Designing A Digital Multimedia Interactive Book for Industrial Metrology Measurement Learning

Full Text (PDF, 581KB), PP.39-46

Views: 0 Downloads: 0


Marsono 1,* Mingchang Wu 1

1. Graduate School of Vocational & Technological Education, National Yunlin University of Science and Technology, Taiwan

* Corresponding author.


Received: 13 Jan. 2016 / Revised: 25 Feb. 2016 / Accepted: 1 Apr. 2016 / Published: 8 May 2016

Index Terms

Multimedia, Digital Interactive Book, Industrial Metrology, Learning


This research aims to develop a digital multimedia interactive book for supporting the learning of industrial metrology and to examine the worthiness/value of the produced digital multimedia interactive book. It employs the approach of research and development. The design of the digital multimedia interactive book is implemented in some development stages: (1) material data collection, (2) planning, (3) making a prototype, (4) pilot test with respondents of multimedia experts and experts of industrial metrology, (5) improvement of the prototype, (6) application to students, (7) improvement of the final product. The final product of this research is a software multimedia digital interactive book which can be used to help students learn industrial metrology measurement. With this software, students can learn about industrial metrology whenever and wherever they are. Therefore, it can improve their competency, especially in the measurement.

Cite This Paper

Marsono, Mingchang Wu, "Designing A Digital Multimedia Interactive Book for Industrial Metrology Measurement Learning", International Journal of Modern Education and Computer Science(IJMECS), Vol.8, No.5, pp.39-46, 2016. DOI:10.5815/ijmecs.2016.05.05


[1]J. Li, L. Wang, L. L. Wiliams, and C. A. Allan, "Development of a novel computer application to teach counting in K-2 classroom using the unified process method", I.J. Modern Education and Computer Science, vol. 10, pp. 1-11, 2015.
[2]M. Adri. “Strategi Pengembangan Multimedia Instructional Design”. Jurnal Invotek, vol. 8. No. 1, 2007.
[3]Paltimer, J.R., “Effect of computer algebra systems on concept and skill acquisition Calculus”. Journal for Research in Mathematics Educations, 1991.
[4]Soenarto, S. “Pembahasan Hasil Penelitian: Pengembangan Multimedia Pembelajaran Interaktif Mata Kuliah Tata Hidang”. Jurnal Inotek, vol. 9, no 1, 2005.
[5]Suyanto, M. Multimedia Alat Untuk Meningkatkan Keunggulan Bersaing. Yogyakarta: Andi, 2003.
[6]Arsyad, A. Media Pembelajaran. Jakarta: PT. Raja Grafindo Persada, 2002.
[7]J. A. Kulik, C. C. Kulik, and R. L. Bangert-Drowns, “Effectiveness of computer-based education in elementary schools,” Computers in Human Behavior, vol. 1, pp. 59–74, 1985.
[8]N. Balacheff and J. J. Kaput, “Computer-based learning environments in mathematics,” International Handbook of Mathematics Education, Springer: Netherlands, pp. 469–501, 1996.
[9]Agnew, P. W. Multimedia in the Classroom. Massachusetts: Allyn and Bacon, 1996.
[10]M. Dominic and S. Francis, "An adaptable e-learning architecture based on learners' profiling", I.J. Modern Education and Computer Science, vol. 3, pp. 26-31, 2015.
[11]L. Rajendran and R. Veilumuthu, “A Cost Effective Cloud Service for E-Learning Video on Demand”. European Journal of Scientific Research, pp. 569-579, 2011.
[12]Sleigh. “Learning Styles – from Theory to Practice. Training and Development in Australia”. Australian Institute of Training and Development, 29(2), pp.44, 2002.
[13]M. A. Tadlaoui, S. Aammou, M. Khaldi, and R. N. Carvalho, "Learner modeling in adaptive educational system: a comparative study", I.J. Modern Education and Computer Science, vol. 3, pp. 1-10, 2016.
[14]Chandra, H. Membuat Sendiri Animasi Profesional dengan 3ds max 4.2. Jakarta: Elex Media Komputindo, 2002.
[15]Newby, T. J. et. al. Instructional Technology for Teaching and Learning. New Jersey, USA: Merrill an Imprint of Prentice-Hall, 2000.
[16]A. Hadi. Animasi dengan Macromedia Flash Berikut Actionscript. Jakarta: Salemba Infotek, 2002.
[17]Sugiyono. Metode Penelitian Bisnis. Bandung: Alfabeta, 2004.