From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement

2021 ◽  
pp. 104297
Author(s):  
Shurui Bai ◽  
Khe Foon Hew ◽  
Michael Sailer ◽  
Chengyuan Jia
2021 ◽  
Vol 933 (1) ◽  
pp. 012022
Author(s):  
D P J Salamena ◽  
Y Cong ◽  
F Lin ◽  
F Ardisa ◽  
U Novella ◽  
...  

Abstract The Covid-19 pandemic is impacting entire countries. One of them is having an impact on CO2 emissions in Indonesia and Japan. The research project is focused on the use of transportation and electricity by Japanese Literature students of BINUS and Wakayama University Japan students before and during the pandemic. Concepts and methodologies, looking at the situation before and during a pandemic, using quantitative methods and approaches based on carbon footprint analysis. This study provides results showing that the use of electronics and transportation which has CO2 emissions is drastically reduced both in Indonesia and in Japan. However, Japan has higher CO2 emissions when compared to Indonesia which is influenced by certain factors, such as transportation mileage.


2022 ◽  
Vol 2 (2) ◽  
pp. 83-89
Author(s):  
Partonduhan aritonang Partonduhan aritonang ◽  
Parsaoran Tamba ◽  
Jemmy Charles Kewas

PENGARUH GAME ONLINE TERHADAP CARA BELAJAR MAHASISWA JURUSAN PENDIDIKAN TEKNIK MESIN UNIVERSITAS NEGERI MANADO Partonduhan Aritonang1, I. P. Tamba2, Jemmy Charles Kelas3 1,2,3Jurusan Pendidikan Teknik Mesin, Universitas Negeri Manado, Kab. Minahasa e-mail: [email protected], [email protected], [email protected]   ABSTRAK Mahasiswa Pendidikan Teknik Mesin Universitas Negeri Manado yang merupakan anak-anak perantau kini telah mendapatkan dampak yang sangat nyata dari permainan game online. Terbukti dari banyaknya mahasiswa yang ikut ambil bagian dalam permainan ini, dari hasil pengamatan peneliti selaku mahasiswa yang aktif mendapatkan banyak data bahwa mahasiswa Pendidikan Teknik Mesin Universitas Negeri Manado yang aktif bermain memiliki kemampuan cara belajar yang kurang aktif dalam pembelajaran. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif. Metode pengumpulan data yang digunakan yakni kuisioner atau angket. Teknik analisi data yang digunakan dalam penelitian ini yaitu analisis statistik deskriptif, Teknik Analisis Regresi dan pengujian hipotesis.Hasil dari penelitian ini yakni : bahwa pengaruh game online (X) terhadap cara belajar mahasiswa (Y) pada taraf t hitung > t tabel dan hasil uji korelasi rxy 0849. Game online berpengaruh signifikan terhadap cara belajar. Ini dapat dibuktikan dari hasil nilai Fhitung sebesar 4.113 dan nilai signifikansi Ftabel 0.00 < 0.05. Besarnya koefisien determinasi sebesar 0.79 atau 79%. Hal ini berarti 79% pengaruh game online terhadap cara belajar mahasiswa sedangkan untuk selebihnya 21% dipengaruhi oleh variabel lain yang tidak diteliti oleh penelitian ini.   Kata kunci : Game Online, Cara Belajar Mahasiswa THE INFLUENCE OF ONLINE GAMES ON HOW STUDENTS STUDYING MECHANICAL ENGINEERING AT MANADO STATE UNIVERSITY ABSTRACT Manado university's advanced mechanical engineering student who is a migrant child has now had a very real impact on online gaming. It is evident from the many students participating in the game that researchers as active university students have received a wealth of data that students studying engineering at manado state university who actively play have a learning ability that is less active in learning. The study USES a quantitative descriptive study method. The data collection method used was "questionnaire or angket." The data analysis used in the study are descriptive statistical analysis, regression analysis and hypothetical testing. The results of this study are: that how online games affect students' learning (y) at a level of t count > t tables and rxy 0849 cordating results. Online games significantly affect how to learn. This can be verified from the results of the ftable value of 4,113 and the significance of ftable 0.00. Critical coefficiencies by 0.79 or 79%. This means 79% of the impact online games have on student learning while for the rest 21% are affected by other variables not examined by this study. Key words : Game Online, student learning


2021 ◽  
Vol 16 (1) ◽  
pp. 1
Author(s):  
Arfah Habib Saragih ◽  
Joansyah Adwie ◽  
Adang Hendrawan

This study examines the effect of student perception in online learning on student satisfaction and its impact on student learning performance and intention to use in the future. The regression analysis method was used based on the survey results from 157 students. Results indicate that students' perceptions of online learning had a positive effect on student satisfaction, intention to use, and student learning performance. Further, student satisfaction has a positive effect on student learning performance but does not affect the intention to use. The implications for lecturers, students, and faculties are also discussed. Keywords:  student perception, online learning, student satisfaction,   student performance, intention to use, covid-19 pandemic


Author(s):  
Ruth Gannon Cook ◽  
Caroline M. Crawford

Keywords: Developmental Research, Distance Learning, Instructional Technology


2020 ◽  
Vol 29 (3) ◽  
pp. 275-292
Author(s):  
Shun Wing Ng ◽  
Yee Wan Kwan ◽  
Ka Hio Huey Lei

This paper aims to report a case study of exploring the effect of “assessment for learning” on improving student learning and facilitating teachers’ professional development in the examination-oriented context of Hong Kong. By adopting Variation Theory of the Lesson Study approach, data were collected through pre- and post-tests, interviews with students and teacher participants and observation field-notes in order to help diagnose students’ learning difficulties and provide evidence for teachers to refine their teaching strategies to enhance students’ learning effectiveness. The students’ improvement in learning performance informed the teacher participants of the usefulness of ‘assessment for learning’ in the classroom.


2006 ◽  
Vol 24 (3) ◽  
pp. 144-149 ◽  
Author(s):  
DONNA SCOTT TILLEY ◽  
CAROL BOSWELL ◽  
SHARON CANNON

Author(s):  
Carolyn M. Shaw ◽  
Amanda Rosen

Simulations and games have been used in the international studies classroom for over fifty years, producing a considerable body of literature devoted to their study and evolution. From the earliest use of these techniques in the classroom, instructors have sought to identify and characterize the benefits of these tools for student learning. Scholars note, in particular, the value of simulations and games in achieving specific learning objectives that are not easily conveyed through lecture format. More recent writings have focused on what specific lessons can be conveyed through different types of exercises and have included detailed descriptions or appendices so that others can use these exercises. As simulations and games have become more widely incorporated into the classroom, a growing body of literature has provided instructions on how to custom design simulations to fit instructors’ specific needs. Although initial evaluations of the effectiveness of simulations were methodologically weak and flawed by research design, sampling, or other methodological problems, newer studies have become more sophisticated. Rather than simply arguing that simulations are (or are not) a better teaching tool than traditional class formats, there is greater recognition that simulations are simply one technique of many that can promote student learning. Scholars, however, are still seeking to understand under what conditions simulations and games are especially beneficial in the classroom.


2019 ◽  
Vol 48 (3) ◽  
pp. 385-406 ◽  
Author(s):  
Qun Zhao ◽  
Jin-Long Wang ◽  
Tsang-Long Pao ◽  
Li-Yu Wang

This study uses the log data from Moodle learning management system for predicting student learning performance in the first third of a semester. Since the quality of the data has great influence on the accuracy of machine learning, five major data transmission methods are used to enhance data quality of log file in the data preprocessing stage. Furthermore, the modified FRBCS-CHI (fuzzy rule-based classification system using Chi's technique) algorithm, based on the weighted consequence, is proposed to improve the prediction accuracy of classification. Thereafter, the confusion matrix with two dimensions is employed to illustrate the prediction results, such as false positives, false negatives, true positives, and true negatives, which are further used to produce the parameters of prediction performance, including the precision rate, the recall rate, and the F-measure. From the results of experiment, the proposed modified FRBCS-CHI method will have higher prediction accuracy than the original FRBCS-CHI method.


Author(s):  
Valdera Yudistira ◽  
A G Thamrin ◽  
Waluyo Waluyo

<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;">The purpose of this study is: 1) To find out the influence of outdoor<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> learning method and indoor learning method towards student learning<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> achievement. 2) To find out the difference of influence of learning activity from<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> student learning achievement. 3) To find out interaction between outdoor learning<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> method and indoor learning method towards student learning achievement. This<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> study is an comparative. <span style="font-size: 12pt; color: #212121; font-style: normal; font-variant: normal;">The <span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;">technique of data collection uses documentation,<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> method test, and questionnaire to search data about achievement and student<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> learning activity. The validity of the research instruments uses validity, reliability,<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> and power of different difficulty levels. Test requirements analysis consists of the<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> normality test and homogeneity test. The technique of data analysis uses a<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> hypothesis test with ANAVA two studies. Based on the results of this study<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> concluded: 1) There was influence between outdoor learning method and indoor<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> learning method toward student learning achievement. 2) There was no difference<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> of influence of learning activity towards student learning achievement. 3) There<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> was no interaction between outdoor learning method and indoor learning method<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> towards student learning achievement.<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> Key word: Learning Method, Outdoor Learning, Indoor Learning, Learning<span style="font-size: 12pt; color: #000000; font-style: normal; font-variant: normal;"> Activity, Learning Achievement<br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;" /></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span>


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