The Impact of a Psychology Learning Community on Academic Success, Retention, and Student Learning Outcomes

2011 ◽  
Vol 38 (2) ◽  
pp. 71-77 ◽  
Author(s):  
Kim Buch ◽  
Sue Spaulding
Author(s):  
Lita Amalia ◽  
Alda Dwiyana Putri ◽  
Alfajri Mairizki Nurfansyah

The purpose of this paper is to describe the Problem Posing learning model with Task and Forced Strategy. As for the background of this writing is because of difficulties in understanding the material and also lack of enthusiasm of students in learning the material so that the impact on student learning outcomes is still low. The low student learning outcomes are, of course, many factors, one of which is the problem of applying a learning model that is still teacher-centered, so students tend to be passive. For this reason, the teacher can use the Problem Posing learning model that is modified by the task and force strategy (Task and Forced). Problem Posing learning model is a learning model that requires students to develop their systematic reasoning skills in making questions and answering questions. While the task and force strategy (Task and Forced) is a learning strategy that has little effect on students to complete the task until it is completed and on time to avoid the punishment given by the teacher as a consequence. So that students will be motivated in listening, understanding the material delivered and doing assignments on time. By combining this model and strategy can be a solution so that the learning process becomes quality.


2018 ◽  
Vol 18 (1) ◽  
pp. 48-64 ◽  
Author(s):  
Erin E. Hardin ◽  
Bret Eschman ◽  
Elliot S. Spengler ◽  
J. Alex Grizzell ◽  
Anahvia Taiyib Moody ◽  
...  

Open educational resources (OER) are increasingly attractive options for reducing educational costs, yet controlled studies of their efficacy are lacking. The current study addressed many criticisms of past research by accounting for course and instructor characteristics in comparing objective student learning outcomes across multiple sections of General Psychology taught by trained graduate student instructors at a large research-intensive university. We found no evidence that use of the OER text impeded students' critical thinking compared to use of a traditional textbook, even after accounting for instructor characteristics. To the contrary, we found evidence of a slight increase in content knowledge when using an OER text. Importantly, this effect was driven by improvements from both our lowest-performing students and our highest-performing students. Moreover, student learning outcomes were not influenced by instructor experience, suggesting even novice instructors fared well with OER materials. Finally, students from traditionally underserved populations reported the lower cost of the book had a significantly higher impact on their decision to enroll in and remain enrolled in the course.


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


Author(s):  
Juriyah Juriyah

<p><em>This research was motivated by the low activity and student learning outcomes through the initial study of natural resources material in grade IV SD Negeri Ciputih 02 with less than optimal student learning outcomes. This study aims to analyze the impact of using the Who I quiz card media on the learning outcomes of students. The research was conducted in two cycles, each cycle consisting of two meetings and four stages, namely: planning, acting, observing, and reflecting. In the first cycle there were 4 students (30.8%) and 9 students (69.2%) who had completed, with a class average score of 71.53. The results of cycle II reached 12 students (92.3%) and 1 student (7.7%) who had not completed, with a class average score of 80.76. Learning with the application of the right media produces good learning outcomes. It is proven that in each cycle there is a significant increase in learning outcomes. The conclusion is that the use of quiz card media who I am can improve student learning outcomes on natural resources material in class IV semester II SD Negeri Ciputih 02, Salem District, Brebes Regency.</em></p>


2021 ◽  
Vol 9 (10) ◽  
pp. 871-878
Author(s):  
Gatot Susilo ◽  
◽  
Sukris Sutiyatno ◽  
Bambang Dewantoro ◽  
◽  
...  

The purpose of this study was to investigate the effect of using e-learning as a learning medium and the level of digital literacy on student learning outcomes in practicum courses. The research was conducted with a quantitative approach with a survey method. The population in this study were STMIK Bina Patria students. Data collection techniques were carried out by giving questionnaires to respondents. The results showed that the use of e-learning as a learning medium and the level of digital literacy had a significant effect on student learning outcomes for practicum courses, namely the variable utilization of e-learning had a significance value of 0.000 (p-value <0.05) and the variable digital literacy had a significant value. significance value of 0.035 (p-value <0.05). The impact of this research can be a means of alternative solution for lecturer to teach practicum courses and improve the outcome of students learning.


2021 ◽  
Vol 5 (4) ◽  
pp. 603
Author(s):  
Nurhikmah H. ◽  
Farida Febriati ◽  
Ervianti Ervianti

The current era of digitalization has big impact on education, the use of technology and information is not only for learning but as an evaluation tool. This development raises problems that require the completion of high-level thinking, therefore students need to prepare the ability to think and be able to develop skills. This study aims to measure the self-efficacy of computer skills on student learning outcomes and interactions in mathematics subjects. This research method used quantitative approach in Quasi Experiment Design. Total sample were 64 students. CBT was used in evaluating mathematics subjects and using a questionnaire to determine the level of self-efficacy of computer abilities towards students learning outcomes. Analysis of research data was carried out using ANOVA, to test the hypothesis using two-way ANOVA (two-way ANOVA) using the SPSS version 25.0 for windows software program. The results showed that there was CBT of mathematics subjects towards student learning outcomes with a mean score of 85 in and a mean score of 80 with a criterion of 3.03, having impact and the criteria value 2.78. The interaction between computer-based tests with self-efficacy computer capabilities had the most correlation with a positive relationship. It can be stated that there is an impact of computer-based tests and self-efficacy of computer ability and has an interaction between CBT and self-efficacy on learning outcomes.


Author(s):  
Leah Martin-Visscher ◽  
Kristopher Ooms ◽  
Peter Mahaffy

As a tribute to the legacy of Dr. Margaret-Ann Armour, we report on an initiative that involves university undergraduate students directly and meaningfully in the articulation and implementation of student learning outcomes for their chemistry programs. Student learning outcomes describe what a student should know, do and value at the end of a learning experience. The initiative was carried out over several years at the King’s University in Edmonton, a small undergraduate liberal arts and science institution with a Chemical Institute of Canada accredited B.Sc. chemistry program. Senior students were involved in articulating their own learning outcomes for their chemistry program and mapping them onto the courses in the program. The resultant heat map provided an interesting visual tool to help the learning community assess strengths and gaps in coverage, as perceived by students. The authors then led a workshop at the Chemistry Education program of a Canadian Society for Chemistry national chemistry meeting to share experiences among Canadian chemistry programs on the diverse ways faculty and programs articulation, implementation, and assessment of student learning outcomes. We conclude with suggestions for steps that departments and programs can take to meaningfully implement student learning outcomes in the design, review, and modification of chemistry programs, including benchmarking those learning outcomes with international outcomes published as a result of an IUPAC project.


Author(s):  
Judi Simmons Estes

The use of online methodologies to deliver coursework has become institutionalized in higher education. There is an urgent need to move beyond the question of which delivery model is most effective: face-to-face, fully online, or blended, and switch the focus to teaching pedagogy and strategies that effectively engage students in the learning process. This chapter posits that student-learning outcomes are less dependent on delivery mode and instead dependent on a teacher's pedagogical practices; it is the skill of the teacher as facilitator that drives the effective development of the learning community and influences student-learning outcomes. Further, it is suggested that constructivism, as a pedagogy of teaching, be considered, regardless of delivery mode; students construct their own knowledge as the teacher facilitates the process through providing opportunities for active engagement and critical inquiry within a community of learners. Teaching opportunities are adapted in response to the needs of students with technology as a tool to deliver learning outcomes.


Author(s):  
Chandra Ainur Rizki ◽  
I Gusti Putu Asto Buditjahjanto ◽  
Bambang Suprianto

This study aims 1) to determine the validity and reliability of the robot transporter learning media instrument, 2) to know the differences in the student learning outcomes between the use of robot transporter and PowerPoint as learning media, and 3) to know how much the learning gain score from the use of these two media. A pre-test-post-test comparison group design type was used. A sample of 60 vocational students participated in two groups, the experimental group (N = 30) and the control group (N = 30).  The results show that the robot transporter learning media is categorized as valid and reliable. The t-test result is 12.589 greater than the t table, namely 2.3596 with a significance of 0.05. Therefore, there is a difference in student learning outcomes. The mean of learning gain score on the robot transporter is 0.694, higher than the mean of learning gain score on the PowerPoint which is 0.289. The use of robot transporter as learning media can help students to be more interactively involved in learning. This is indicated by the students' post-test scores and the value of the gain learning in the experimental class was higher than the control class.


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