Automation of Biological Model Learning, Design and Analysis

Author(s):  
Natasa Miskov-Zivanov
2021 ◽  
Vol 5 (2) ◽  
pp. 1-13
Author(s):  
Chairunnisa Inayatusufi ◽  
Tian Abdul Aziz

The purpose of this study is to provide alternative learning options, with a realistic mathematics education learning design or RME on quadrilaterl material for Junior High School students. This writing uses instructional design to develop a learning model. Learning development is done by analyzing needs and learners. Performance objectives and learning outcomes are discussed in detail and adapted to instructional objectives. The results of this study indicate that a quadrilateral learning design by applying the RME approach is recommended for educators in conducting quadrilateral learning. This happens because learning is based on real life or situations that can be imagined by students which are in accordance with RME characteristics, so that they can help students understand quadrilaterals.


2020 ◽  
Vol 2 (1) ◽  
pp. 40
Author(s):  
Ning Fina Inayatus Sofa

AbstractIn determining the learning design teachers must pay attention to learning models that fit the needs of students, so they can help the learning process that is good, effective and efficient. This study aims to illustrate the use of instructional design model learning in PAI materials at MI Darul Hidayah Tirtoyudo, describe the obstacles faced by the use of convincing design learning models on PAI material, and describe solutions to overcome the obstacles encountered. The method used is a qualitative approach to the type of evaluation research, while data collection techniques use observation and interviews. The results of this study are: 1) the use of design learning models assure strongly supports the teaching and learning process and can motivate students to increase their potential, 2) the obstacle faced is the presence of some students who are lazy to learn so they need supervision additional to the teacher, there are delays ABK students in understanding the subject matter, 3) solutions to overcome obstacles namely, teachers can work together with psychologists in order to find out the cause of student laziness, so they can find solutions. While solutions for special needs students can be handled by teachers through a comprehensive learning approach.Keywords: Design, Instructional, Model Assure AbstrakDalam menentukan desain pembelajaran guru harus memperhatikan model pembelajaran yang sesuai dengan kebutuhan siswa, sehingga mereka dapat membantu proses pembelajaran yang baik, efektif dan efisien. Kajian ini bertujuan menggambarkan penggunaan pembelajaran desain model instruksional dalam bahan PAI di MI Darul hidayah Tirtoyudo, menggambarkan kendala yang dihadapi dengan penggunaan model pembelajaran desain yang meyakinkan pada materi PAI, serta menggambarkan solusi untuk mengatasi kendala yang dihadapi. Metode yang digunakan adalah pendekatan kualitatif terhadap jenis penelitian evaluasi, sedangkan teknik pengumpulan data menggunakan pengamatan dan wawancara. Hasil studi ini adalah: 1) penggunaan model pembelajaran assure sangat mendukung proses pengajaran dan pembelajaran dan dapat memotivasi siswa untuk meningkatkan potensi mereka, 2) hambatan yang dihadapi adalah kehadiran beberapa siswa yang malas untuk belajar sehingga mereka membutuhkan pengawasan tambahan dari guru, ada penundaan siswa ABK dalam memahami materi pelajaran , 3) solusi untuk mengatasi rintangan yaitu, guru dapat bekerja sama dengan psikolog dalam rangka untuk mengetahui penyebab kemalasan siswa, sehingga mereka dapat menemukan solusi. Sementara solusi bagi siswa ABK dapat ditangani oleh guru melalui pendekatan pembelajaran yang komprehensif.Kata Kunci: Desain, Instruksional, Model Assure


2021 ◽  
Vol 16 (1) ◽  
pp. 113
Author(s):  
Luthfil Hakim ◽  
Husniyatus Salamah Zainiyati ◽  
Rudy Al Hana ◽  
Siti Farrohah Alimina

<p class="06IsiAbstrak">This study aim to answer the ADDIE model design and its application in Al-Qur'an Hadith subjects at MTs Assathi’ Karas. The method used in this research is a case study with a research approach using qualitative methods to obtain information in the form of interview data and documentation about the implementation of the ADDIE model learning design at MTs Assathi’ Karas. The application of the ADDIE model assisted by Autoplay media has gone through five steps: analysis, design, development, implementation, and evaluation. The researchers' findings in this study are that the application of the ADDIE model assisted by Autoplay media can make the learning model more varied and increase students' learning motivation.</p>


The aim of this study is to produce a hyper content teaching material for prospective master quide in the adventist church. Which can be used for independent learning. This study uses a combination Derek Rowntree’s model and borg and gall models. The product testing phase begin with testing material expert, media experts, and learning disign expert. Then the product was tested to a number of master quide candiates, namely 3 people for individual evaluation, 8 people for small group evaluation and 20 people for large group evaluation. The result of the study showed the value of material expert, linguistic expert, media expert and learning design expert was very good. Judging from the readability test conducted by researchers using fog index, the module material is included in thecategory easy. According to the material expert, the hypercontent module, in terms of content feasibility, the feasibility of the feasibility of presentation according to material experts has been very good.According to linguists, the hypercontent module, in terms of the feasibility of language feasibility it has been very good. According to the learning design, the module is hypercontent, in terms of learning design is very good. Whereas according to expert media and graphic design, all module components are complete, the module size is appropriate and the visual message design principle is very good. According to the candidate master guide this module, in terms of method, evaluation, module size, language, sentence structure, layout, typography, illustrations and colors in the module have been very good.


2019 ◽  
Vol 4 (10) ◽  
pp. 1396
Author(s):  
Richul Qomariyah ◽  
Dedi Kuswandi ◽  
Henry Praherdhiono

<pre><strong>Abstract:</strong> This study aims to produce project based learning scenarios with window shopping format and to know the effectiveness of project based learning scenarios with shopping window formats in the basic graphic design subjects of class X of the multimedia department. The model used in this development research is the Dick, Carey and Carey model. Learning scenarios are validated by learning design expert validators, material expert validators and students as feasibility test respondents. Data collection techniques through questionnaires and analyzed quantitatively and qualitatively. The results of the study show the validation score of the learning scenario by learning design experts, namely 93.33%, material experts 97%, and feasibility tests conducted with 10 respondents showing a score of 86%. Overall the resulting score shows that the validity criteria of the learning scenario are included in very valid criteria so that the project based learning scenario with the shopping window format is declared appropriate for use in the basic learning of graphic design in class X of the Multimedia Department.</pre><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan untuk menghasilkan skenario <em>project based learning </em>dengan format <em>window shopping </em>dan mengetahui keefektifan skenario <em>project based learning </em>dengan format <em>window shopping </em>pada mata pelajaran dasar desain grafis SMK Kelas X Jurusan Multimedia. Model yang digunakan dalam penelitian pengembangan ini adalah model Dick, Carey and Carey. Skenario pembelajaran divalidasi oleh validator ahli desain pembelajaran, validator ahli materi, dan siswa sebagai responden uji kelayakan. Teknik pengumpulan data melalui angket dan dianalisis secara kuantitatif dan kualitatif. Hasil penelitian menunjukkan skor validasi skenario pembelajaran oleh ahli desain pembelajaran yaitu 93,33%, ahli materi 97%, dan uji kelayakan yang dilakukan dengan 10 responden menunjukkan skor 86%. Secara keseluruhan, skor yang dihasilkan menunjukkan bahwa kriteria kevalidan skenario pembelajaran termasuk pada kriteria sangat valid sehingga skenario pembelajaran <em>project based learning </em>dengan format <em>window shopping </em>dinyatakan layak digunakan dalam pembelajaran dasar desain grafis SMK kelas X Jurusan Multimedia.


Author(s):  
Fadhilatun Mahfudzah ◽  
Abdul Hamid K ◽  
Samsidar Tanjung

Abstrak: Tujuan penelitian ini adalah: (1) menghasilkan media pembelajaran shalat fardu berbasis Macromedia, (2) mengetahui apakah penggunaan media pembelajaran shalat fardu berbasis pembelajaran interaktif dapat meningkatkan hasil belajar agama islam siswa. Penelitian pengembangan yang menggunakan model pengembangan Borg dan Gall yang dipadu dengan rancangan pembelajaran model Dick and Carey. Hasil penelitian menunjukkan (1) uji ahli materi mata pelajaran Agama Islam berada pada kualifikasi sangat baik (91,33 %), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (91,33% %), (3) uji ahli ahli media/desain grafis  pembelajaran berada pada kualifikasi sangat baik (91,43 %), (4) uji coba perorangan berada pada kualifikasi sangat baik (94.82 %), uji coba kelompok berada pada kualifikasi sangat baik (89,88 %), uji coba lapangan berada pada kualifikasi sangat baik (89,68 %). Hasil uji efektifitas menunukkan bahwa data t hitung = 16,32 t tabel0,05 (2,49) = 1,67  maka t hitung  (16,32)  > t tabel  (1,67 ) untuk taraf signifikansi (α=0,05) atau dengan kata lain Ha diterima dan Ho ditolak, efektifitas penggunaan media pembelajaran sebesar  85,00 %, tanpa media yaitu 75,90 %. Data ini membuktikan bahwa penggunaan media pembelajaran interaktif shalat fardhu lebih efektif dalam meningkatkan hasil belajar siswa dari pada tanpa menggunakan media pembelajaran interaktif. Kata Kunci: media pembelajaran interaktif, pelajaran agama islam, shalat fardu Abstract: The purpose of this study are: (1) to produce Macromedia based fardu prayer learning media, (2) to find out whether the use of fardu prayer learning media based on interactive learning can improve students' Islamic religious learning outcomes. Development research using the Borg and Gall development model combined with the Dick and Carey model learning design. The results showed (1) the material expert test of Islamic subjects was in very good qualification (91.33%), (2) the learning design expert test was in very good qualification (91.33%), (3) expert test learning media / graphic design experts are in very good qualifications (91.43%), (4) individual trials are in very good qualifications (94.82%), group trials are in very good qualifications (89.88%), test the field try is in very good qualification (89.68%). The effectiveness test results show that the data t count = 16.32 t table 0.05 (2.49) = 1.67 then t count (16.32)> t table (1.67) for the significance level (α = 0.05 ) or in other words Ha is accepted and Ho is rejected, the effectiveness of the use of learning media is 85.00%, without media that is 75.90%. This data proves that the use of interactive learning media fardhu prayer is more effective in improving student learning outcomes than without using interactive learning media. Keywords: interactive learning media, Islamic religious studies, fard prayer


Author(s):  
Francesca Pozzi ◽  
Donatella Persico

This paper tackles the issue of learning design and pedagogical planning in the context of computer-supported collaborative learning (CSCL). In this sector, we witness the same variety of approaches and tools that we find in the technology-enhanced learning (TEL) research field. In particular, in the CSCL context, notions such as “Collaborative Learning Flow Patterns” (CLFP) or “collaborative scripts” have been used to describe and/or run online collaborative learning activities and, consequently, tools have been implemented to reify these concepts and visualise the designs. Despite the differences, most of the existing tools support the representation of learning designs that are already “in the designer’s mind”, while fewer tools specifically aim to provide guidance and support to CSCL designers in the early phases of the design process, that is, when they have to make critical decisions concerning the educational approach, the tools to be used, and the ways to engage the target population. This paper, while focusing on this gap in CSCL research, proposes a unifying model, aimed at supporting pedagogical planning and decision making in the CSCL design process based on the interplay of four model components: Task, Teams, Time and Technology.Keywords: computer-supported collaborative learning; design process; 4Ts model; learning design(Published: 16 September 2013)Citation: Research in Learning Technology Supplement 2013, 21: 17585 - http://dx.doi.org/10.3402/rlt.v21i0.17585


2016 ◽  
Author(s):  
Ludwig Wildt ◽  
Katharina Winkler-Crepaz ◽  
Bettina Boettcher
Keyword(s):  

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