interactive multimedia will used in education field.
1.7 Limitations of the Study
There are some limitations to this study; first limitation is the respondents are only limited to
form four students. The respondents may not give a full cooperation during the research it
is because of the limitations that they have. Secondly is the limitation of this study are the
number of sample that researcher use is to small and not enough. From this amount of
sample researcher only can get result based on the research that give to them. Many
samples should use to make the conclusion strong. Thirdly is the place that study will
conduct. The researcher will conduct this research at Sekolah Kebangsaan Beserah,
Kuantan Pahang. This research only focuses on this school and not represents the rest
population. This study only focuses in rural school. Besides that, the distribution of the
11. sample is also one of the problems. Since the researcher uses non-random sampling which
is the purposive sampling, the samples do not have equal chances of being selected. The
materials to perform might be inadequate.
1.8 Significance of the study
Study on the role of Interactive Multimedia as a Tool to Enhance Learning Process in rural
school. There is significant of student‟s is to identify the use of multimedia in improving
performance among students whether interactive multimedia can help students to increase
their performance or decrease. If the performance increase it is prove that the interactive
multimedia is one of way to increase student‟s performance. The significance of this study
is to examine the use of multimedia in creating a learning active environment among
students in rural school. From the multimedia software that researcher used in this research
can make students active and comfortable with their environment. Besides that, this study
is to identify multimedia as an effective teaching aid in teaching and learning process
among student. The Effectiveness in using multimedia in teaching process compare to
conventional method of teaching. Besides that, students can explore new method of study
that can change their education process. Nowadays, multimedia and ICT is very important
to us to more competitive especially in education. Thus, the students would have the
opportunity to officially apply these services in their academic learning and at the same
time, it might enhance their academic performance through the innovative learning process.
12. CHAPTER TWO
LITERATURE REVIEW
2.0 Introduction
This study will explore the Transformation in Art Education focusing on interactive Multimedia as
a Tool to Enhance Learning Process. The main objective of this chapter is to identify the use of
multimedia in improving performance among students, to examine the use of multimedia in
creating a learning active environment among students in rural school, and identify multimedia
as an effective teaching aid in teaching and learning process among student. This is followed by
deeper discussion on learning theories related to multimedia in education. The second part
focused on element ofmultimedia. The others part is the impact of computer in education and
the theories and model are related.
2.1 Multimedia in Education
Heading in the 21st century, the use of multimedia is very important in education. Among the
reasons is the paradigm shift in the use of educational development system behaviorism to
cognitivist and to constructivism.
2.2 Element of Multimedia
In a multimedia application, basically the elements of multimedia are divided into two, it is static
(objects that do not move) and dynamic (objects that move or change). The element of
multimedia contains five components or basic elements. It is text, graphic, audio, video and
13. animation. All of this element can be save in their own format and can be import or export to
another programmed that will support the programmed.
Figure 2.1: Multimedia Elements
2.2.1 Text
According to (Jamaludin, 2000) Text is the basic component in multimedia. Texts bring their
own means story and it is a key for communication idea. text not only provides information to
the audience but the layout of the text, the font used to deliver the message to the audience on
a multimedia application. text should also be able to help the audience understand and help
users to use applications from one topic to another topic. Text is divided into two, namely text
reading and text as visual images. Text also used in the headings and sub-headings, menus
and message communication, giving direction and guidance as well as the content.
There are four types of text printed text, text scanning, electronic text and hypertext. Text is the
text as printed in the book. This text can be typed using word processing software or programs
like Microsoft word, Kingsoft and so on. Scanned text is a text that was scanned using a
scanner. Using electronic devices such as in printing a book or manuscript is called electronic
text. The word 'hyper' refers to the process of connecting a text to be more interactive in the
form without linear, quick and intuitive. Hypertext created by ted nelson in 1965. It give evidence
14. or further information and to reinforce the dimensions of the text. Hypertext commonly used is
as hotwords, hotspots and buttons.
a) Hotwords is text colored with another color or it is underlined and it has the
characteristics of hypertext that incorporates other information. It would be to
go to a different page or another box.
b) Hotspots are associated with photos and visuals. It is similar to the function
hotwords. For example when we move the cursor to the file it can give more
information about the image.
c) The buttons are a number of important applications in the multimedia
interactive. There are guidelines or instructions indicated on each of the
buttons to help users.
To form an interactive multimedia with text, there are several things that need to be emphasized
to help the software effectively. Item is the text layout in the software, text length and legibility of
the text. (Kadir, 2008)
2.22 Graphic
Graphic images are the key in multimedia. It makes an application is interesting and interested.
Graphic image also design for a wide range of topics and information. Buttons and icons in the
application of multimedia in the graphic element instance. This graphic image function in
multimedia is to explain the concept, to illustrate and elaborate charts, as a continuation of the
application, the communication of corporate image and culture as well as the simulation
environment and local illustrations. They help to illustrate ideas through still pictures. There are
two types of graphics used is bitmaps (paint graphics) and vector (draw graphics). (Kadir, 2008)
15. Vector graphics are drawn on the computer and only require a small amount of memory. Vector
composed of lines, curves, boxes, circles, polygons, and other forms associated with graphics.
These forms can be filled with color and pattern, can be created, modified, its size without
affecting image. Vector images are clearer and not jagged. Software commonly used to form a
vector image is Adobe Illustrator and CorelDraw.
Bitmaps images are real images that can be captured from devices such as cameras or
scanners. Bitmaps image composed of a matrix of small boxes on a computer screen or printer
called pixels. Each pixel has its own color. The bitmaps image depends on the resolution of a
set number of pixels. If it raised or printed in high resolution it will look like the picture of broken
and jagged. Use software like Adobe Photoshop and fractal design painter is a program that
helps create this bitmap image.
Figure 2.2: Vector versus Bitmap
2.2.3 Audio/Sound
According to (Jamaludin, 2000) A multimedia application may require the use of speech, music
and sound effects. Sound is something that is important to attract the attention of consumers in
an application in multimedia. Without a sound or presentation software will be uninteresting and
16. silent. The used of background voice intonation to emphasize that the message conveyed
effectively. Sound used should also suit the environment so that it is no exaggeration. It also
strengthens the interaction between the audiences to convey implicit or explicit. Sound
knowledge is essential in the selection of a good sound for the software. Acoustics is the
scientific name for the sound. Vibration of an object in water or air and analog wave form is
called sound. Music produced when bouncing vibration of the eardrum, the sound is received
and reflect vocal chord. These are called audio or the sound element. There are two basic types
of audio or sound: analog and digital audio.
Analog audio refers to the original sound signal. Analog sound is produced when we are able to
detect sound waves and converts it into electrical signals. This signal is processed by the
amplifier and sent to the speakers‟ sufficiency and produce sound. Analog signal will vary
according to the time sequence. Sound waves based on frequency and amplitude of the sound.
Number of cycles per second is called the frequency of vibration waves. Furthermore, while the
amplitude is the height of the sound received.
Digital audio refers to the digital sampling of the actual sound. The sound used in multimedia is
digital audio. (Kadir, 2008)
Figure 2.3: Analog and Digital Sounds
17. 2.2.4 Video
Video is an important element to have an impact on multimedia applications. There are various
factors that consider video as a crucial element. It is able to maintain the authenticity or quality
without losing any data. In addition, video can also edit and add effects sophisticated and
interesting. Create interactive presentations and used as teaching aids during training and can
save you time and energy. It also can contribute to the industry in the production process and
demonstrate new product virtual version before being processed. However, these digital video
files are large in size. Transferring these files can take a long time especially when using the
Internet. (Kadir, 2008)
2.2.5 Animation
Animation is a process of making a static image look like it is moving. In multimedia, digital
animation is used (Kadir, 2008). Animation means giving life to an image. Animation is a way to
add the illusion of a shape for it appeared as if in motion. Animation can simulate the behavior
of the real situation, attracting the attention of on-screen content and visual impact. This
element can also be made of a rigid graphical presentation of the more interesting and more
dynamic so that users can get faster. Animation can be done in the form of 2-D and 3-D.
Computer animation uses traditional animation concepts but also it is done by computer. 2D
animation refers to creating movements in basic objects. These objects are put into various
situations or positions and have movement on the screen. 3D animation refers to creating
movements to three dimensional digital objects from photographs. Movements like spinning and
flying across the screen are some samples of animations.
18. Figure 2.4: 2 Dimensional Image And 3 Dimensional Images
2.3 The Impact of Technology in Education
Development of technology in today's very fast and robust. This also includes The Education
system today. It leaves a big impact on education. Action Ministry of Education which makes
use of various teaching aids such as laptop computers, compact discs, use a variety of learning
educational software and other teaching aids. Teaching and learning is the main focus of
national education management at either the primary or the secondary school level. Thus, the
management education at both the state and national level are always looking for alternative or
the best methods of teaching and learning in order to enhance the ability of a process of
teaching and learning. The use of technology in the classroom more effective than conventional
methods. According to (Schwier, 2003) supports this statement and said that the technology
has been proven to increase productivity, increase their motivation, indirectly support teaching,
teaching is unique abilities and improve information literacy. Government has provided various
tools of information and communication technology facilities in schools.
2.3.1 Students
The impact of technology on students in school is mostly positive impressions. not only on a
high level as high school from pre-school even more use of multimedia technologies such as is
19. used in learning and teaching. According to (Majid, 2012) software multimedia material can
certainly have an impact on the moral values in the process of identity formation in children.
This is seen from the description and examples shown in the software applied by the
respondents in their lives. The students at the school consist of various ethnic, cultural, religious
and lifestyle is quite different according to socioeconomic status and family background. These
will affect the personality of students in schools especially in the realm of personal development
towards pre-teens and teens. adolescents is characterized by paradox, trying to intimacy but
fear and always avoid; rebel if controlled but need guidance and structure; not given full
autonomy but often act like mature adults; so selfish, but having to deal with the social needs.
(Corey, 2002)
2.3.2 Educators
Not only had the students who would be affected by the technology in the education system, but
teachers also affected spared. This is because, every technology-based teaching requires
teachers are skilled and trained to lead a class. Impact of these technologies also has a positive
impact on a teacher when dealing with learning session and to get out of class. If the availability
of technology-based learning, teachers can leave the teaching to just play the application and
students can resume their sessions without teachers in the short term (Abdullah, 2004).
However according to a study conducted by eight researchers Rosen and Weil (1995), Winnans
and Brown (1992), Dupagne and Krendl (1992) and Hadley and Sheingold (1993), once
advanced computers, but it must be completed with a variety of useful software such as
"hardware" and "software" that can help teachers improve their efficiency in maximizing the
ability to manipulate the computer. With this increased teacher confidence and easier for them
to pour their experiences and help the students to be prepared to use a computer. technology
20. also helps and allows the teacher during lessons, that teachers can spend syllabus, better than
traditional teaching methods, not boring and its use provides many benefits (Daud, 2000)
2.4 Related Theories and Model
Theory and models used in the research of multimedia and technology is Elton models and
cognitive theory of multimedia.
2.5 Conceptual Framework
The conceptual framework for this study is shown in Figure 2.4 and it illustrates how the
variables used in this study which is educational technology are related with learning process.
Figure 2.5: Conceptual Framework
In this study, students„perceptions towards interactive multimedia, the use of multimedia in
creating a learning active environment among students in rural school and multimedia as an
Students
Interactive
Multimedia
Academic
Learning
Process
Learning
Environment
Use
Th
e
con
cep
tua
l
fra
me
wo
rk
for
this
stu
dy
is
sho
wn
in
Fig
ure
2.4
and
it
illu
Influences
conceptual
framework
for this
study is
shown in
Figure 2.4
and it
illustrates
how the
variables
used in this
study which
is
educational
technology
are related
Affect
s
conce
ptual
frame
work
for
this
study
is
show
n in
Figur
e 2.4
and it
illustr
ates
how
the
varia
bles
used
in this
study
which
Influences
conceptual
framework
for this
study is
shown in
Figure 2.4
and it
illustrates
how the
variables
used in this
study which
is
educational
technology
are related
21. effective teaching aid in teaching and learning process among student process will be
investigated in depth. These three variables will perceive the literal role of interactive multimedia
in improving form four students„in Sekolah Menengah Kebangsaan Beserah academic learning.
As shown in Figure 2.5, the use of interactive multimedia in academic will influence
students„academic learning processes as well as their created an active learning environment.
These factors will affect the students either in positive or negative way. Thus, this study intends
to see the role of interactive multimedia towards students„academic. Use influences affects
learning process. In this study, the use of interactive multimedia in academic field is believed to
give impact on students learning process.
22. CHAPTER THREE
RESEARCH METHODOLOGY
3.0 Introduction
This chapter will discuss the following; Research Design, Population and Sample,
Instrumentation, Pilot Study, Data Collection, and Data Analysis Plan.
3.1 Research Design
This is a qualitative and quantitative research; it is called mixed method research. According to
(Teddlie, 1998) defined as mixed model studies as those that combine qualitative and
quantitative approaches within several different phases of the research processes. This study
employed a survey research and experimental study. The design was meant to identify the use
of multimedia in improving performance among students in rural school, to examine the use of
multimedia in creating a learning active environment among students in rural school and to
identify multimedia as an effective teaching aid in teaching and learning process among student.
Students from Sekolah Menengah Kebangsaan Beserah, Kuantan, Pahang have been chosen
as the samples for this study and a set of questionnaires and experiment of interactive
multimedia was used as the instrument in the research to gather the data needed.
3.2 Population and Sample
The population for this study will be all students form four in Sekolah Menengah Kebangsaan
Beserah, Kuantan. This study used nonrandom sampling methods to choose respondents. Non-
23. probability sampling is the selection of participants because they are available, convenient, or
represent some characteristic the investigator wants to study. Instead, non-probability sampling
is a process where the samples involved do not have equal chances of being selected. In non-
probability sampling has three samplings methods, which is systematic sampling, convenience
sampling and purposive sampling. In this research, the samples are selected based on the
purposive sampling. The purposive sampling is based on previous knowledge of a population
and the specific purpose of the research. This method also is to target a particular group of
people, whereby for this research is form four students are the respondents from Sekolah
Menengah Kebangsaan Beserah. This sampling technique is chosen as the objective of this
study is to identify the use of multimedia in improving performance among students. All of the
respondents consist of students from various fields such as science streams and social
sciences since they were randomly selected. The sample sizes for this study are 110
respondents.
3.3 Instrumentation
The instrument used for data collection in this research study is questionnaire, experiment and
interviewing session.
3.4 Data Collection
3.5 Data Analysis
All the data obtained from the questionnaire, experiment and interviewing session were
collected and analysed to provide answers to the three research questions for the study.
24. Bibliography
Abu, S. (2008). Menjadi Guru Tadika. Kuala Lumpur: PTS Professional Publishing Sdn. Bhd.
Daia, M. B. (1975). Prinsip Am Pendidikan. Kota Bharu: Pustaka Aman Press.
Dictionary, M. (2009, January 01). Macmillan Publishers Limited. Retrieved May 10, 2014, from
Macmillan Dictionary: http://www.macmillandictionary.com/dictionary/british/transformation
dictionary, o. (2014, january 01). oxford dictionary. Retrieved april 5, 2014, from oxford dictionary:
http://www.oxforddictionaries.com/definition/english/transformation
doyle. (2007). Learning language through information technology. Educational Technology , 30.
Grabe, M. G. (2007). Integrating Technology for meaningful Learning. new york: Houghton Mifflin
Company .
Hakkinen, P. (2006). learning together: understanding the process of computer based collaborative
learning. london: elsevier science ltd.
Heinich. (1996). Instructional Media and Technologies for Learning. Ohio: Prentice Hall.
Jamaludin, R. (2000). Asas-Asas Multimedia dalam Pendidikan. Kuala Lumpur: Utusan Publications and
Distributors Sdn Bhd.
Jamian, A. R. (2012). Malay Language Education Journal – MyLEJ. Interactive Multimedia Enhancing
PROBIM Students’ Reading Skills , 46-53.
Kadir, A. (2008, November 4). Slideshare. Retrieved may 10, 2014, from Multimedia Element
Presentation: http://www.slideshare.net/azmankadir/multimedia-element-presentation
Luaran, D. J. (2013, september 15). introduction of multimedia. shah alam, selangor, malaysia.
Marshall, D. (1999, november 5). introduction of multimedia. Retrieved april 5, 2014, from what is
multimedia?: http://www.cs.cf.ac.uk/Dave/ISE_Multimedia/node10.html
Mohammod, Z. (2008). Teknologi maklumat dan komunikasi dalam pengajaran dan pemelajaran Bahasa
Melayu. shah alam: karisma publications sdn bhd.
Steel, M. (2006). New Oxford Dictionary. Shah Alam: Oxford Fajar Sdn. Bhd.
Steel, M. (2006). New Oxford Dictionary. Shah Alam: Oxford Fajar Sdn. Bhd.
Teddlie, T. a. (1998).
Vocabulary.com. (2014, january 01). Vocabulary.com. Retrieved may 10, 2014, from Vocabulary.com:
http://www.vocabulary.com/dictionary/transformation