Research Article Open Access

BEEBOARD: FROM WIIMOTE TO INTERACTIVE WHITEBOARD APPLICATION FOR CLASSROOM

Budi Yulianto1 and Lusiana Citra Dewi1
  • 1 Bina Nusantara University, Indonesia
Journal of Computer Science
Volume 10 No. 10, 2014, 2117-2123

DOI: https://doi.org/10.3844/jcssp.2014.2117.2123

Submitted On: 22 December 2013 Published On: 1 July 2014

How to Cite: Yulianto, B. & Dewi, L. C. (2014). BEEBOARD: FROM WIIMOTE TO INTERACTIVE WHITEBOARD APPLICATION FOR CLASSROOM. Journal of Computer Science, 10(10), 2117-2123. https://doi.org/10.3844/jcssp.2014.2117.2123

Abstract

Teaching and learning process is the main factor in education. The use of whiteboard and marker while teaching is an essential media for delivering knowledge from a lecturer to students. In another side, it can cost in daily operation such as making marker dried because of capped-off, easily smudged and some whiteboard (for projector screen) is difficult to be clean if written. The objective is to design and develop an interactive whiteboard application based on multimedia concept to support effective and interactive learning process in classroom. The system is connected to a WiiMote device via Bluetooth and a projector. The methodology is literature study, observation and system design using Unified Modeling Language (UML) approach. An application that can capture image, record sound and video while teaching process. The system is tested and focused on main teaching activities such as writing (drawing), erasing, capturing and recording. All these functionalities can run very well, but need several improvement for next version.

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Keywords

  • Interactive Whiteboard
  • WiiMote
  • InfraRed LED Marker
  • Teaching and Learning
  • Classroom
  • Multimedia
  • UML