Using Interactive E-Book User Log Variables to Track Reading Processes and Predict Digital Learning Outcomes

2020 ◽  
pp. 153450842094193
Author(s):  
Dandan Yang ◽  
Elham Zargar ◽  
Ashley Marie Adams ◽  
Stephanie L. Day ◽  
Carol McDonald Connor

Stealth assessment has been successfully embedded in educational games to measure students’ learning in an unobtrusive and supportive way. This study explored the possibility of applying stealth assessment in a digital reading platform and sought to identify potential in-system indicators of students’ digital learning outcomes. Utilizing the user log data from third- to fifth-grade students ( n = 573) who read an interactive Word Knowledge E-Book, we examined various user log variables and their associations with word knowledge and strategic reading outcomes. Descriptive analysis provided a depiction of the real-time reading processes and behaviors in which students engaged while digitally reading. Multiple regression analysis with classroom fixed effects demonstrated that user log variables relevant to answering questions and making decisions (i.e., percentage of embedded questions answered correctly; number of attempts to answer the questions; and making implausible decisions) were significantly associated with students’ word knowledge and strategic reading outcomes. Variables indicating reading time and frequency, however, were not significantly associated with these outcomes. This study highlights the potential of interactive e-books as another digital learning environment to establish stealth assessment, which may allow researchers and educators to track students’ reading processes and predict reading outcomes while supporting digital learning.

2016 ◽  
Vol 5 (2) ◽  
pp. 320
Author(s):  
Siwi Enggar Makarti

The background of this study is the low learning outcomes IPS. It is characterized by the acquisition of the average value of social studies students at 59.10 with the percentage of students learning completeness amounted to 50.00% from 20 students. This research is a classroom action research (PTK) which aims to improve student learning outcomes through the implementation of strategies IPS Contextual Teaching and Learning (CTL). This study was conducted in 010 primary schools Silikuan Ukui Hulu subdistrict, with research subjects fifth grade students with a number of 20 students. This study was conducted by two cycles. The data used in this study are the activities of teachers, student activities, and learning outcomes are collected using the observation technique teacher and student activities and written tests, while the analytical techniques used in this research is descriptive analysis. The study states that the acquisition of the activities of teachers and students and learning outcomes in each cycle has increased. This is supported by: (1) the percentage of activity the teachers in the first cycle of the first meeting by 45%, in the first cycle of meetings II percentage teacher activity by 52%, the percentage of teacher activity in the second cycle of the first meeting by 65%, the percentage of teacher activity in the second cycle meeting II by 75%; (2) the percentage of student activity in the first cycle of the first meeting by 49%, in the first cycle of meetings II percentage of student activity by 60%, the percentage of the activity of students in the second cycle the first meeting by 63%, the percentage of student activity on the second cycle of meeting II by 79% ; (3) learning outcomes in basic score of 59,10.Dan which reached KKM 65 only 10 students or (50%). The first cycle of the average value obtained by the students reached 63.6. Students who achieve KKM there are 13 students or 65 (65%). Cycle II average value obtained students achieve value above 67 means the KKM. Students who reached the last 16 students or (80%).


2020 ◽  
Vol 4 (6) ◽  
Author(s):  
Zaenal Arifin

This study aims to: (1) develop thematic textbooks based on local wisdom of our best friend's environmental theme material for grade V elementary school students, (2) Know the validity, practicality and effectiveness of thematic textbooks based on local wisdom of our best friend's environmental theme material for grade students V elementary school. The development of thematic textbook learning media based on local wisdom uses the Research and Development (R & D) method. The development stages include: (1) Potentials and problems, (2) Data collection, (3) Product design, (4) Design validation, (5) Design revision, (6) Product testing, (7) Product revision (Sugiyono, 2016). The research was conducted with 33 students from class V SDN 2 Sendang Jepara Regency. Initial product development is a process of making media based on needs analysis. Expert testing or validation was carried out by 2 experts, namely media experts and material experts. The data collection method in this research is observation, interview, and questionnaire. The data analysis technique used descriptive analysis and comparison test of two independent groups, namely using the independent t-test. Based on the results of the trial, this thematic teaching material is very valid, very interesting, effective and can be applied in learning. This can be seen from the results of the validation test from three experts which show that the product is good. The results of the effectiveness test showed that the experimental class students had better learning outcomes than the control class. This means that textbooks based on local wisdom of Jepara Regency are developed effectively


2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
I Ketut Hariawan

This action research aims: (1) to improve the science learning outcomes of VIIA class students in the even semester of SMP Negeri 1 Manggis in the academic year 2017/2018 by applying the learning investigation (GI) learning model assisted by learning videos. This type of research is classroom action research. The subjects of this study were 30 students in class VIIA, and the object of this study was the science learning outcomes. This action research is planned to be carried out in two cycles. Learning outcomes data were collected using multiple choice tests. Data were analyzed by descriptive analysis. The results showed that: (1) The natural science learning outcomes of the VIIA class in the second semester increased in the first cycle by an average of 70, 70% absorption, with a 50% grade completeness, and an average cycle II of 77, 77 absorption %, with 86.6% class completeness. With the achievement of an average of 77 Natural Science learning outcomes, it means that it is above the established success level of 70, so that the action is considered successful. Thus it can be said that the application of the learning investigation (GI) group learning model assisted by learning videos can improve the learning outcomes of natural science students in class VIIA an even number at SMPN 1 Manggis in the academic year 2017/2018.


Author(s):  
Nurasiah Nurasiah

The purpose of this study was to improve students' motivation and learning outcomes of students of class XI IPA SMAN 2 Tanjung Jabung Timur. The classroom action research was conducted in the second semester of the academic year 2013-2014 in period of January until March, as much as four times the meetings which were divided into two cycles. Each cycle was performed twice meetings and one evaluation. The subjects of the study were the  students of class XI IPA 1. To measure students' motivation and learning outcome used student’s activity data during the learning process with guidance observation data, questionnaire data and achievement test data. Then these data were analysed using descriptive analysis method. In the first cycle shows the percentage of student activities, at the first meeting and the second meeting of 45, 71% and 74, 28%. While in the second cycle, the first meeting and the second meeting of 88, 57% and 94, 28%. The Increasing of learning outcomes in the first cycle was shown learning mastery of 59, 38% with an average value of 70, 17. Whereas in second cycle was shown learning mastery of 87,50% with an  average value of 82,76. In addition, the student’s responses are positive towards learning process by implementation of cooperative learning (model STAD) in determination of acid-base solution properties and acidity of solution using natural indicators. It is based on student questionnaire answers which feel happy or satisfied (agree) was 86, 89%. Keywords: Learning outcomes, Learning activities, STAD model, Natural indicators, Learning mastery


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mark I Hwang ◽  
Susan Helser

Purpose Computer games that teach cybersecurity concepts have been developed to help both individuals and organizations shore up their defence against cybercrimes. Evidence of the effectiveness of these games has been rather weak, however. This paper aims to guide the design and testing of more effective cybersecurity educational games by developing a theoretical framework. Design/methodology/approach A review of the literature is conducted to explore the dependent variable of this research stream, learning outcomes and its relationship with four independent variables, game characteristics, game context, learning theory and user characteristics. Findings The dependent variable can be measured by five learning outcomes: information, content, strategic knowledge, eagerness to learn/time spent and behavioral change. Game characteristics refer to features that contribute to a game’s usefulness, interactivity, playfulness or attractiveness. Game context pertains to factors that determine how a game is used, including the target audience, the skill involved and the story. Learning theory explains how learning takes place and can be classified as behaviorism, cognitivism, humanism, social learning or constructivism. User characteristics including gender, age, computer experience, knowledge and perception, are attributes that can impact users’ susceptibility to cybercrimes and hence learning outcomes. Originality/value The framework facilitates taking stock of past research and guiding future research. The use of the framework is illustrated in a critique of two research streams. Multiple research directions are discussed for continued research into the design and testing of next-generation cybersecurity computer games.


Author(s):  
Sufri Mashuri ◽  
Jahring Jahring ◽  
Nasruddin Nasruddin ◽  
Hasan Djidu

The purpose of this study is to see the differences in the mean increase in student mathematics learning outcomes in the Auditory, Intellectually, Repetition (AIR) model and reciprocal teaching (RT) model. The sample in this study were 25 students as the experimental class 1 and 23 students as the experimental class 2. This research was an experimental study with a nonequivalent control group design. The data analysis used was descriptive and inferential analysis. The results of the descriptive analysis showed that the mean pretest score of the experimental class 1 was 51.64 and the posttest result was 70.88 with the increase in student mathematics learning outcomes reaching 0.39. While the mean pretest score of experimental class 2 was 36.52 and the posttest result was 70.48 with the increase in student mathematics learning outcomes reaching 0.51. The variance of the increase in mathematics learning outcomes in the experimental class 1 was 0.02, and the experimental class 2 was 0.01. The results obtained indicate that the increase in mathematics learning outcomes through the reciprocal teaching learning model is higher than the increase in student mathematics learning outcomes using the AIR learning model.


2022 ◽  
Vol 9 (1) ◽  
pp. 78
Author(s):  
Hadiwaratama R Jusran

This study aims to improve learning outcomes in English aspects of reading skill ability through the word by word pronunciation learning method. This classroom action research was conducted in two cycles. The subjects of this study were fourth grade students of SD Muhammadiyah 2 Parepare with a total of 10 people. The data collection technique of this research used observation, tests, and field notes. While the data analysis technique used descriptive analysis. The results of this study indicate that the increase in learning for fourth grade students of SD Muhammadiyah 2 Parepare through pronunciation word by word is in the first cycle in the low category with an average score of 53.00, while in the second cycle there is an increase in the high category with an average value. average 85.00. In connection with these results, it can be concluded that the learning method of pronounciation word by word can improve learning outcomes of English aspects of reading skill ability for fourth grade students of SD Muhammadiyah 2 Parepare.


Author(s):  
Emilda Sulasmi

This study aims to analyze the learning process at SMP Negeri 14 Medan. This research uses qualitative research, with a case study approach of SMP Negeri 14 Medan. Data collection techniques used in this study were observation, interviews, focus group discussions and documentation and then analyzed descriptively with descriptive analysis model. The results obtained are that the modeling learning strategy has a good impact on improving student learning outcomes, by making several figures into models who practice certain materials in the learning process, so that learning to dance starts from opening, core activities to closing. The conclusion of this research is that the modeling learning strategy designed by SMP Negeri 14 Medan, the modeling learning strategy takes into account the interests of students, the learning outcomes taught with modeling learning strategies are higher than those taught with conventional learning strategies. 


2021 ◽  
Vol 4 (2) ◽  
pp. 124
Author(s):  
Maria Aloisia Uron Leba ◽  
Faderina Komisia ◽  
Maria Benedikta Tukan

AbstrakBimbingan belajar merupakan salah satu metode belajar dengan cara memberi bantuan berupa penjelasan materi pelajaran secara terstruktur dan perlahan kepada siswa dalam mengatasi kesulitan belajarnya. Kegiatan bimbingan belajar ini bertujuan untuk 1). mengkaji peningkatan pemahaman siswa dalam mempelajari ilmu kimia, 2). mengkaji ketuntasan dari hasil belajar yang diperoleh siswa. Sasaran kegiatan ini adalah tiga siswa SMA kelas X yang tinggal di daerah Penfui – Binilaka, Kupang. Metode pelaksanaan kegiatan ini adalah bimbingan belajar yang meliputi diskusi, penjelasan materi dan latihan soal. Teknik pengumpulan data yang digunakan adalah tes. Data hasil kegiatan ini dianalisis dengan 1). persamaan N-Gain untuk mengkaji peningkatan pemahaman siswa, 2). analisis deskriptif untuk mengkaji ketuntasan dari hasil belajar siswa. Hasil analisis menunjukan bahwa 1). peningkatan pemahaman siswa pada setiap pertemuan tergolong tinggi yang ditunjukan dengan rata-rata nilai N-Gain adalah 0,83, 2). hasil belajar siswa tergolong tuntas yang ditunjukan dengan rata-rata ketuntasan dari hasil belajar siswa adalah 76,02%.Kata Kunci: Bimbingan belajar, kimia, hasil belajar, N-Gain, pembelajaran kimiaAbstractTutoring is a learning method that provides assistance in the form of structured and slow explanation of the subject matter to students in solving their learning difficulties. The purpose of this tutoring are to 1). examines the increase of student understanding in studing chemistry, 2). Examines the completeness of student learning outcomes. The target of this activity are  tree high school stutents class X who live in the Penfui - Binilaka. The methods used in this activity are discussion, explanation of the material and exercises. The technique of data collection used was a test. The data of this activity were analized by 1). N-Gain equation to assess the increase in student understanding, 2). descriptive analysis to assess the completeness of student learning outcomes. The analysis results showed that 1). the increase of student understanding at every meeting was high, which was indicated by the average of N-Gain value was 0.83, 2). the learning outcomes of students was complete, which was indicated by the average completeness of student learning outcomes was 76.02%.Keywords: Tutoring, chemistry, learning outcomes, N-Gain, chemistry learning


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