scholarly journals Designing educational software inline with the creative learning process: Just how important is the preparation phase?

2007 ◽  
Author(s):  
Sylvia M. Truman
Author(s):  
Ivan Jaya ◽  
Mahyuddin K. M. Nasution

The COVID-19 pandemic that has recently hit various countries including Indonesia has resulted in major changes in various fields, including in the development of the education sector. The teaching and learning process has turned from face-to-face into an online method. However, there are several obstacles experienced by schools that implement an online learning system, one of them was the ability of teachers who do not understand various learning application platforms. In addition, the material provided by the teacher is not maximally acceptable to students because most teachers provide learning material from the pages of textbooks or teacher writings (scans, photos, or presentation files). For this reason, it is necessary to have variations in the provision of teaching materials to students by making interesting and creative learning videos using the Movavi Education Set. With learning videos, students can do lessons at home, repeat it, and can ask the teacher some points from it if they don't understand. By using Movavi Education Set, teachers are also free to be creative in making learning videos that can be shared through commonly used communication applications such as e-mail, WhatsApp, line, google classroom and other applications.


2019 ◽  
Vol 3 (3.1) ◽  
pp. 204-223
Author(s):  
Juan Manuel Martínez Nogales ◽  
Jorge Cachuput Gusñay ◽  
Hernan Eriberto Chamarro Sevilla ◽  
Jorge Rigoberto López Ortega

The Geo-Gebra software as a didactic tool in the teaching-learning process of mathematics and its impact on academic performance in the first semester students of the Faculty of Natural Resources, Agronomic engineering career of ESPOCH. The problem that has been detected in the students of the first semester, a high rate of low performance in the learning of mathematics, in the race because there is a culture of learning on the part of the students, it is determined that we must make profound changes in educational paradigms, the proposal for this process is to use the Geo-Gebra software didactic tool of mathematics, for the research was based on a questionnaire of questions applied with respect to the use of Goe-Gebra software, as a teaching resource in teaching- learning of mathematics, then with the use of this tool a form of satisfaction was applied to students and teachers, to later make the didactic guide using the Geo - Gebra educational software, hence the importance of making striking designs according to the level or semester and with contents attached to the current geometry plans and programs in which  educational. According to the work experience, a didactic guide was designed for the use of educational software specifically for inequations. It is concluded the research carried out that 72% of the students surveyed consider, using the ICTs it would improve the learning of the geometry and its academic performance; Therefore, it is recommended to train the teachers of the area and promote the proposal in the institution for the application in the teaching-learning process.


2017 ◽  
Vol 5 (2) ◽  
pp. 102
Author(s):  
Duy Ngoc Pham ◽  
Thu Thi Xuan Nguyen

The amount of information to be accumulated at university has been increasing in recent years, so students nowadays are moving towards using computers in the learning process. Application of Information and Communication Technology (ICT), particularly educational software, to facilitate the learning and teaching process has become a more and more popular trend among teachers. In Thai Nguyen University of Technology (TNUT), Vietnam, a multi-disciplinary virtual learning environment (http://e-learning.tnut.edu.vn) has been established on the MOODLE platform. The aim of this paper is to introduce the design of self-practice listening and vocabulary exercises for the TOEFL-ITP preparation course by integrating the exercises designed with the Hot Potatoes and Quizlet into TNUT’s institutional e-learning system. First, the advantages of the e-learning system are discussed. Second, the tools and materials necessary for the design are described. Finally, a suggestion on integrating the listening and vocabulary exercises designed by the Hot Potatoes software and Quizlet into the available e-learning system is introduced.


2021 ◽  
Vol 274 ◽  
pp. 01038
Author(s):  
Ilias Rafikov

The article reveals the compositional specificity of architectural drawing from nature and from the standpoint of including the aesthetic category – «fantastic» in the creative learning process. In this regard, the content, methods and forms of teaching in the variety of compositional solutions of architectural drawing are considered.


2020 ◽  
Vol 5 (1) ◽  
pp. 172-192
Author(s):  
Ezequiel Santos Silva ◽  
Luiz Fernando Batista Loja ◽  
Diego Arantes Teixeira Pires

Resumo: Atualmente, existe uma preocupação em relação ao processo de ensino-aprendizagem de alguns conceitos científicos, como os conceitos iniciais de Química Orgânica, vistos no terceiro ano do Ensino Médio. Uma das alternativas para solucionar esse problema tem sido construir e apontar materiais didáticos 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. Neste trabalho, apresentamos um aplicativo didático que foi desenvolvido, denominado Quiz Molecular, para dispositivos móveis, abordando o conteúdo de funções orgânicas. Além disso, relatou-se a aplicação, avaliação e validação do jogo com alunos de uma escola estadual de Ensino Médio e licenciandos em Química de uma instituição federal de ensino, utilizando-se questionários com perguntas objetivas e discursivas, em uma pesquisa qualitativa. Notou-se que o jogo proposto agradou aos alunos de Ensino Médio e aos futuros professores, demonstrando que pode ser uma boa alternativa para dinamizar as aulas de Química Orgânica.Palavras-chave: Tecnologias no Ensino; Ensino de Química; Química Orgânica. Abstract: Currently, there is a concern about the teaching-learning process of some scientific concepts, such as the initial concepts of Organic Chemistry, seen in the third year of high school. One of the alternatives to solve this problem has been to build and to point teaching materials to increase the methodology of the classes. Some of these materials, which can contribute to the success of the teaching-learning process, are educational software. In this work, an educational app for mobile devices was developed, named Molecular Quiz, and it addressed the content of organic functions.  It is also reported its application and validation with high school and graduation students. For theses analysis, it was used questionnaires with objective and discursive questions. It was noted that the proposed game pleased students and future teachers, demonstrating that it can be a good alternative to dynamize Organic Chemistry classes. In addition, the app has been validated as an educational game.Keywords: Educational Technologies; Chemistry teaching; Organic chemistry.


2021 ◽  
Vol 2 (1) ◽  
pp. 43
Author(s):  
Sri Nopita Primawati ◽  
Baiq Muli Harisanti ◽  
Septiana Dwi Utami ◽  
Ika Nurani Dewi ◽  
Sumarjan Sumarjan

This community service activity aims to increase the teacher's knowledge of herbarirum learning media, and in the end the teacher can make a herbarium that can be used in the biology learning process. The main target of this dedication is biology teachers at MTs Dharut Tayyibin Batu Jai. The activity method in the form of training was then followed by making a herbarium from plants and samples brought by students from their homes or their neighborhoods. Based on the results of the evaluation and the responses of the teacher and students, they showed great enthusiasm for the activity and it was proven by the participation of students and teachers until this activity was completed. The teacher as the main target shows that their ability to make herbarium increases, the herbarium made with students can be used as biology learning that supports the learning process. The MTs students who participated in this process were very enthusiastic and active because it was such a fun new thing. It is hoped that in the future this training activity should be carried out not only in making herbariums but in making other creative learning media. The goal is to help students understand biology material and make biology lessons more fun.


Author(s):  
Koko Adya Winata

This paper examines how learning models should be applied in schools to respond to the demands of the era of the industrial revolution 4.0 which has become a necessity. The industrial revolution 4.0 is an era that shows the rapid development of technology and has caused many jobs in the past to be distorted. The role of humans is taken over step by step by automatic machines, as a result the number of unemployment is increasing. In order to avoid the negative impact of the industrial revolution 4.0, educational institutions must be able to answer these challenges by selecting and applying learning models in schools that provide the skills or skills needed. The demand for skills that can answer the challenges of the 4.0 revolution era, must be prepared through a directed and comprehensive learning plan. This means that the learning process does not only think and move towards the academic dimension. In the learning process, often students are only prepared to have intellectual intelligence and very little learning gives equal opportunities to students to hone other intelligence. At the same time the learning method is more dominated by the authority of the teacher which is very central and rigid, while the students are positioned as objects that must accept what is presented by the teacher. As a result, students do not have the ability to develop their creativity and potential. Learning models that can answer the challenges of the revolution era 4.0 are collaborative and creative learning models. Through collaborative and creative learning, students are directed to be able to develop their potential and hone their creative thinking skills. The collaborative and creative learning model makes it easy for students to learn and work together and learn to solve problems together. Creative thinking to solve existing problems is a learning process needed to answer the challenges of the industrial revolution 4.0.


Author(s):  
Fırat Sarsar ◽  
Özge Andiç Çakır

Higher education (HE) should focus on solving the following critical educational problems: (1) using technology and (2) fostering education by new creative learning techniques. In this chapter, the authors indirectly talk about using new technologies in education. There are many reasons that make this choice challenging such as believing in the benefits, having enough knowledge, accessing alternative technological sources, etc. To facilitate this, they introduce an online learning platform for engineering instructors in HE. Moreover, according to their experiences in the field of education and engineering, instructors in HE should improve and revise their skills and knowledge. It is important to enhance knowledge on content, technology, and pedagogy; therefore, this training platform itself focuses on improving those skills necessary for instructors in HE for maintaining an effective learning process. This chapter mainly focuses on creating a course for higher education engineering instructors and a TERR model that is proposed by the authors.


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