interactive book
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2021 ◽  
Vol 19 (02) ◽  
pp. 73-82
Author(s):  
KU AKMAL AFIFI KU MARUDZI ◽  
SYAFIQAH HUSNA RUSDI ◽  
XIU LEONG TANG ◽  
NUR HANA HAMZAID

Author(s):  
Usama M. Ibrahem ◽  
Saleh A. Alkhabra ◽  
Bader A. ALharby

This study explores interactive e-book cues and Information Processing Levels (IPL)’s effectiveness on Learning Retention (LR) and External Cognitive Load (ECL). 117 middle school pupils (MSP) were divided into six experimental groups based on their IPL and cues during the second term of the academic year 2019–2020. Visual Cues (VC)/Audiovisual Cues (VAC) and Auditory Cues (AC)/Audiovisual Cues (VAC) statistically varied in the Ie-book in LR test and ECL scale, same for the average scores when testing the LR in Science for MSP due to the difference between IPL for the DL. There is a statistically significant effect of cue types' interaction in Ie-book with IPL in ECL scale for MSP, at its highest peak in the case of the AVC with DL, followed by the interaction resulting from the VC with DL then AC with SL. Also, cues interaction in Ie-book with IPL immensely affect the LR test for MEP, which is at its highest peak in the case of the AVC with DL. The interactions between (DL–SL) and (AC–VC) seem to equally influence the ELC


Author(s):  
Amanda C. Barnes ◽  
Rachel J. Boit ◽  
Dana Conlin ◽  
Linda L. Hestenes

2020 ◽  
Vol 2 (2) ◽  
pp. 151-158
Author(s):  
Galih Ashari Rakhmat

The use of Android-based smartphones is currently increasing rapidly. This makes application developers compete to create various applications. Augmented Reality (AR) is an environment that inserts 3D virtual objects into a real environment. AR is a visualization technology that is currently being developed in several fields. Augmented Reality application in the field of education developed in this study is to discuss the solar system for elementary school students. By presenting a good application content, children's imagination will develop positively. Many media explain about the solar system, such as books and videos. However, the development of Augmented Reality-based media is expected to provide its own insights for students. This research has successfully developed a prototype of a product or media in the form of a book that can be interacted with the AR application on an Android smartphone. The discussion in this study will focus on the application side designed, not on the interactive book design side. Regarding the interactive book media, visual displays of books which have been developed. Application testing has been done by directly interacting with students at the elementary school level, then they respond to the questionnaire. The results of these tests are, the level of usability of the application gets a good response and is easy for use by elementary school students


2020 ◽  
pp. 026565902097443
Author(s):  
Paméla McMahon-Morin ◽  
Stefano Rezzonico ◽  
Natacha Trudeau ◽  
Claire Croteau

Inferencing abilities are crucial to development of reading comprehension. However, few studies addressed those abilities in interventions promoting early literacy skills, especially in kindergartners. The aim of this study was to measure the efficacy of an interactive book-reading intervention targeting inferencing abilities, delivered by a school-based speech-language pathologist (SLP) in whole group kindergarten classes. Two hundred and forty-nine 5-year-old kindergartners from low socio-economic settings were quasi-randomly assigned to either one of the experimental groups (EG1 and EG2) or an active control group (CG). EG1 received a 7-week interactive book-reading intervention followed by a 7-week period where it was up to the teachers to implement aspects of the intervention in their teaching or not. EG2 received the 7-week interactive book-reading intervention only and the active control group received an initial workshop only. Three subtests targeting (1) causal inferences during book-reading, (2) causal inferences in a formal task, and (3) referential inferences in a formal task were performed at pre- and post-intervention assessments. There was a significant Time × Group interaction effect for the first subtest indicating an advantage for EG1 compared to CG over time. EG2 appeared as an intermediary group as its results were not different from EG1 and showing only a trend toward significance ( p = 0.064) when compared to CG. There was no significant Time × Group interaction effect for the second subtest. A significant Time × Group interaction effect was present for the third subtest, EG1 and EG2 showing larger improvement than CG.


2020 ◽  
Vol 2 (2) ◽  
pp. 51-58
Author(s):  
Mirnayati Mirnayati ◽  
I Nyoman Yoga Sumadewa

Folklore is an oral cultural heritage that needs to be preserved because folklore is part of the cultural wealth of Nusantara.  However, the lack of publications makes many folk tales still unknown to the public, especially children.  One of the folk tales that are less well known to the public is the folklore from Lombok entitled monyeh.  So it is necessary to have a publication media to introduce this folklore, one of which is through interactive books that can attract children to read, so they do not get bored while reading and are more informative.This interactive book of monyeh folk tales is designed using the design thinking method to get the right problem-solving solution in designing.  There are two media in the design, namely the primary media of interactive folklore books, monyeh and secondary media, namely x-banners and merchandise.  By designing this interactive book, it is hoped that it can become a new media choice to introduce the Lombok Monyeh folklore.


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