Individualization of Teaching and Learning: Where Have We Been; Where are We Going?

1994 ◽  
Vol 12 (3) ◽  
pp. 182-194 ◽  
Author(s):  
Alexander Romiszowski

This article briefly reviews the history of approaches to the individualization of instruction, from earlier “system-controlled” methodologies to the current multimedia/hypermedia-based “learner-controlled” approaches. Some of the reasons for the general failure of earlier approaches are analyzed. This leads to the general conclusion that there is no guarantee that the new approaches will be successful, and that several key areas of research and development require attention. The article concludes with a review of current research on one aspect of the suggested agenda - the support of computer-based learning exercises by means of electronic networking, to create a form of “virtual group discussion” environment capable of supporting individual learners with intelligent, constructive feedback and guidance.

Author(s):  
Lyle K. Grant ◽  
Robert E. Spencer

<P class=abstract>The present paper (a) outlines the basic features of the Personalized System of Instruction (PSI); (b) provides a brief history of PSI; and (c) describes the application of PSI to distance education. Some common misconceptions about PSI are also addressed. PSI is presented as a helpful universally applicable set of instructional practices that are well suited to distance teaching and learning.</P> <P class=abstract><B>Key Terms:</B> Personalized System of Instruction, distance learning, computer-based instruction, mastery-learning, self-pacing, higher-order objectives, scholarship of teaching, proctors, tutoring.</P> <p>


2011 ◽  
pp. 1931-1937
Author(s):  
Su-Ting Yong

This is a brief review of the history of usability and a discussion of usability in developing a computer-based learning program (CBLP). According to ISO 9241, usability is defined as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (Bevan, 2001). The main focus of usability in this article is concerned with the user interface and interaction design. To create a usable computer-based learning program, one needs to understand the definition of usability and the goals of usability. Besides achieving usability goals, a usable CBLP should also be able to attain user experience goals. Design principles can be used to develop a CBLP featured with usability. Two design models will be discussed in this review.


At-Taqaddum ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 85-102
Author(s):  
Mahasin Husni ◽  
Bambang Sumardjoko ◽  
Darsinah Darsinah

The success of teaching and learning activities is determined by one of the methods and media of learning. This study aims to determine the needs of learning media, develop learning media based on computer games, and determine the effectiveness of learning media based on computer games on students' motivation and interest in learning. This type of research is Research and Development (RD), referring to the ADDIE development model. Data collection techniques using observation and questionnaires. The data analysis technique is done by analyzing the questionnaire. The results showed that students needed new learning media with the criteria of using computer technology, game-based, having a colorful display, involving an active role in student participation, easy to operate, equipped with characters, login, and voice access rights. A computer game-based learning media application has been developed called "BEBEB" with a very proper assessment from Media Experts and Material Experts. The effectiveness of the "BEBEB" application as a learning media based on computer games increased learning motivation by 16.5% and interest in learning by 24.33%. The study results indicate that the development of computer-based learning media as a strategy to increase students' motivation and interest in learning at SMK Muhammadiyah 2 Andong Boyolali has been able to be implemented properly. This implies that teachers need to provide learning media that can arouse students' motivation and interest in learning, one of which is using computer game-based learning media.


2018 ◽  
Vol 3 (1) ◽  
pp. 58
Author(s):  
Novrianti Novrianti Novrianti

Abstrak Mata kuliah Pembelajaran Berbasis Komputer (PBK) merupakan salah satu mata kuliah wajib. Mata kuliah ini diberikan kepada mahasiswa untuk membekali lulusan program studi Teknologi Pendidikan agar mampu mendesain dan mengembangkan media pembelajaran interaktif baik untuk pendidikan dasar, menengah dan pendidikan tinggi. Fenomena yang terjadi pada mata kuliah PBK adalah mahasiswa kesulitan memahami materi ajar sehingga mempengaruhi hasil belajar. Artikel ini akan membahas mengenai masalah-masalah yang mempengaruhi rendahnya daya serap mahasiswa terhadap materi yang dipelajari. Hal tersebut diungkap dengan metode penelitian kualitatif dengan mengumpulkan data melalui wawancara dan observasi. Data tersebut dianalisis dan dinterpretasikan untuk menemukan kesimpulan faktor-faktor yang mempengaruhi sulitnya mahasiswa memahami materi. Hasilnya menunjukkan bahwa faktor penyebab munculnya masalah dalam mata kuliah PBK adalah a) daya tarik mahasiswa terhadap materi cetak, b) motivasi internal dan eksternal, c) kemampuan awal, dan d) kebutuhan mahasiswa terhadap bahan ajar yang bervariasi. Pembelajaran dengan menggunakan e-Modul dapat mempermudah akses materi yang dibutuhkan mahasiswa dan mampu meningkatkan kualitas pembelajaran dikarenakan dukungan berbagai aplikasi dan fitur yang menarik yang akan mudah dipahami mahasiswa. Tujuan penelitian ini berupa produk terapan berupa e-Modul yang sesuai dengan kebutuhan mahasiswa dan dosen pengampu mata kuliah, dan peningkatan pemahaman mahasiswa terhadap materi yang dibuktikan dengan peningkatan skor hasil belajarnya.Jenis penelitian adalah penelitian pengembangan (Research and Development). Model yang digunakan mengadopsi dari model pengembangan Borg dan Gall dengan tahapan yang telah dimodifikasi yaitu (1) Perencanaan, (2) Mengembangkan Produk awal, (3) validasi produk, (4) uji coba terbatas dan (5) Hasil produk akhir. Uji validitas produk dilakukan oleh tiga orang validator yaitu validator media dan validator materi. Uji coba produk dilakukan kepada 30 orang mahasiswa jurusan KTP FIP UNP yang mengambil mata kuliah Pembelajaran Berbasis Komputer yang terdaftar dalam mata kuliah.. Instrumen yang digunakan adalah angket, format penilaian dan dokumentasi. Data dianalisis secara deskriptif kuantitatif untuk mengetahui kualitas multimedia interaktif yang dikembangkan. Hasil analisis menunjukkan bahwa e-Modul untuk mata kuliah Pembelajaran Berbasis Komputer, dalam aspek materi berada pada kategori “sangat baik”, untuk aspek media berada pada kategori “Sangat Baik”. Selanjutnya, untuk hasil uji kepraktisan produk yang telah dilakukan berada pada kategori “sangat praktis”. Hasil tersebut menunjukkan bahwa e-Modul ini praktis digunakan sebagai sumber belajar dan media alternatif dalam perkuliahan Pembelajaran Berbasis Komputer. Kata Kunci : e-modul, sumber belajar, Pembelajaran Berbasis Komputer


2002 ◽  
Vol 18 (2) ◽  
Author(s):  
Mary Peat ◽  
Sue Franklin ◽  
Alison Lewis ◽  
Rod Sims

<span>Given the significant investment by tertiary institutions in the design and creation of computer based teaching and learning resources, it is important to continually evaluate outcomes from their implementation. Within this context, this study reports on the use and perceived usefulness of educational multimedia resources and communications technologies within a single course in a first year biology program. Using an action research model as the basis for the evaluation, data of expected and actual use and usefulness of the resources were collected from students using surveys and focus groups. While the majority of students indicated the multimedia resources were useful for learning activities through providing off campus access to supplementary and relevant materials, others did not find the resources useful, and some did not use them at all. In addition, the use of communications technologies was greatest for social interactions rather than course specific activities. Use was not a function of students' access to computers or the Internet. These findings highlight that online resources will not necessarily generate value added learning for all learners, and that programs will need to offer a variety of learning resources that target different learning styles and enable a mix of off campus and on campus opportunities. Other important factors also emerged from the study, in particular the barriers that learners encounter when working with computers and the integration of these resources into the teaching curriculum. In addition, the study highlighted the value of action research as a means of conducting evaluations of computer based learning resources.</span>


2022 ◽  
Vol 12 (1) ◽  
pp. 96
Author(s):  
Alec Sithole ◽  
Edward T. Chiyaka ◽  
Kumbirai Mabwe

Our study evaluates students&rsquo; approaches to and perceptions of the use of hands-on at-home laboratory kits (HALK) experiments, open-source computer-based simulations (OSCBS), and their combination (OSCBS-HALK) in undergraduate introductory asynchronous online physics courses. Anonymous survey data from students who had completed online physics courses with labs based on simulations, at-home lab kits, or both were collected using a modified version of the Learn Questionnaire (MVLQ). Findings in this study indicate that among the six scales (interest and relevance; peer support; staff enthusiasm and support; teaching for understanding; alignment; and constructive feedback) used to measure students&rsquo; perceptions of the teaching and learning environments, interest and relevance, peer support, and teaching for understanding had statistically significant different means across the three lab types. Post-hoc comparisons using the Tukey HSD test for the interest and relevance scale indicated that students viewed using a combination approach of OSCBS and HALK labs (M = 3.98, SD = 0.61) more significantly positive than using computer-simulated labs only (M = 3.56, SD = 0.75). Compared to other labs, computer-simulated labs were perceived to lead to a deep approach to learning. However, they had the lowest interest and relevance, peer support, and alignment ranking among the three lab groups. Thus, developing strategies to improve students&rsquo; engagement and ability to translate the simulations into physical processes is recommended for OSCBS.


2019 ◽  
Vol 8 (4) ◽  
pp. 3984-3988

When a process of teaching and learning activities by teachers is boring and uninteresting for students, so long as it can be ascertained that the message of values, morals, and knowledge from these lessons is difficult for students to understand and required a teaching method in the form of computer-based learning applications the game. Management of learning must describe efforts to plan or control teaching activities using teaching concepts and principles so that the objectives of teaching and learning activities are achieved more effectively, efficiently and productively and must be initiated from choosing strategies and plans, of course ending with assessment and can be used as consideration make further teaching improvements. Learning Batak Toba script by using the game model will increase students' enthusiasm and not be bored and train their memory to memorize or remember Batak Toba script and connect them to latin script because the questions that appear will never be the same and keep changing because they are randomized with linear congruent method (LCM). This learning model will add to the existing learning model in the form of multimedia-based applications.


2018 ◽  
Vol 1 (1) ◽  
pp. 24-41
Author(s):  
ABDUL MUNTAQIM AL ANSHORY

Pemahaman dan penggunaan komputer merupakan hal yang mutlak dilakukan oleh seluruh bidang kehidupan, termasuk bidang pendidikan. Komputer telah banyak digunakan dalam usaha-usaha mengembangkan dan meningkatkan efektifitas dan efisiensi proses belajar mengajar.  Salah satu upaya untuk meningkatkan mutu pembelajaran bahasa arab yang dilakukan peneliti dalam penelitian ini adalah mendesain program pembelajaran bahasa arab dengan menggunakan komputer. Penelitian ini bermaksud untuk mendesain program pembelajaran bahasa arab dengan menggunakan program komputer Power Point dan mengetahui pendapat para ahli pembelajaran bahasa arab, guru bahasa arab, dan siswa tentang kesesuaian dan menariknya program yang dihasilkan untuk pembelajaran bahasa arab di SMA Negeri 1 Malang. Penelitian pengembangan ini merupakan penelitian kualitatif deskriptif dengan proses validasi yang dilakukan oleh tiga ahli pembelajaran bahasa arab, satu guru bahasa arab, dan 39 siswa SMA Negerin 1 Malang. Adapun hasil dari penelitian ini adalah sebagai berikut: (1) Program pembelajaran bahasa arab yang didesain dengan program power point terdiri dari: (a) slide utama dan pendahuluan, (b) slide daftar isi, (c) slide petunjuk penggunaan, (d) slide-slide materi pembelajaran, (d) slide penutup, dan (e) slide riwayat hidup desainer; (2) Hasil ujicoba menunjukkan bahwa produk yang dihasilkan secara keseluruhan sangat baik, sesuai dan menarik untuk digunakan dalam proses pembelajaran di SMA Negeri 1 Malang. Dari proses desain dan hasil ujicoba tesis penelitian, peneliti dapat mengungkapkan bahwa desain program pembelajaran bahasa arab perlu dilaksanakan guna menunjang keberhasilan pembelajaran bahasa arab.   The using of computer - as one of technology- had became the requirement for all fields in the word, included education field. It has been used to make  the improvements in teaching and learning.  One of these efforts as that is conducted by researcher in this study is  to design learning program using computer program. This research aims are to design computer based learning program for teaching of arabic using power point program at Senior High School 1 of Malang and to know the opinions of the arabic teaching experts, teacher and students about the designed program. This development research is a descriptive qualitative one. The research validation is done by three experts, one teacher and thirty nine students studing arabic at Senior High School 1 of Malang. The results of this research are : (1) This computer based learning program using powerpoint program consists of (a) introduction slide, (b) contents slide, (c) instruction slide, (d) study items slides, (e) closing slide, and (f) biography slide; (2) Opinions from experts, teacher and the students about the computer based learning program using powerpoint program are : the product as a whole is very good, has a good suitability and a good attraction. From the process of designing computer based learning program  and the result of the validation, thesis of this study that researcher able to tell is that designing arabic learning program is required to support  success in teaching and learning arabic language.   الاهتمام بالحاسوب واستخدامه حاجة ماسة في كافة ميادين الحياة، ومن أهمها ميدان التربية.  استخدم المربون والمهتمون بالعملية التعليمية والتعلمية الحاسوب كإحدى الوسائل التعليمية  أم إحدى المواد الدراسية لترقية عملية التعليم والتعلم.. وفي هذا البحث، حاول الباحث تنمية نوعية تعليم اللغة العربية  بواسطة تصميم البرامج التعليمية باستخدام الحاسوب. والهدفان الرئيسيان من هذا البحث هما: لمعرفة كيفية تصميم البرامج التعليمية باستخدام برنامج الحاسوب باور بوينت في  تعليم  اللغة  العربية في المدرسة الثانوية الحكومية الأولى مالانج، ورأي الخبراء والمدرس والطلبة في مناسبة البرامج التعليمية المصممة ببرنامج الحاسوب باور بوينت بتعليم  اللغة  العربية في المدرسة الثانوية الحكومية الأولى مالانج وجاذبيتها. هذا البحث  التطوري عدله مجموعة من 3 خبراء في تعليم اللغة العربية، ومدرس اللغة العربية، و39 طالبا. أما نتائج البحث هي: (1) البرامج التعليمية المصممة ببرنامج  الحاسوب (باور بيوبنت) تم تصميمها وتتكون من الشاشات: (أ) الشاشة  التعريفية، (ب) الشاشة لفهرس شاشات البرامج التعليمية، (ج) الشاشة الإرشاداتية، (د) الشاشات للمواد الدراسية، (هـ) الشاشة للاختتام، و(و) الشاشة عن معلومات المصمم الشخصية. (2) تدل نتائج التجربة على أن هذه البرامج التعليمية المصممة باستخدام برنامج الحاسوب باور بوينت مناسبة جدا لتعليم اللغة العربية في المدرسة الثانوية الحكومية الأولى مالانج، جذابة جدا. انطلاقا من عملية التصميم ونتائج التجربة، فمعطيات هذا البحث التي يمكن أن يقدمها الباحث هي أن تصميم البرامج التعليمية في تعليم اللغة العربية محتاج إليه أيضا لدعم نجاح عملية تعليم اللغة العربية.


Author(s):  
Irvin Renzell Heard

Teaching and learning are transitioning from traditional classroom-based approaches to computer-based learning environments. The demand for technology innovations generate from the new student generation who was born into a technology-driven era termed digital natives. While a large majority of current teachers come from a less technical generation termed digital immigrants. A teacher cannot reap the benefits of online teaching approaches if they are not trained on how to convert traditional methods to online learning and do not understand the available technologies. This chapter covers e-learning paradigms, e-tools, and e-assessments for converting traditional approaches to online environments.


2011 ◽  
pp. 1006-1011 ◽  
Author(s):  
Gary A. Berg

In a general sense, the origin of computer-based learning methods as they have developed internationally derived from correspondence instruction. In the United States, certain problems drove the development of alternative forms of higher education such as correspondence instruction at the end of the 19th century, including geographical separation from sources of higher education, demands of work and military service, lack of access for women, minorities, and the handicapped, religious convictions, and limitations of the curriculum.


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