Designing Interactive Multimedia Instruction to Address Soldiers' Learning Needs

Author(s):  
Paul N. Blankenbeckler ◽  
Thomas R. Graves ◽  
Richard L. Wampler
2008 ◽  
pp. 304-347 ◽  
Author(s):  
James E. McCarthy

This chapter provides an overview of the use of adaptive training technology within the military domain. Throughout the chapter, we will discuss the use of intelligent tutoring, adaptive interactive multimedia instruction, and their combination to form closed-loop adaptive training. Frequently, the discussion of a particular approach will be illustrated with one or more case-studies. Moreover, we will explore impediments to widespread adoption of these interventions throughout the military, methods to overcome these impediments, and the migration of this technology into other domains. We will conclude by summarizing trends that are likely to characterize on-going development. Rather than providing a comprehensive review of technology-enhanced learning in the military, which is likely to be outdated before it is published, the author hopes that this illustrative review will open new avenues of thought for researchers, developers, and purchasers of these systems.


2021 ◽  
Vol 7 (1) ◽  
pp. 87
Author(s):  
Syahriani Yulianci ◽  
Nurjumiati Nurjumiati ◽  
Asriyadin Asriyadin ◽  
Adi Apriadi Adiansha

One of the innovations in physics learning needs to be done by using creative learning media, namely interactive multimedia. This is done so that physics learning becomes more effective and not monotonous towards the delivery of material by the teacher. In addition to media factors, factors from within students need to be studied to improve the quality of learning physics. This study aims to test the effectiveness of interactive multimedia on students' creative thinking skills in physics. In addition, this study aims to influence learning styles on creative thinking skills and to see the interaction between interactive multimedia and learning styles in influencing creative thinking skills. This research is included in the quasi-experimental research. The total sample consisted of 74 tenth grade students, who were divided into two groups, namely the experimental class and the control class. The sample was determined by purposive sampling. Data on creative thinking skills were tested using N-Gain, and learning styles were analyzed quantitatively. To see the effectiveness of the research variables, an Anava test was performed. The results showed that interactive multimedia had an effect on students 'creative thinking skills, while the learning styles and interactions of the two independent variables did not affect students' creative thinking skills


2011 ◽  
Author(s):  
Susan Straus ◽  
Michael Shanley ◽  
Rachel Burns ◽  
Anisah Waite ◽  
James Crowley

2021 ◽  
Vol 9 (2) ◽  
pp. 167
Author(s):  
Triana Rejekiningsih ◽  
Mochamad Kamil Budiarto ◽  
Sudiyanto Sudiyanto

This study aims to develop interactive multimedia products based on local potential that are suitable for use in handcrafted learning and entrepreneurship in high schools. This research is a research and development (Research and Development) with a 4-D model (Define, Design, Develop, Disseminate) which takes place in Susukan 1 State Senior High School, Cirebon. The subjects of this study were 29 students, two educators and two media and material expert. The research instrument used a needs analysis questionnaire and observation sheet at the definition stage, then a questionnaire for validation of media experts, material experts, educators and students for the development stage. The result of this research and development is an interactive multimedia product that is suitable for learning craftsmanship and entrepreneurship. The research results show that students have a positive view of interactive multimedia development, besides that the results of developing interactive multimedia products based on local potential have gone through the validation and assessment stages of all media experts with a score of 4.6 (very good), material experts 4.8 ( very good), educators 4.3 (good), and students 4.2 (good), so that overall interactive multimedia products have met learning needs and are included in the appropriate category for use in the learning process of handcraft and entrepreneurship in high school.AbstrakPenelitian ini memiliki tujuan untuk mengmbangkan produk multimedia interaktif berbasis potensi lokal yang layak digunakan pada pembelajaran prakarya dan kewirausahaan di Sekolah Menengah Atas. Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model 4-D (Define, Design, Develop, Disseminate) yang mengambil lokasi di Sekolah Menengah Atas Negeri 1 Susukan, Kabupaten Cirebon. Subjek penelitian ini adalah 29 peserta didik, dua pendidik serta dua validator ahli media dan materi. Instrumen penelitian menggunakan angket analisis kebutuhan dan lembar observasi pada tahap pendefinisian, kemudian angket untuk validasi ahli media, ahli materi, pendidik serta peserta didik untuk tahap pengembangan. Hasil dari penelitian dan pengembangan ini adalah produk multimedia interaktif yang layak digunakan untuk pembelajaran prakarya dan kewirausahaan. Melalui hasil penelitian menunjukkan siswa memiliki pandangan yang positif terhadap pengembangan multimedia interaktif, disamping itu hasil pengembangan produk multimedia interaktif berbasis potensi lokal telah melalui tahapan validasi serta penilaian dari seluruh ahli media dengan skor 4,6 (sangat baik) , ahli materi 4,8 (sangat baik), pendidik 4,3 (baik), dan siswa 4,2 (baik), sehingga secara keseluruhan produk multimedia interaktif telah memenuhi kebutuhan pembelajaran serta termasuk dalam kategori layak untuk digunakan dalam proses pembelajaran prakarya dan kewirausahaan di SMA. 


2009 ◽  
Author(s):  
Susan G. Straus ◽  
Michael G. Shanley ◽  
Rachel M. Burns ◽  
Anisah Waite ◽  
James C. Crowley

Sign in / Sign up

Export Citation Format

Share Document