scholarly journals The system of multimedia technologies implementation in high school

2021 ◽  
Vol 270 ◽  
pp. 01008
Author(s):  
Dina Prostova ◽  
Natalya Sosnina ◽  
Natalya Shirina

Recent research highlights the effective use of multimedia as an auxiliary strategy; it helps to easily deliver educational material to students and plays a positive role in strengthening the overall trend towards computer use in education. It is impossible to overestimate the importance of multimedia technologies in education. Multimedia technologies help simplify abstract content, allow you to differ from individual people, and allow you to coordinate diverse views from different points of view. Of course, multimedia technologies improve teaching and learning process, but this technology has a number of drawbacks that make it difficult to implement it into the higher school program. The authors of the study developed the system of MMT implementation is the educational process in high school. The system was developed according to the content of MM phenomenon based on advantages as well as eliminated disadvantages of new technologies in learning process. The definite level of financing and technical support, provided according to the State Program on Digital Economy of the Russian Federation, allows high school to organize the learning process via MMT providing a big volume of different opportunities for specific purposes. Follow the developed system allows educating digital personnel ready to work for digital economy of the region.

2021 ◽  
Vol 2 (2/S) ◽  
pp. 265-268
Author(s):  
Shahlo Valiyeva

There is enormous influence of technology on the ELT world, it is important to look at how to teach and, especially digital technology can support EFL teaching. There is so much digital technology out there nowadays for teachers to integrate into teaching process to support and enhance language learning. However, there’s no denying that today our education has still evolved from a pen, paper and textbook affairs to using smart boards, iPads, online multimedia resources and even mobile applications. There are such effective ways of blending technology in EFL your classroom. This article analyzes the ways of using multimedia applications in the educational process and their importance in the teaching and learning process.    


2018 ◽  
Vol 3 (2) ◽  
pp. 625-642
Author(s):  
Diego Arantes Teixeira Pires ◽  
Leonardo Alves do Nascimento ◽  
Tatyana Mira Medeiros ◽  
Luiz Fernando Batista Loja

Resumo: Atualmente paira sobre a área de Ciências Naturais, e principalmente na disciplina de Química, uma grande preocupação em relação ao processo de ensino-aprendizagem de conceitos científicos. Uma solução, por parte dos estudiosos da Educação Química, para sanar essa problemática é desenvolver e apontar materiais que utilizem Novas Tecnologias para incrementar a metodologia das aulas ministradas pelos professores de Ciências. Alguns desses materiais, que podem contribuir com o êxito no processo de ensino-aprendizagem, são os softwares lúdicos educacionais. Nesse sentido, realizou-se o desenvolvimento de um aplicativo para dispositivo móvel, denominado Quimi Crush, para auxiliar na mediação do conteúdo de Funções Orgânicas no Ensino Médio. O jogo didático foi desenvolvido, testado e aplicado com alunos do Ensino Médio e alunos do Ensino Superior. Esse jogo foi bem avaliado por ambos os grupos. Além disso, Quími Crush foi validado como jogo didático, podendo ser uma ferramenta para auxiliar as aulas de Química, tornando-as mais dinâmicas e interessantes.Palavras-chave: Química Orgânica. Atividades Lúdicas. Tecnologias na Educação. Abstract: Nowaday, there is a great concern about the teaching and learning process of scientific concepts in the field of Natural Sciences, and especially in Chemistry classes. For education researchers, a solution to solve this problem is to develop and point out materials that use new technologies to increase the methodology of the classes. Some of these materials, which can contribute to the success in the teaching-learning process, are playful educational softwares. In this sense, it was developed a mobile device application, named Quimi Crush, to assist in mediating the content of Organic Functions in high school classes. The playful game was developed, tested and applied with High School and ungergraduate students. This game was well rated by both groups. In addition, Quimi Crush has been validated as an educational game and can be a tool to help in chemistry classes, making them more dynamic and interesting.Keywords: Organic Chemistry. Playful Activities. Educational Technologies.


2020 ◽  
Vol 3 (1) ◽  
pp. 78
Author(s):  
Gita Ernita ◽  
Tini Apriliani

Teachers are facilitators that assist students to make the learning process easier and more comfortale. Techer question is a part of learning process. The  aim  of  this  research  is to  find out the types  of  questions  asked  by teachers  in  teaching  and  learning  process.  This  research  is  descriptive  research.  Participant of this research are two English teachers at SMP PGRI Bandung. The  data  collection  used  two  instruments  namely    audio  recording  and  note taking.  From  this  research,  researcher  found  that  open ended questions are mostly occur in the classroom beside ; yes/no questions, short answer   questions,   display   questions,   referential   questions   and   non   retrieval questions. During research, there are three kind of languages used by teachers, they are English, mixed English –Indonesian, and Indonesian.


2021 ◽  
Vol 14 (4) ◽  
pp. 94
Author(s):  
Nnenna Gertrude Ezeh ◽  
Ojel Clara Anidi ◽  
Basil Okwudili Nwokolo

Second language learners especially in English language need further language support in view of the fact that they operate on the performance level of language use as against competence. Achieving success in the teaching and learning of a second language such as English is determined by a number of linguistic and nonlinguistic factors such as the attitude and language skills of the learners, the teacher’s innovativeness and competence, effective teaching methods and materials such as visual, audio-visual aids and media aids to language learning. This research is motivated by the problem inherent in the traditional teaching methods which is stereotypical, boring with little active students’ engagement in the learning process, which makes knowledge transfer an arduous task. The research represents a shift in language teaching and learning - from the known traditional to a more technological mode of learning- giving way to new technologies in which the media plays a prominent role. The work adopts a qualitative methodology in assessing the role of the media in language teaching and learning both on the part of the students as well the teacher, especially in terms of self-development and innovations. It was discovered that media aids in language learning, facilitates the overall learning process and helps the teacher to transcend his limitations in areas such as pronunciation, vocabulary to be able to guide the students aright. This makes learning an ongoing process rather than a product.


2021 ◽  
Vol 21 (2) ◽  
pp. 1-11
Author(s):  
Ratih Apri Sari ◽  
Bachrudin Musthafa ◽  
Fazri Nur Yusuf

AbstrakPembelajaran berbasis proyek merupakan salah satu model pembelajaran yang direkomendasikan untuk digunakan dalam pembelajaran menurut kurikulum 2013. Pelaksanaan proses pembelajaran di Sekolah Menengah Kejuruan (SMK) memiliki karakteristik yang berbeda dengan pelaksanaan pembelajaran di Sekolah Menengah Atas (SMA). Guru SMK harus mampu mengembangkan model pembelajaran yang dapat menghasilkan aspek keterampilan kerja. Salah satu masalah paling kritis dalam proses belajar mengajar Bahasa Inggris di Sekolah Menengah Kejuruan adalah keengganan dan kreativitas guru yang kurang untuk menemukan cara agar pembelajaran lebih kreatif dan menyenangkan. Untuk mengetahui sejauh mana pemahaman siswa tentang suatu materi yang telah diajarkan dalam proses belajar mengajar, guru harus memberikan tugas kepada siswa. Penugasan dapat dilakukan dengan model Pembelajaran Berbasis Proyek (PjBL). Tujuan dari penelitian ini adalah untuk mengetahui bagaimana persepsi guru tentang pembelajaran berbasis proyek. Penelitian ini dilakukan dalam desain deskriptif kualitatif yang melibatkan tiga guru Bahasa Inggris SMK di Kabupaten Indragiri Hilir, Provinsi Riau sebagai responden. Penelitian ini menggunakan wawancara semi terstruktur sebagai instrumen pengumpulan data. Hasil analisis menunjukkan bahwa guru memiliki persepsi positif terhadap pembelajaran berbasis proyek. Dapat ditarik kesimpulan bahwa pembelajaran berbasis proyek perlu dilakukan oleh guru di kelas Bahasa Inggris sebagai salah satu model dalam proses belajar mengajar karena berfokus pada siswa.Kata Kunci: Pembelajaran Berbasis Proyek, Persepsi Guru, dan Sekolah Menengah Kejuruan. AbstractProject-based learning is one of the recommended learning models to be used in learning according to the 2013 curriculum. The implementation of the learning process in Vocational High Schools have different characteristics from the implementation of learning in Senior High Schools. Vocational high school teachers must be able to develop learning models that can produce aspects of work skills. One of the most critical problems in teaching and learning English at Vocational High School is teachers’ unwillingness and less creativity to find ways to make learning more creative and fun. To find out what extent students understand about the material that has been taught in the teaching and learning process, the teachers must give assignments to the students. The assignments can be done with the model Project-Based Learning. The aim of this study was to investigate how teachers’ perception about project-based learning. This research conducted in descriptive qualitative design which involved three vocational high school English teachers in Indragiri Hilir Regency, Riau Province as respondents. This research used semi-structured interview as an instrument to collect the data. The result of the analysis showed that teachers have positive perception toward project-based learning. The conclusion can be drawn that project-based learning was needed to do by the teachers in EFL classroom as one of the models in teaching and learning process because its focus on student-centered.Keywords: Project-Based Learning, Teachers’ Perception, and Vocational High School.How to cite (APA Style): Sari, R., Musthafa,B., Yusuf, F.N. (2021).  Persepsi Guru terhadap Pembelajaran Berbasis Proyek di Sekolah Menengah Kejuruan.  Jurnal Penelitian Pendidikan, 21 (2), 2021. 1-11. doi: https://10.17509/jpp.v21i2.36972


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


2017 ◽  
Vol 2 (2) ◽  
pp. 249
Author(s):  
Kadaruddin Kadaruddin

This research was design to know the effect of learning model multimedia-based toward the students’ English ablility at senior high school of Kolaka Regency. The question of the research was “Is there an effect of learning model multimedia-based toward the students’ English ablility at senior high school of Kolaka Regency? The objective of the research was to find out the data whether the learning model multimedia-based has an effect toward the students’ English ablility at senior high school of Kolaka Regency. The significant of the research was expected the model can be used as reference learning model to improve the students’ English ablility.<strong> </strong>The design of the research was pre-experimental design. The research was conducted at the first-class students of Senior High School 1 Wundulako in Kolaka District. The data were collected by using English test which given at the pre-test and the post-test.<strong> </strong>In analysed the students’ test result, which the mean score of pre-test was 33,8806 and the mean score of post-test was 69,4058, while the t-table 18,55&gt;2,042 t-test. Its mean that the learning model multimedia-based has an effect toward the students’ English ablility. Refering to the findings and discussions of the research, it can be concluded that the learning model multimedia-based has an effect toward the students’ English ablility at senior high school of Kolaka Regency. It was based on the mean score in pre-test and post-test.Based on the conclusion of the research, the researcher suggests to the teacher, especially English teacher in Kolaka Regency to use learning model multimedia-based in teaching and learning process to improve the students’ English ability.


2021 ◽  
Vol 7 (11) ◽  
pp. 336-342

The article discusses the development of the learning process in the new information society, the importance of using new technologies, their application in the learning process. It also emphasizes the importance of inculcating teachers’ knowledge and skills in the formation of the worldview of high school students using ICT tools, and notes that the application of new technologies in the learning process is an important feature of the modern learning process.


2020 ◽  
Vol 3 (2) ◽  
pp. 98-111
Author(s):  
Salih Muhammad Jumah-Alaso ◽  
Abdullahi Shehu Onisabi

This study examines ways of improving Arabic's teaching and learning process by applying YouTube video clips as audio-visual aids. Eighteen Arabic students in Kaduna State College of Education and Kwara State University constituted the study sample. A descriptive method with Pre-test and Post-test was conducted. Data were collected through the essay writing, translation, and structure test. The data were analyzed through the descriptive statistics of frequency (f) and percentage (%). The study findings revealed that the subjects performed better and demonstrated linguistic communicative competence in Arabic. Finally, the study recommends that YouTube videos should be integrated into the Arabic teaching-learning process.


2011 ◽  
Vol 2 (1) ◽  
pp. 94
Author(s):  
Titik Haryati ◽  
Rosalina Ginting ◽  
Suwarno Widodo ◽  
Kiki Aryaningrum ◽  
Bambang Kumoro

Abstract There are still a few handouts created by the teachers. In fact, teachers feel lazy to make a handout to succeed their teaching and learning process, especially civic teachers who are still low in understanding how to make and design their own handout. A handout is an instrument that teachers supposed to writing it. By writing a handout, teacher can explore his material based on the problems faced in the class. That is way; the Team thought that we need to give them something to train them in writing their own teaching handout. This community service was given to civic teachers of senior high school who has the important role in tranfering knowledge about civic subject. This activity had some sessions, there were; lecturing, discussion, questions answer and feedback. It hopes that by understanding the way in designing a teaching handout, they will be encouraged to make their own handout to support their teaching learning process in the classroom. ?é?á Key words : a teaching handout, a civic subject ?é?á


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