Student Collaboration Integrating the Electronic Portfolio with Sakai Online Learning Technology to Assess Student Learning Outcomes for the Didactic Program in Dietetics

2008 ◽  
Vol 108 (9) ◽  
pp. A66
Author(s):  
S.F. Clark ◽  
J. Bailey ◽  
A. Holmes ◽  
L. Johnson ◽  
M. Hendricks ◽  
...  
2021 ◽  
Vol 1 (01) ◽  
pp. 1-7
Author(s):  
Anni Qurrotul Aini ◽  
Elya Umi Hanik

Learning that is carried out online requires students to learn independently. Some students are not on time and even forget to take part in online learning which is done online. The beginning of online learning makes students lag behind in lessons so they don't understand the lesson. For that, it is necessary to build synergy between teachers and parents of students in order to realize the success of online learning. This study aims to determine how communication between teachers and parents in achieving learning achievement during the Covid-19 pandemic through the use of learning technology and to determine the extent of student learning outcomes in online learning using current learning technology. In this study using qualitative research methods. This type of qualitative research used by researchers is in the field. Communication between teachers and parents of class II MI NU Miftahut Tholibin Kudus during the Covid-19 pandemic was carried out via smartphones on the Whatsapp application. Through WhatsApp private chat, teachers can ask questions about students' cognitive development. Likewise, parents and teachers can ask questions about teaching materials that have not been understood so far. Meanwhile, student skills can be seen by the teacher via video call or zoom. Student learning outcomes during online learning are less satisfying than normal learning.


2021 ◽  
Vol 2 (1) ◽  
pp. 90-101
Author(s):  
Wulan Rahayu Syachtiyani ◽  
Novi Trisnawati

The covid-19 pandemic has shifted the learning system in Indonesia to distance learning, or better known as online learning. Various education units carry out online learning, this can bring about changes in learning activities. Whether it’s from students, teachers and the learning environment. From the existing phenomena, the researcher wants to conduct an analysis related to learning motivation and student learning outcomes during the covid-19 pandemic. This study aims (1) to find out how student motivation during the covid-19 pandemic and (2) to find out how student learning outcomes during the covid-19 pandemic. This research is qualitative descriptive study using a qualitative approach. The research subjects were students of X OTKP class, vocational high school 1 Ngawi while the value of student learning outcomes was taken in the General Administration subject. Data collection techniques using interviews, observation, and documentation. While the data analysis technique uses percentages. From the research conducted, it was found that the six indicators of learning motivation got an average of 84,28%, which means that student learning motivation falls into the high motivation category. While the average value of student learning outcomes got a percentage of 82,64%. Which means that student learning the category of good learning outcomes.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Alfera Bekti Susanti

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian tindakan kelas dengan subyek penelitian siswa kelas VI SD Negeri Kesongo 01 sebanyak 22 siswa. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau siswa berada dirumah masing-masing. Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar siswa 51,36 dengan katagori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar siswa 93,45 dengan katagori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar siswa sebanyak 42,09. Dengan demikian penelitian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar siswa dalam pembelajaran daring pada tema Globalisasi.Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Game Edukasi This study aims to determine the increase in learning outcomes in online learning through quizizz educational game media. This research is a classroom action research with 22 students of grade VI SD Negeri Kesongo 01 as subjects. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing and reflecting. The implementation of the stages of research is slightly different from classroom learning because learning is carried out separately or students are at home. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.36 with a sufficient category. Whereas in the second cycle the average value of student learning outcomes was 93.45 with a high category. So from cycle I and cycle II there was an increase in student learning outcomes as much as 42.09. Thus the study can be concluded that learning media based on educational games quizizz can improve student learning outcomes in online learning on the theme of globalization. Keywords: Learning Outcomes, Online Learning, Education Game


2020 ◽  
Vol 10 (2) ◽  
pp. 155
Author(s):  
Dewi Syafriani ◽  
Siti Aminah Br Bancin

This study aims to determine learning outcomes using the Student Team Achievement Divisions (STAD) model assisted with macromedia flash compared to Discovery Learning assisted with macromedia flash on the reaction rate material. The study population was all students of class XI MIPA MAN 3 Medan. The sampling technique in this study is simple random sampling. The selected sample is Class XI MIPA 1 as an experimental class I which is treated with a Student Team Achievement Divisions (STAD) model assisted by macromedia flash and Class XI MIPA 3 as an experimental class II which is treated with a Discovery Learning model assisted by macromedia flash. This study uses test instruments that have been tested and are valid. Student learning outcomes data are first tested for normality and homogeneity, where the results obtained by both groups of samples are homogeneous and normally distributed. Hypothesis testing uses the Independent Sample T-Test, with the results of the research obtained a significance value of 0.047. Thus, there are significant differences in student learning outcomes taught using the Student Team Achievement Divisions (STAD) model with Discovery Learning assisted by macromedia flash with a result of 14% using the STAD model better than Discovery Learning.Keywords: Learning Outcomes, Student Collaboration, Student Team  Achievement Divisions (STAD), Discovery Learning, Reaction Rate 


2020 ◽  
Vol 16 (2) ◽  
Author(s):  
Elma Mulia Sari Elma

ABSTRAK Penelitian ini memiliki tujuan untuk mengukur  peningkatan hasil belajar peserta didik dalam pembelajaran daring melalui media game edukasi Quizizz. Penelitian ini merupakan penelitian kuantitatif deskriptif yang terfokus pada evaluasi pembelajaran menggunakan media online. Populasi penelitian yakni seluruh peserta didik SD Negeri Kutowinangun 11 Kota Salatiga yang diajar pada mata pelajaran tematik menggunakan metode daring sebanyak 21 peserta didik. Penelitian ini dilaksanakan 2 siklus, masing-masing siklus 1 kali pertemuan. Setiap pertemuan terdisi dari 4 tahap yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Pelaksanaan tahap-tahap penelitian sedikit berbeda dari pembelajaran dalam kelas karena pembelajaran dilakukan secara terpisah atau peserta didik berada di rumah masing-masing.  Berdasarkan hasil penelitian, pada siklus I diperoleh nilai rata-rata hasil belajar peserta didik 51,43 dengan kategori cukup. Sedangkan pada siklus II diperoleh nilai rata-rata hasil belajar peserta didik 91,90 dengan kategori tinggi. Jadi dari siklus I dan siklus II terjadi peningkatan hasil belajar peserta didik sebanyak 40,47. Dengan demikian dapat disimpulkan bahwa media belajar berbasis game edukasi quizizz dapat meningkatkan hasil belajar peserta didik dalam pembelajaran daring pada tema Globalisasi.Kata Kunci: Hasil  Belajar, Pembelajaran Daring, Game Edukasi ABSTRACT This study aims to measure the increase in student learning outcomes in online learning through educational game media Quizizz. This research is a descriptive quantitative study that focuses on evaluating learning using online media. The study population was all students of SD Negeri Kutowinangun 11 Kota Salatiga who were taught on thematic subjects using online methods as many as 21 students. This research was conducted in 2 cycles, each cycle 1 meeting. Each meeting consists of 4 stages, namely planning, implementing, observing, and reflecting. The implementation of the research stages is slightly different from classroom learning because learning is carried out separately or students are in their respective homes. Based on the results of the study, in the first cycle the average value of student learning outcomes was 51.43 in the sufficient category. Whereas in the second cycle the average value of student learning outcomes was 91.90 in the high category. So from cycle I and cycle II there was an increase in student learning outcomes by 40.47. Thus it can be concluded that learning media based on quizizz educational games can improve student learning outcomes in online learning on the theme of Globalization.Keywords: Learning Outcomes, Online Learning, Educational Games


Author(s):  
Setyo Maqbul Raharjo ◽  
Suhartono Suhartono ◽  
Siti Mas'ula

Abstract: This research was conducted with the aim of describing teacher mastery in operating online learning applications in grade 5 elementary schools, students' perceptions of online learning services provided by grade 5 elementary school teachers, the relationship of teacher mastery in operating online learning applications to student learning outcomes in elementary schools. 5th grade elementary school. The method used is quantitative with a correlational approach. Based on the data obtained, the significant value between teacher mastery and student learning outcomes shows 0.000, meaning that because the significant value is less than 0.05, it can be concluded that there is a relationship between teacher mastery in operating online learning applications and student learning outcomes. The results of this study are that there is a significant relationship between teacher mastery in operating online learning applications on student learning outcomes in grade 5 elementary school. Abstrak: Penelitian ini dilakukan dengan tujuan untuk mendeskripsikan penguasaan guru dalam mengoperasikan aplikasi belajar online di kelas 5 sekolah dasar, persepsi siswa terhadap pelayanan pembelajaran online yang diberikan oleh guru kelas 5 sekolah dasar, hubungan penguasaan guru dalam mengoperasikan aplikasi belajar online terhadap hasil belajar siswa di kelas 5 sekolah dasar. Metode yang digunakan adalah kuantitatif dengan pendekatan korelasional. Berdasarkan data yang diperoleh, nilai signifikan antara penguasaan guru terhadap hasil belajar siswa menunjukkan 0,000, artinya karena nilai signifikan lebih kecil daripada 0,05, maka dapat diputuskan bahwa terdapat hubungan antara penguasaan guru dalam mengoperasikan aplikasi belajar online terhadap hasil belajar siswa. Hasil penelitian ini yaitu terdapat hubungan yang signifikan antara penguasaan guru dalam mengoperasikan aplikasi belajar online terhadap hasil belajar siswa di kelas 5 sekolah dasar.


2021 ◽  
Vol 2 (1) ◽  
pp. 54-66
Author(s):  
Sarifatul Ula ◽  
Aisya Nur Afifa ◽  
Siti A. Azizah

Technology and information are important instruments that must be present in online learning during a pandemic that can determine the effectiveness of biology learning which has an impact on student learning outcomes. The effectiveness of online learning during the pandemic in MAN 2 Jember is known to be 65.8% of students' opinions about the effectiveness of learning biology are not effective, 68.4% of students do not agree with the implementation of learning biology using technology online, and there are 7 students who experience an increase in presentation and  19 decreased perfomance in achievement in student biology learning in the mist of COVID-19 pandemic. This research uses descriptive research with a survey approach. The research objects are students and teachers. The instrument used was a questionnaire regarding the process of learning outcomes in biology with the technical data analysis used in this study was to count the number of respondents answers to each question. The purpose of this study was to determine how the influence of technology used on student learning outcomes in MAN 2 Jember in the midst of the COVID-19 pandemic. Therefore, with the existence of online biology learning processes, there are still deficiencies in understanding biological material, and deficiencies in the application of information technology. So that with this research, teachers and students are expected to be able to better master the material and technology so that they can adapt well to the learning process during the COVID-19 pandemic. Keyword: COVID-19, the influence of technology, learning outcomes Teknologi dan informasi merupakan instrumen penting yang harus ada dalam pembelajaran daring di masa pandemi yang dapat menentukan keefektifan pembelajaran biologi yang berdampak pada hasil belajar siswa. Efektivitas Pembelajaran daring di masa Pandemi di MAN 2 Jember diketahui 65,8% pendapat dari siswa efektivitas pembelajaran biologi tidak efektif, 68,4% siswa tidak setuju dengan pelaksanaan pembelajaran biologi menggunakan teknologi secara daring, dan  terdapat 7 siswa mengalami kenaikan dalam presentasi dan 19 penurunan prestasi dalam hasil belajar biologi siswa di tengah pandemi COVID-19. Penelitian ini menggunakan penelitian deksriptif dengan pendekatan survey. Objek penelitian adalah siswa dan guru. Instrumen yang digunakan adalah kuesioner mengenai proses hasil belajar terhadap mata pelajaran biologi dengan teknis analisis data yang digunakan dalam penelitian ini adalah menghitung jumlah jawaban responden dari setiap pertanyaan. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana pengaruh penggunaan teknologi terhadap hasil belajar siswa di MAN 2 Jember di tengah pandemi COVID-19. Maka dari itu dengan adanya proses pembelajaran biologi secara daring masih terdapat kekurangan dalam pemahaman materi biologi, dan kekurangan pada pengaplikasian teknologi informasi. Sehingga dengan adanya penelitian ini guru dan siswa diharapkan mampu untuk lebih menguasai materi dan teknologi agar dapat beradaptasi dengan baik pada proses pembelajaran di masa pandemi COVID-19. Kata Kunci: COVID-19, pengaruh teknologi, hasil belajar


2021 ◽  
Vol 5 (2) ◽  
pp. 84-90
Author(s):  
Febrian Solikhin ◽  
Weni Inda Sari ◽  
Krisna Dewi

This research is a Classroom Action Research conducted at Public Senior High School 3 Bengkulu City, especially class XI MIPA 4. Online learning in this class reduces student learning activities. Many students are passive in learning. This affects decreasing their learning outcomes. For that, it is necessary to provide the appropriate treatment for solving the problem. This treatment is to apply a learning model that requires students to be more active in learning. One of them is the Numbered Head Together (NHT) learning model. This study aims to increase student activeness in the online learning process and improve student learning outcomes using the NHT model, especially chemical equilibrium material. The subjects of this study were 34 students of class XI MIPA 4. The instruments used were the student activeness observation sheet and the learning outcome test instrument. This research runs in 2 cycles, with each cycle consisting of planning, implementing, observing, and reflecting. The results obtained, overall, there was an increase in student activity in the online learning process and student learning outcomes. The percentage of student activeness in online learning increased from 40.19% in cycle I to 85.29% in cycle II. Meanwhile, the percentage of student learning outcomes completeness was risen from 55.88% in the first cycle to 82.35%. Both have achieved the target set, which is 75%.


2017 ◽  
Author(s):  
Iwan Setia Kurniawan ◽  
Topik Hidayat

AbstrakUlasan ini menginformasikan mengenai penggunaan aplikasi smartphone dalam pembelaja- ran. ulasan ini mencakup tiga bahasan utama yaitu: aplikasi smartphone, kemampuan iden- tifikasi dan literasi konservasi. Beberapa penelitian menunjukan bahwa penggunaan aplikasi smartphone yang diintegrasikan dalam pembelajaran lebih baik daripada pembelajaran dengan cara tradisional. Selain itu aplikasi smartphone efektif untuk meningkatkan hasil belajar siswa, meningkatkan kolaborasi, meningkatkan motivasi siswa dalam pembelajaran, meningkatkan pemahaman konseptual, meningkatkan kemampuan identifikasi siswa mengenai berbagai spesies dan meningkatkan literasi konservasi serta membantu memper- mudah akses materi pembelajaran secara online. Aplikasi smartphone yang dikembangkan dengan prosedur yang tepat akan membantu dalam pembelajaran. Dalam hal ini, beberapa penelitian menunjukan dengan menggunakan aplikasi smartphone siswa memiliki kemam- puan identifikasi yang baik, hal ini penting karena kemampuan identifikasi sangat dibutuh- kan dalam upaya konservasi. Pembelajaran inovatif sudah seharusnya mengembangkan teknologi khususnya smartphone untuk menunjang pembelajaran. Studi lebih lanjut diper- lukan untuk mengembangkan berbagai aplikasi smartphone dalam pembelajaran.Kata kunci: Aplikasi Smartphone, Inovasi Pembelajaran, Keterampilan Identifikasi, Literasi KonservasiAbstractThis review informs about the use of smartphone applications in learning. This review covers three main topics, namely: applications of smartphones, the ability of identification and con- servation literacy. Some studies showed that the use of smartphone applications that are integrated in learning is better than learning in a traditional way. In addition, smartphone applications are effectively able to improve student learning outcomes, collaboration, stu- dent motivation in learning, conceptual understanding, identification skill of students on a variety of species conservation, and promote literacy and facilitate access to online learning materials. Smartphone applications developed with proper procedures will assist in learn- ing. In this regard, several studies have shown using smartphone applications students have proper identification ability, this is important because the ability of identification is required in conservation efforts. Innovative learning should develop technologies to support learning, especially smartphone. Further studies are needed to develop a variety of smartphone ap- plications in learning.Keywords: Conservation Literacy, Identification Skills, Innovative Learning, Smartphone Applications


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