The progress of 21st-century skills throughout instructional design projects: a quasi-experimental comparison of rapid prototyping and dick and carey models

Author(s):  
Sacip Toker
2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Didimus Tanah Boleng ◽  
Elsje Theodora Maasawet ◽  
Krishna Purnawan Candra

In empowering students’ 21st century skills, the implementation of scientific approach-based models (SAbM) is recommended. This quasi-experimental research was conducted in senior high school in which the students were comprised of different ethnics. The aim of the study was to determine the effect of SAbM on empowering students' critical thinking skills (CTS). The SAbM implemented were Problem-Based Learning (PBL), Guided Inquiry (GI), and PBL+GI combination. Furthermore, the students’ ethnics included were Javanese, Bugis, Kutai, Banjar, and Toraja. The purposive sampling was used to determine the classes employed (i.e. 11th classes from two senior high schools in Samarinda). The instrument used to collect CTS data was questions test. The data were analyzed using two-way ANCOVA. The results showed that there was no significant interaction between ethnic and learning models on the students' CTS (p = 0.219), as also shown by the main effect of ethnic types (p = 0.583). In contrast, there was a significant effect of SAbM on students’ CTS (p = 0.0005) Through this study, SAbM need to be implemented continuously as it can optimize the empowerment of students’ 21st Century skills.


2021 ◽  
Vol 18 (3) ◽  
pp. 83-102
Author(s):  
Hadiyanto Hadiyanto ◽  
◽  
Failasofah Failasofah ◽  
Armiwat Armiwati ◽  
Mukhlash Abrar ◽  
...  

The application of blended learning in higher education has practically increased through the years, this is however aimed to develop the students rare 21st century skills. Furthermore, the present study investigates the differences in learning process across one semester, and the research design comprised of quasi experimental method without conducting any pre-test, particularly for the conventional and blended learning class. Therefore, self-evaluation questionnaire on 21st century skills were distributed, and the experimental outcome revealed the significant skill practice performed by students in blended learning classes compared to the counterparts in conventional programmes. This learning method was assessed to contain soft and hard skills, in addition to an increased GPA. The aim of this study, therefore, is to investigate the impact of blended learning in course application, with the goal of optimizing students’ 21st century skills and GPA.


2020 ◽  
Vol 4 (2) ◽  
pp. 219-230
Author(s):  
Dini Maielfi* ◽  
Sisri Wahyuni

One type of 21st-century skills that needs to be developed is collaboration skills. There were many problems found in the observation. They were student collaboration skills that were lacking in the ability to discuss well, agree with each other; carry out roles, responsibilities and work productively in groups; and there needs to be mutual respect in the lecture process. Efforts to apply and familiarize 21st-century skills, especially in collaboration skills, this research uses the Tandur type of quantum teaching-learning model. The purpose of this study was to see the effect of the Tandur type of quantum teaching model on the collaboration skills of STKIP Adzkia students in learning basic science concepts. The type of research used is quasi-experimental research. This research was given different treatment to the two sample classes. This research design is classified as a randomized control group-only design. The results showed that the data were not normally distributed and homogeneous, so the Mann Whitney test was carried out and the probability value was 0.05 with an asymsig value (2 tails) of 0.475, so H0 was accepted. This research concludes that there is no significant effect of the quantum teaching model of the Tandur type on the collaboration skills of STKIP Adzkia students in learning basic science concepts.


2022 ◽  
pp. 750-770
Author(s):  
Mohd Ali Samsudin ◽  
Goh Kok Ming ◽  
Nur Jahan Ahmad ◽  
Yogendran Abrose

The aim of this study was to investigate the effectiveness of Minecraft-game-based learning towards on 21st century skills among primary school students. This study employed quasi-experimental methodology. The dependent variable of this study was the 21st century skills. During Minecraft-game-based learning session, students were given the opportunity to build and recreate a world based on certain themes inside Minecraft world based on their creativity and imagination. The session involved a learning process of different skills and knowledge relevant to school and real world which was imitate inside the Minecraft world. The result shows that the intervention of Minecraft-game-based learning is effective in enhancing and retaining the 21st century skills among students. The implication of the study suggests that the functionality of Minecraft as a digital learning tool should be promoted as it involves students to work in a team to solve problems and have fun while acquiring and sharpening the students' 21st century skills.


2016 ◽  
Vol 14 (4) ◽  
pp. 55-67 ◽  
Author(s):  
Rian Vebrianto ◽  
Radjawaly Usman Rery ◽  
Kamisah Osman

This research was conducted to investigate the effectiveness of BIOMIND portal in enhancing students' 21st century skills and overcoming their misconceptions in Biology subject. 118 Indonesian high school students were involved in this quasi-experimental study. The experimental group underwent learning experiences using BIOMIND portal whereas the control group experienced conventional learning approaches. The effectiveness of the BIOMIND portal was measured based on the students' 21st century skills development and their level of misconceptions. There were significant differences in the 21st century skills development found between the experimental group and the control group. In addition, this research has found that the BIOMIND portal could overcome misconceptions among students due to the trainings given during interventions. This study concluded that teaching and learning using BIOMIND portal has brought positive impacts especially in developing the 21st century skills and overcoming students' misconceptions in Biology subject.


Author(s):  
Subrata Biswas

Online learning through remote teaching is an upshot of the COVID-19 pandemic. But it has initiated immediate access to being online, collaborative and communicative, being critical thinkers and creative-settings that can facilitate 21st Century skills. Today’s students must be able to combine these skills with the effective use of technology to succeed in current and future jobs. The full promise of this learning is dependent, however, on institutions to train teacher’s to incorporate 21st century skills in its instructional design, delivery and implementation. Teachers must ensure that students who learn in online environments are gaining the skills necessary to compete as citizens and workers in the 21st century


2013 ◽  
Author(s):  
Fotini Paraskeva ◽  
Aggeliki Chatziiliou ◽  
Aikaterini Alexiou

2020 ◽  
Vol 3 (2) ◽  
pp. 222-233
Author(s):  
Veronika Fany Monica Yuniarti ◽  
Nurul Anriani ◽  
Cecep Anwar H. F. Santosa

Abstrak: Penelitian ini bertujuan untuk menghasilkan aplikasi e-modul berbasis smartphone pada materi integral tak tentu berorientasi keterampilan abad ke-21 yang valid, praktis, dan efektif. Penelitian menggunakan metode Research and Development (R&D) dari Borg dan Gall yang dimodifikasi menjadi enam langkah. Hasil penelitian menyatakan bahwa hasil skor validasi ahli materi sebesar 4.2 termasuk kategori valid, ahli media diperoleh 3.8 termasuk kategori valid dan guru matematika diperoleh 3.7 termasuk kategori valid. Sedangkan hasil efektivitas diperoleh dari persentase ketuntasan 70% dengan kategori tinggi, dan n-gain sebesar 0,7682 termasuk kategori interpretasi tinggi. Lebih jauh, hasil praktis diperoleh 44.55 jumlah rata-rata skor pernyataan yang termasuk kategori sangat praktis dan 39.80 jumlah rata-rata skor pernyataan yang termasuk kategori praktis. Berdasarkan hasil tersebut maka dapat disimpulkan bahwa pengembangan aplikasi e-modul berbasis smartphone merupakan media yang valid, praktis, dan efektif. Abstract: The research aims to produce a valid, practical, and effective smartphone-based e-module applications 21st-century skills-oriented integral material. The Research method was developmental research (R&D) according to Borg and Gall which was modified into six steps. The results of the research show that the validity of material experts score is 4.2 (valid category), media experts obtained is 3.8 (valid category) and the mathematics teacher score is 3.7 (valid category). While the effectiveness results obtained from the percentage of completeness of 70% with a high category and n-gain of 0.7682 including the high interpretation category. As well as the practical results obtained 44.55 the average number of statements in the very practical category and 39.80 the average number of statements in the practical category. Based on these results it can be concluded that the development of smartphone-based e-module applications is a valid, practical, and effective medium.


Author(s):  
Christiane Gresse Von Wangenheim ◽  
Nathalia Cruz Alves ◽  
Pedro Eurico Rodrigues ◽  
Jean Carlo Hauck

In order to be well-educated citizens in the 21st century, children need to learn computing in school. However, implementing computing education in schools faces several practical problems, such as lack of computing teachers and time in an already overloaded curriculum. A solution can be a multidisciplinary approach, integrating computing education within other subjects in the curriculum. The present study proposes an instructional unit for computing education in social studies classes, with students learning basic computing concepts by programming history related games using Scratch. The instructional unit is developed following an instructional design approach and is applied and evaluated through a case study in four classes (5th and 7th grade) with a total of 105 students at a school in (omitted for submission). Results provide a first indication that the instructional unit enables the learning of basic computing concepts (specifically programming) in an efficient, effective and entertaining way increasing also the interest and motivation of students to learn computing.


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