scholarly journals A proposal to measure the impact of automated response systems on meeting student learning outcomes

Author(s):  
Josiah Koh ◽  
Michael A Cowling ◽  
Meena Jha ◽  
Kwong Nui Sim

With the advancement of Artificial Intelligence (AI), much has been made of the use of AI in education. Central to that is the idea of an Automated Response System (ARS). Current adoption of ARS’s in education has been mainly in the realm of administrative tasks but is likely to move into the support of teaching. ARS can be used as a supplement for teaching as it provides instant feedback, and 24/7 support. Having a highly accessible, 24/7 ARS can help relieve some of the burdens placed on teachers, especially in a post COVID-19 environment, where teachers expect work to intensify, rather than simplify. In this paper we present a work-in-progress that proposes what features an ARS for education should have, how these would be useful and how these features help teachers assist students meet their learning outcomes in a holistic manner.

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.


2015 ◽  
Vol 6 (1) ◽  
Author(s):  
Puji Astuti

The educational process in nursing recently shows a rapid development, a variety of learning methods are applied to achieve the learning objectives, and even the use of computer has become a student need. Nursing education now is widely supported by technologies, one of them is Clickers. Clickers is Student Response Systems. The purpose of this article is studying and discussing the literature about Clickers technology and its application analysis in support of education The result is a lot of research trying to apply the clickers in the classlearning and produce results that Clickers help in understanding the content and bring greater student involvement during lectures, student feel satisfied and the learning outcomes are increased. Clickers is supporting the teaching and learning activities in which these activities need to be developed to have an advanced system. Clickers facilitate the process of teaching, and teacher assessment and report student learning outcomes.


2015 ◽  
Vol 6 (2) ◽  
pp. 65-71 ◽  
Author(s):  
Masha Smallhorn ◽  
Jeanne Young ◽  
Narelle Hunter ◽  
Karen Burke da Silva

Increasing the opportunity for students to be involved in inquiry-based activities can improve engagement with content and assist in the development of analysis and critical thinking skills. The science laboratory has traditionally been used as a platform to apply the content gained through the lecture series. These activities have exposed students to experiments which test the concepts taught but which often result in a predicted outcome. To improve the engagement and learning outcomes of our large first year biology cohort, the laboratories were redeveloped. Superlabs were run with 100 students attending weekly sessions increasing the amount of contact time from previous years. Laboratories were redeveloped into guided-inquiry and educators facilitated teams of students to design and carry out an experiment. To analyse the impact of the redevelopment on student satisfaction and learning outcomes, students were surveyed and multiple choice exam data was compared before and after the redevelopment. Results suggest high levels of student satisfaction and a significant improvement in student learning outcomes. All disciplines should consider including inquiry-based activities as a methodology to improve student engagement and learning outcome as it fosters the development of independent learners. 


Author(s):  
Rebecca J. Blankenship

Choosing the right technologies to match student learning outcomes in today's technology-integrated classrooms presents educators with multiple instructional design challenges including selecting appropriate technologies to match desired student learning outcomes. As students continue to have broad access to information from a variety of web-based platforms, teachers are increasingly tasked with ensuring the information used to complete key assignments is authentic and from a verifiable resource. As such, the era of deep fakes in images, audio, videos, and digital texts is more prevalent than ever as numerous programs using artificial intelligence (AI) can significantly alter original content to fundamentally change the intent of original content. A discussion of educational and pedagogic responsibility in the era of deep fakes will serve as the primer for reform of the TPACK construct with recommendations for remediating student work in which deep fake resources were utilized.


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.


Sign in / Sign up

Export Citation Format

Share Document