The effect of virtual learning environments designed according to problem-based learning approach to students’ success, problem-solving skills, and motivations

Author(s):  
Seda Akti Aslan ◽  
Kemal Duruhan
Author(s):  
Donna Russell ◽  
Steven E. Wallis

The purpose of this chapter is to develop a template for the evaluation of learning in an educational game. In this case, gaming is referred to as 3D immersive virtual learning environments. Problem-based learning is the design template for the IVLE as it engages learners in defined learning behaviors that have been shown to encourage advanced problem-based learning. As a result of this holistic design procedure the learning analytic system proposed in this chapter is an integrated system that can be linked to P-12 educational programs augmenting their traditional programs and providing alternative instructional procedures, alternative learning processes for students and a standards-based but a more individualistic and thus viable assessment of learning to replace an outdated learning assessment model.


Author(s):  
Donna Russell ◽  
Steven E. Wallis

The purpose of this chapter is to develop a template for the evaluation of learning in an educational game. In this case, gaming is referred to as 3D immersive virtual learning environments. Problem-based learning is the design template for the IVLE as it engages learners in defined learning behaviors that have been shown to encourage advanced problem-based learning. As a result of this holistic design procedure the learning analytic system proposed in this chapter is an integrated system that can be linked to P-12 educational programs augmenting their traditional programs and providing alternative instructional procedures, alternative learning processes for students and a standards-based but a more individualistic and thus viable assessment of learning to replace an outdated learning assessment model.


Author(s):  
Donna Russell ◽  
Steven E. Wallis

The purpose of this chapter is to develop a template for the evaluation of learning in an educational game. In this case, gaming is referred to as 3D immersive virtual learning environments. Problem-based learning is the design template for the IVLE as it engages learners in defined learning behaviors that have been shown to encourage advanced problem-based learning. As a result of this holistic design procedure the learning analytic system proposed in this chapter is an integrated system that can be linked to P-12 educational programs augmenting their traditional programs and providing alternative instructional procedures, alternative learning processes for students and a standards-based but a more individualistic and thus viable assessment of learning to replace an outdated learning assessment model.


2019 ◽  
Vol 2 (5) ◽  
pp. 221
Author(s):  
Dylla Rizka Amalia ◽  
Kartika ◽  
Muhammad Afrilianto

This study aims to determine the effect of the Problem Based Learning approach through the cooperative learning model of the Team Assisted Individualization (TAI) type, toward the problem solving skills of vocational high school students. The population in this study were all students of SMK Industri Mandiri Karawang, with each 20 selected samples from class X-TKJ and AKA. The instruments used were a test of problem solving skills as many as 5 items. The result of the study show the achievement of problem solving abilities of students who get learning with the Problem Based Learning approach through the cooperative learning model Team Assited Individualization type is better than the class that uses ordinary Problem Based Learning.


2021 ◽  
Vol 10 (1) ◽  
pp. 457
Author(s):  
Lisa Virdinarti Putra ◽  
Ela Suryani ◽  
Ontya Sekar Kinasih ◽  
Wahyu Tyas Utami

This study aimed to determine the application of the problem-based learning approach to improve the mathematics problem solving skills of the fifth grade students of SDN Susukan 04. The research was conducted at SDN Susukan 04. The method used in this study was the Plomp development model which consisted of three stages: (1) Preliminary Research; (2) Prototyping Phase; (3) Assessment Phase. The subjects in this study were students of class V SDN Susukan 04. The type of data in this study was quantitative. This quantitative data was obtained from the validation result score, the score of 10 students on the observation sheet and the learning material mastery test (TPBA) score. The validation phase of teaching materials developed with the Problem-based Learning approach and validation of the problem-solving ability test. Seeing what happened to students, it was necessary to strive the development of the teaching materials to improve problem-solving abilities in learning Mathematics with the Problem-based Learning approach, as the importance of solving abilities learning problems in teaching success. The test for the difference in the problem-solving ability test of the experimental  class and the control class could be seen from the mean of the experimental class = 78.70> the mean of the control class = 64.76. So it can be concluded that the average problem-solving ability of the experimental class students were higher than the problem solving ability of control class students .


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