Researching Multimedia Trends
Bria Coleman
Image Editing
Video Production: Interactive Videos
eLearning: Gamification in Learning Management Systems
Kahoot!
Presentations: Animated Explainer Videos
A corporate team uses an animated explainer video on cybersecurity awareness to break down complex threats into relatable scenarios, making it simpler for employees to understand potential risks. Press the Circle for Audio.
Vyond
Powtoon
Virtual Reality (VR) for Immersive Learning
50%
of our brain processes visual elements
80%
of what we do and see, we remember
- Johnson, T. (2023). The impact of AI-powered design tools on educational content creation. Journal of Educational Technology, 18(2), 45-52.
Smith, L., & Lee, J. (2023). Enhancing learner engagement through interactive video content: A case study in corporate training. Corporate Learning Review, 9(1), 23-34. Kapp, K. M. (2022). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer. Mayer, R. E. (2021). Multimedia learning. Cambridge University Press. Thomas, A., Zhang, R., & Patel, M. (2023). Virtual reality in professional education: Applications and outcomes. Journal of Immersive Learning, 7(3), 101-118.
Refrences
Thank you
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Researching Multimedia Trends
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Transcript
Researching Multimedia Trends
Bria Coleman
Image Editing
Video Production: Interactive Videos
eLearning: Gamification in Learning Management Systems
Kahoot!
Presentations: Animated Explainer Videos
A corporate team uses an animated explainer video on cybersecurity awareness to break down complex threats into relatable scenarios, making it simpler for employees to understand potential risks. Press the Circle for Audio.
Vyond
Powtoon
Virtual Reality (VR) for Immersive Learning
50%
of our brain processes visual elements
80%
of what we do and see, we remember
- Johnson, T. (2023). The impact of AI-powered design tools on educational content creation. Journal of Educational Technology, 18(2), 45-52.
Smith, L., & Lee, J. (2023). Enhancing learner engagement through interactive video content: A case study in corporate training. Corporate Learning Review, 9(1), 23-34. Kapp, K. M. (2022). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer. Mayer, R. E. (2021). Multimedia learning. Cambridge University Press. Thomas, A., Zhang, R., & Patel, M. (2023). Virtual reality in professional education: Applications and outcomes. Journal of Immersive Learning, 7(3), 101-118.Refrences
Thank you
Escribe una despedida genial para tu audiencia