Multimedia learning

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    Introduction An elementary hypothesis on multimedia learning and cognitive theory has taken a different turn with the introduction of motion pictures. The Cognitive Theory of Multimedia Learning is a theory of how students or rather people learn from pictures, words and motions, based on the notion that, every individual posses a unique channel of processing verbal and visual information. Literature Review In the literature review, there are a number of studies done on the impacts of multi-media learning on the process of maintaining gathered information, depending on the information gathered. According to Richard E. Mayer, in cognitive multimedia learning, people learn from pictures, and words (Mayer, 2000).For many years now, people only…

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    A Split Attention Effect in Multimedia Learning: Evidence for Dual Processing Systems in Working Memory, written by Robert E. Mayer and Roxana Moreno, discusses a study that tested students’ ability to successfully and effectively process information from two different stimuli at once. Mayer and Moreno found that students were able to perform better on recall tests when presented with an auditory list of instructions rather than a visual one. The purpose of the study, according to Mayer and…

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    Despite the reasoning suggesting multimedia is beneficial in the classroom, there is also some reason to believe that it can be harmful. Mayer, Griffith, Jurkowitz, and Rothman (2008) studied in their experiments the effect of increasing student interest by what they called extraneous or seductive details. As previously mentioned, multimedia presentations can increase attention, but it is important to note how they increase that attention. In the experiment, the researchers tested groups of…

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    I. Introduction: Definition: Distributed multimedia systems consist of multimedia databases, proxy and information servers, and clients, and are intended to for the distribution of multimedia content over the networks (Singh & Verma, 2011). DMS’s will change present life-styles, particularly the parts connected with human correspondences. Such frameworks will make an electronic world done which people have the capacity to shop, work, learn at home, entry on-line advanced libraries starting with…

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    Situation Analysis: Netflix is a global provider of streaming movies and TV series. It started as an American DVD-by-mail service in 1998, and began streaming in 2007. Netflix expanded with streaming in Canada in 2010 and now serves over 190 countries. Netflix’s first widely advertised original series was House of Cards, which debuted in 2013, and Netflix now produces hundreds of hours of original programming around the world. The company was established in 1997 and is headquartered in…

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    Case Study: Netflix Inc.

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    Netflix, Inc. is a provider of Internet television network. The company delivers TV shows and movies to its over than 65 million members directly on TVs, computers, and mobile devices through the Internet. Currently established in over 50 countries, the company operates in three segments that represent their major business activities: Domestic Streaming, International Streaming, and Domestic DVD. The Domestic and International streaming segments derive revenues from monthly membership fees for…

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    Netflix Essay

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    According to Ali C. Begen, Tankut Akgul, and Mark Baugher, the recent development in video streaming technologies provided many fans to watch the FIFA World Cup series on the web, as well as benefited watching high-definition video contents on their smartphones, PCs, and tablets (p. 54). The innovation of the Internet shaped a new era in the entertainment world. Now, we no longer need to rely on a cable TV connection. Online entertainment streaming adopted widely since it is more convenient than…

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    Twitch and the Gaming Revolution Twitch is a video streaming service that is growing fast. According to current estimates, Twitch uses approximately 1.35 percent of Internet data in the United States. The only companies that beat out Twitch in usage were Netflix, Google and Apple. (Tsukayama, 2014) Twitch allows consumers to preview game content via no-biased producers. Producers on Twitch are able to make money streaming content. Twitch is an excellent service that is used by a wide variety…

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    The emergence of modern media technologies has revolutionized the way humans conduct their daily lives. The evolution of media technology has and will continue to impact the information we consume, how we consume it and how that content is created. Being and individual born in the 90s, I have witnessed massive innovation take place on a global scale that has impacted the media technologies I use. As a toddler, much of the media entertainment I was exposed to was derived from clunky TV’s,…

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    keeps people focused on the topic at hand, in a more learning process. One could go so far as to say school programs are trying to recreate a popular television show, Sesame Street. The manner in which Sesame Street attracted young viewers seems to be something school programs are trying to implement in classrooms. This method of using entertainment to teach students is not an insane idea, except for the fact that the classroom cannot be compared to one’s living room. The traditional classroom…

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