scholarly journals Challenges in the use of a support tool with automated review in student learning of programming courses

2018 ◽  
Vol 139 ◽  
pp. 424-431
Author(s):  
Fredi E. Palominos ◽  
Seomara K. Palominos ◽  
Claudia A. Durán ◽  
Felisa M. Córdova ◽  
Hernán Díaz
Author(s):  
Rafi Eka Wijaya ◽  
Mustaji Mustaji ◽  
Hari Sugiharto

This study aims to analyze the development of mobile learning in learning media to improve digital literacy and student learning outcomes in physics subjects. The method used in writing this systematic literature review is to search for the literature using a database on Google Scholar. The results of the study show that the use of mobile learning in student learning can be used as a learning support tool, media and learning resource and can be applied at the student level. The benefits of using mobile learning in learning are that it can facilitate the teaching and learning process both in the classroom and outside the classroom, attract students' attention and can generate enthusiasm and motivation in learning so that the material being delivered can be conveyed properly and can be understood by students, besides another benefit of using mobile learning is that it can support students towards independent learning. The development of mobile learning as a learning medium has been carried out by several researchers, who develop mobile learning. The results of the development carried out indicate that the media developed is more likely to focus on the teaching material only. Mobile learning developed is focused as a means of practicing working on questions that can provide various types of questions that are varied and challenging.


2017 ◽  
Vol 23 (8) ◽  
pp. 7666-7669
Author(s):  
Munir Naveed ◽  
Muath Alrammal ◽  
Mukti Sharma ◽  
Kausar Fatima

2017 ◽  
Vol 10 (3) ◽  
pp. 26-33
Author(s):  
Geovanne Farell ◽  
Kasman Rukun ◽  
Waskito Waskito

Based on preliminary analysis, the results of student learning object oriented programming courses show the numbers are still relatively low, the low expected learning outcomes is due to the limitations of learning resources or existing instructional media. This research was conducted using the method of research and development (R&D) by using the Four- D model. The development of Mobile Learning used method Design of Exploratory Tutorial. The result of validity test shown that Mobile Learning media was valid. Then the result of practicalities test obtained also show the practicalities of media. Effectiveness of Mobile Learning media declared effective in improving student learning outcomes. Based on the findings of this study concluded that Mobile Learning was valid, practical, and effective to be used as media learning. Keywords: Mobile, Learning, Smartphone, Validity, Effectiveness, Practicalities.


2008 ◽  
Vol 11 (1) ◽  
pp. 9-11 ◽  
Author(s):  
Carolyn S. Potts ◽  
Sarah M. Ginsberg

Abstract In recent years, colleges and universities across the country have been called upon to increase the quality of education provided and to improve student retention rates. In response to this challenge, many faculty are exploring alternatives to the traditional “lecture-centered” approach of higher education in an attempt to increase student learning and satisfaction. Collaborative learning is one method of teaching, which has been demonstrated to improve student learning outcomes.


2010 ◽  
Vol 13 (2) ◽  
pp. 40-48 ◽  
Author(s):  
John Wm. Folkins

A class of 58 students in Introduction to Communication Disorders was divided into eight teams of approximately seven students each. The teams sat together all semester and participated in at least one team activity (team discussions, in-class written assignments, and team quizzes) in every class period. Teams also were used for taking roll and reviewing for examinations. There was no decline in student evaluation of the overall effectiveness of the course or in examination scores when compared to when this course was taught with half the number of students and no teams. Students evaluated the team experience highly and appeared to enjoy competition among teams. Using teams was successful in creating experiences that foster student learning as embodied in Chickering and Gameson’s principles of good practice.


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