scholarly journals Creating a “Good Clinical Practices Inspection” Authentic Online Learning Environment through Educational Design Research

TechTrends ◽  
2020 ◽  
Vol 64 (4) ◽  
pp. 616-627
Author(s):  
Ümit Kartoğlu ◽  
Ria Christine Siagian ◽  
Thomas C. Reeves
2021 ◽  
Vol 14 (2) ◽  
pp. 181-188
Author(s):  
Septinda Rima Dewanti ◽  
Sujarwo Sujarwo

Instructional videos uploaded on Instagram and Youtube for online learning media teachers are facing a problem regarding the student's complicity in the learning process. To captivate the student's interest in the learning activity, the teacher needs to use innovative media. The study aims to develop an instructional video that is uploaded on Instagram and YouTube. The research used educational design research. The research procedure is 1) analysis of practical problems by the researcher; 2) development of prototype solutions informed by existing design principles; 3) testing and refinement. The study used questionnaires and interviews as the instrument. The number of subjects is 40 students The study results show that the video that was developed meets the criteria relevance, consistency, practicality, and effectiveness. The average score of the study is >3. The conclusion of the research is the instructional video uploaded on social media can improve students' activities in online learning. Recommendation for future study is to pay more attention to the urgency of instructional media in online education. Pengembangan Konten Video pada Instagram dan YouTube untuk Pembelajaran Daring Salah satu kendala pelaksanaan pembelajaran secara online adalah rendahnya keterlibatan mahasiswa. Pembelajaran dengan memanfaatkan media sosial diharapkan dapat meningkatkan minat belajar mahasiswa. Tujuan dari penelitian ini adalah untuk mengembangkan video pembelajaran yang dapat diunggah di media sosial Instagram dan YouTube. Metode penelitian yang digunakan pada penelitian ini adalah educational design research. Prosedur penelitian yang dilakukan meliputi 1) penelitian pendahuluan; 2) tahap pengembangan atau prototipe; 3) tahap asesmen/evaluasi. Instrumen penelitian yang digunakan adalah kuisioner dan pedoman wawancara. Jumlah subjek pada penelitian ini adalah 40 mahasiswa. Hasil dari penelitian ini adalah video pembelajaran yang dikembangkan memenuhi kriteria relevansi, konsistensi, kegunaan dan keefektifan yang ditunjukkan dengan rata-rata skor penilaian produk >3. Kesimpulan dari penelitian ini adalah media berupa video yang diunggah di media sosial, efektif membantu pelaksanaan pembelajaran daring bagi mahasiswa. Penelitian ini memberikan rekomendasi kepada peneliti selanjutnya terhadap urgensi penggunaan media pembelajaran yang menarik minat mahasiswa sehingga penelitian yang lebih mendalam tentang media pembelajaran perlu dilakukan.


Author(s):  
Qiyun Wang ◽  
Choon Lang Quek ◽  
Xiaoyong Hu

<p class="3">In this study, a blended synchronous learning environment (BSLE) was created to support a group of graduate students when they were taking a course. Instruction was delivered to both face-to-face (F2F) and online students simultaneously. The purpose of this paper is to present how this BSLE was gradually designed, implemented, and improved by following the educational design research approach. Results showed that the BSLE environment had the capability to support online and classroom students at the same time and provide equivalent learning experiences for them, but challenges emerged in the process. Design principles were summarized to guide researchers or teachers when they design similar learning environments.</p>


2013 ◽  
Vol 23 (3) ◽  
pp. 551-568 ◽  
Author(s):  
Pauline Ernest ◽  
Joseph Hopkins

2015 ◽  
Vol 12 (1) ◽  
pp. 15-27 ◽  
Author(s):  
Ilene Ringler ◽  
◽  
Carol Schubert ◽  
Jack Deem ◽  
Jimmie Flores ◽  
...  

2020 ◽  
Author(s):  
Yumiko Murai ◽  
Ryohei Ikejiri ◽  
Yuhei Yamauchi ◽  
Ai Tanaka ◽  
Seiko Nakano

Cultivating children’s creativity and imagination is fundamental to preparing them for an increasingly complex and uncertain future. Engaging in creative learning enables children to think independently and critically, work cooperatively, and take risks while actively engaging in problem solving. While current trends in education, such as maker movements and computer science education, are dramatically expanding children’s opportunities for engagement in creative learning, comparatively few empirical studies explore how creative learning can be integrated into the school curriculum. The educational design research described in this paper focuses on a curriculum unit that enables students to engage with creative learning through computer programming activities while meeting curriculum goals. The data provided in this paper were drawn from three classroom tryouts, the results of which were used to drive an iterative design process. This paper also shares several insights on the impact of creative learning in curriculum teaching.


SAGE Open ◽  
2020 ◽  
Vol 10 (4) ◽  
pp. 215824402097983
Author(s):  
Abdullah Yasin Gündüz ◽  
Buket Akkoyunlu

The success of the flipped learning approach is directly related to the preparation process through the online learning environment. It is clear that the desired level of academic achievement cannot be reached if the students come to class without completing their assignments. In this study, we investigated the effect of the use of gamification in the online environment of flipped learning to determine whether it will increase interaction data, participation, and achievement. We used a mixed-methods sequential explanatory design, which implies collecting and analyzing quantitative and then qualitative data. In the online learning environment of the experimental group, we used the gamification. However, participants in the control group could not access the game components. According to the findings, the experimental group had higher scores in terms of interaction data, participation, and achievement compared with the control group. Students with low participation can be encouraged to do online activities with gamification techniques.


Sign in / Sign up

Export Citation Format

Share Document