Enhancing the Belief and Self-efficacy of Engineers for Management: An Interactive Learning Model

2015 ◽  
Vol 4 (0) ◽  
pp. 1
Author(s):  
Quey-Jen Yeh
2020 ◽  
Vol 4 (4) ◽  
pp. 780
Author(s):  
Ayu Ari Rahmayanti ◽  
I Gusti Ayu Tri Agustiana ◽  
Alexander Hamonangan Simamora

The research was conducted with the aim: (1) identify the effect of creativity learning model toward natural science subject’s learning outcomes and self-efficacy, (2) identify the effect of creativity learning model toward natural science subject’s learning outcomes, and (3) identify the effect of creativity learning model toward self-efficacy. This research was quasi-experimental research designed of Non-Equivalent Posttest Only Control Group. All fifth-grade classes of cluster I Buleleng district were the research population in total of 209 fifth-grade students from 8 schools. The research sample was determined through simple random sampling technique, obtained 2 schools in total of 59 students that was contained 29 students of SDN 1 Banyuning as the experiment class and 30 students of SDN 8 Banyuning as the control class. Essay test was used the research instrument to gather learning outcomes data, while questionnaire was used to measure self-efficacy. The data analysis was done descriptively to identify mean and standard deviation further tested through MANOVA test. The research findings portrayed: (1) simultaneously, creativity learning model effects in enhancing natural science subject’s learning outcomes and self-efficacy; (2) creativity learning model is able to improve natural science subject’s learning outcomes; and (3) creativity learning model is able to improve self-efficacy. Conclusively, creativity learning model presents has an influence on the aspects studies.


QUALITY ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 32
Author(s):  
Ali Murtadlo ◽  
Khusna Widhyahrini

<p><em>The purpose of the </em><em>research was</em><em> to </em><em>knowing the</em><em> improvement of students' Learning Outcomes through Interactive Learning Model with the Question and Answer Method. Th</em><em>is is a </em><em>Classroom Action Research, consisted of four stages: planning, action, observation, and reflection. The instrument </em><em>used </em><em>is the assessment instrument for the implementation of learning, the initial test question sheet, the first cycle question sheet and second cycle. The data obtained was analyzed descriptively. The results of analysis  the learning  quality</em><em> data </em><em>in the first cycle </em><em>is</em><em> 88.07%  classified as quality category and the second cycle of learning quality </em><em>data is</em><em> 93.03% categorized as very good. The completeness of learning outcomes in cycle 1 </em><em>is</em><em> 78.57% classified as unfinished categories and cycle 2 completeness of learning outcomes</em><em> is</em><em> 96.43% classified as complete categories. So, it can be concluded that the Interactive Learning Model by using the Question and Answer Method is proven to be able to improve students Learning Outcomes.</em></p><pre> </pre>


2021 ◽  
Vol 4 (3) ◽  
pp. 514
Author(s):  
I Gede Ardi Suryadharma ◽  
I Nyoman Jampel ◽  
I Komang Sudarma

The cultural shift in the era of globalization has greatly influenced the Balinese culture which is deeply ingrained for the Balinese. Therefore, innovative learning media is needed as an effort to prevent this cultural shift. This study aims to develop an interactive multimedia hybrid learning model in Balinese language subjects for seventh-grade junior high school students. Interactive learning multimedia developed using the Articulate Storyline 3 application because this application has features that are easy to use. This interactive multimedia development uses the ADDIE development model which consists of the analysis, design, development, implementation, and evaluation stages. The results of the validity of interactive multimedia development will be presented in five main points which include: subject matter experts, learning design experts, learning media experts, individual trials, and small group trials. The subjects of this study included experts, namely 1 subject matter expert, 1 learning design expert, 1 learning media expert, 3 individual test subjects, and 9 small group trial subjects. The methods used in collecting data are observation methods, interview methods, and questionnaire methods. The data analysis technique in this research is descriptive qualitative and descriptive quantitative. The data collection instrument in this study was using a questionnaire. The results of the calculation of the value of the experts (subject experts, instructional design, instructional media), individual trials, and small group trials get very good qualifications. Based on these qualifications, it can be concluded that the interactive multimedia hybrid learning model in Balinese class VII subjects is feasible to be applied to support the learning process.


Author(s):  
Duane F. Shell ◽  
Leen-Kiat Soh ◽  
Vlad Chiriacescu

Self-efficacy is a person's subjective confidence in their capability of effectively executing behaviors and actions including problem solving. Research has shown it to be one of the most powerful motivators of human action and strongest predictors of performance across a variety of domains. This paper reports on the computational modeling of self-efficacy based on principles derived from the Unified Learning Model (ULM) as instantiated in the multi-agent Computational ULM (C-ULM). The C-ULM simulation is unique in tying self-efficacy directly to the evolution of knowledge itself and in dynamically updating self-efficacy at each step during learning and task attempts. Self-efficacy beliefs have been associated with neural and brain level cognitive processes. Because C-ULM models statistical learning consistent with neural plasticity, the C-ULM simulation provides a model of self-efficacy that is more compatible with neural and brain level instantiation. Results from simulations of self-efficacy evolution due to teaching and learning, task feedback, and knowledge decay are presented. Implications for research into human motivation and learning, cognitive informatics, and cognitive computing are discussed.


2013 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Ifan Sofian

The facts found are that teacher’s use conventional learning, students only listen and record, Mid Semester Score has not reached the classical completion standard. Therefore this study aims to improve student physics learning achievement through the application of interactive learning model using constructivism approach on the students of class VIII SMP Negeri 5 Lingsar academic year 2012/2013. This research is a classroom action research that has been done in 2 cycles consisting of planning, implementation, observation, and reflection. Student questionnaire data given in cycle I through the questionnaire with an average score of 32.8 (positive category). Student achievement data obtained through the test given at each end of the cycle. Cycle I consists of 3 sessions. The results showed that the average score evaluation analysis 63.39 and classical learning completeness of 56.52% (category not complete). Cycle II consists of 4 sessions. The results show that the average score of evaluation analysis is 75.60 and the classical completeness is 86.95% (complete category). We conclude that the application of interactive learning model using constructivism approach has a positive impact on student physics achievement.


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