Tujuan penelitian pengembangan ini adalah untuk mengetahui bagaimana proses pengembangan media pembelajaran video menggunakan aplikasi canva, kelayakan atau kevalidan media pembelajaran, dan untuk mengetahui kepraktisan media pembelajaran video menggunakan aplikasi Canva pada mata pelajaran SKI materi Isra' Mi'raj di Madrasah Ibtidaiyah Mujahidin Palembang dalam membantu kegiatan pembelajaran d…
Internet technological innovations, particularly the development of Peer-to-Peer ("P2P") networks and the proliferation of user-generated content sites, have introduced considerable challenges for the application of copyright law and infringement liability. The response from the courts and Congress has been mixed, with severe legal curtails being applied to P2P technology while user-generated c…
The aim of the study was to learn about how to use multi-media elements (texts, colours, voice, images, videos, fixed animation, and motion animation) for designing ARIJ Website for Investigative Journalism to know how the website designer uses these elements, the challenges he faces, and the most important proposals to improve the usage of these elements. The study used the case study approach…
This study investigated the use of digital video in the classroom and its impact on teachers' practices and professional development. Over a two-year period, perceptions and practices of fifteen teachers using this technology were analyzed. As a result of their experience, participating teachers developed successful classroom management practices to accommodate DV technology with most teachers …
In the midst of the seemingly never-ending debate over whether videogames cause violent behaviour, the structural links between game production and weapon development, military recruitment and international resource-based conflict are often overlooked. As JINI MAXWELL outlines, these relationships are as multifarious as they are disturbing.
This paper examines the links and influences between the videogames of Eugene Jarvis and sf. Using Edwards' "closed world" theoretical framework, this paper establishes the link between the cinematic and textual sf of the 1980s which queried and critiqued the position of the human in relation to new cybernetic technologies and Eugene Jarvis's videogames, many of which are viewed as some of the …
Citizen journalism has proven its effectiveness in the era of digital technology, as it enabled every citizen to provide a distinctive scoop supported with sound and image in a live and immediate manner during the outbreak of crises, and also provided him with the ability to publish news and audacious criticism of events, communicate with the world and exchange information in his own way The pr…
This study values the broad range of web videos produced by businesses to introduce new technologies while also promoting their products. When the promoted technology is related to the topic taught in a school course, it may be beneficial for students to watch such videos. However, most students view the web as source for entertainment, and may have negative attitudes toward adopting these web …
In this study the emerging processes of news consumption among young adults of the post-millennial generation are explored. New forms of journalism, such as video journalism, interactive journalism, multimedia journalism, long form and slow journalism are presented along with their impact on the aforementioned audience. To support the theory on behavioral patterns of online news usage, a focus …