scholarly journals Prototype learning activities

2020 ◽  
Vol 15 (6) ◽  
pp. 1535-1543
Author(s):  
Roberto Suson ◽  
Eugenio A. Ermac ◽  
Wilfredo G. Anoos ◽  
Marjorie B. Anero ◽  
Nino Jess D. Tomabiao ◽  
...  

The study of prototype learning activity has received significant attention to elevating students’ academic performance. This study utilized the prototype learning design as a significant predictor of students’ performance and the like. In addition, this study aimed to explore teachers’ strategies for measuring students’ creative growth utilizing authentic assessments. Moreover, this study used a survey to assess the perception of the students and teachers. The study used the quantitative inferential which provides the relationship between the two variables' effectiveness and perception of the prototype learning activities. The main instrument used to ascertain these parameters are the two survey questionnaires was researcher-made align with the Department of Education Science competency, the reliability and consistency were validated by the statistician.  Results revealed that students’ performance was at a high level when engaged in the prototype learning activity. Furthermore, the perception of the students and teachers in terms of ease of use, relevance, and comprehensibility indicates positive perception in relation to the student's performance. Finally, the prototype-based learning approach shows a promising effect on the performance of the student's and teachers' perceptions. Hence, enhancement training in developing a teacher’s capacity to design meaningful learning that caters students' needs should be provided. Keywords: Prototype learning; performance; academic achievement

Author(s):  
Yu-Feng Lan ◽  
Pin-Chuan Lin

<span>With the rapid development of web-based learning environments, question-posing activities have become an important teaching and learning mode. However, this learning approach has some difficulties, one being the lack of a practical approach to assist teachers in evaluating the question-posing ability of all learners. To remedy this problem, the present study developed a system of integrating a reward mechanism into assessment activities, to measure the question-posing ability of individual students in a web-based learning environment. The system has been applied to a learning activity in a programming design course and 100 first-year college students were invited to participate in this research. After the experiment, the results showed the proposed system can serve as both a learning and an assessment tool in higher education, by encouraging students to carry out active learning, constructive criticism and knowledge sharing. A positive satisfaction is derived from the learning activities with the system under two dimensions of perceived usefulness and perceived ease of use. Most importantly, students' learning performance improved significantly.</span>


2010 ◽  
pp. 38-51 ◽  
Author(s):  
Helen Durham ◽  
Katherine Arrell ◽  
David DiBiase

Collaborative learning activity design (CLAD) is a multi-institution approach to the creation of e-learning material from the design phase through the development stage and onto the embedding of learning activities into existing modules at higher education institutions on both sides of the Atlantic. This was the approach taken by a group of academic and e-learning material developers at the Pennsylvania State University and the University of Leeds to develop a series of learning activities to support the use and understanding of the global positioning system (GPS). Aided by concept mapping, a Guidance Toolkit and Web conferencing facilities, the group worked seamlessly at producing a series of e-learning resources, including the basics of turning on a GPS unit and obtaining a spatial location, GPS data properties and GPS components, differential correction, and sources of GPS error and error correction. This chapter reflects on the success of this project, which, authors believe, hinged on the following: a clear vision in defining the learning outcomes of the collaborative resources; appropriate tools and technologies to support and facilitate the collaboration; excellent communication and a high level of trust between collaborators; and the identification of a robust iterative methodology to produce reusable e-learning resources.


2020 ◽  
Vol 12 (23) ◽  
pp. 10074
Author(s):  
Wu-Yuin Hwang ◽  
Uun Hariyanti

During the COVID-19 pandemic, students have been forced to learn at home. Authentic contexts are essential to designing useful learning activities. Therefore, this study used mobile technology, namely Ubiquitous Geometry (UG), to merge authentic contexts into learning activities and investigate the influence of authentic contextual learning (ACL) on students’ and parents’ perceptions. This is because parents inevitably have an effect on students’ learning at home, which has not been clearly addressed in past studies. This study investigated students’ and parents’ perceptions in terms of technological and pedagogical aspects of the implementation of ACL supported by UG while learning at home. We conducted one experiment on 20 fifth-grade students and their parents. In the students’ acceptance model, the results indicated that students’ ease of use and usefulness significantly influenced their positive attitude toward ACL supported by UG, and the positive attitude also significantly influenced intention to continue using our proposed system in both the technological and pedagogical aspects. In the mutual influence between students’ and parents’ acceptance model, it was found that parents significantly influenced their children’s perceptions of ACL at home. In the mediation analysis, we found parents’ ease of use and intention to use could mediate the relation between students’ positive attitude and intention to use in the pedagogical aspect. From the interview, we found that parents thought that the learning activity in authentic contexts was useful and encouraged their children to do more engagement. However, in the technological aspect of the mutual influence between students’ and parents’ acceptance model, no mediation existed. This might be because parents worried their children were overusing mobile devices.


2009 ◽  
Vol 4 (1) ◽  
Author(s):  
Endah Retnowati ◽  
Jailani Jailani

Abstrak. Penelitian tindakan kelas ini bertujuan untuk meningkatkan hasil belajar dan kemandirian belajar siswa melalui teknik pembelajaran jigsaw. Subjek penelitian ini adalah 36 siswa kelas XI Jurusan IPA SMU Negeri1 Depok, Yogyakarta. Langkah-langkah penelitian tindakan kelas mengacu pada model Kemmis dan McTaggart dimana setiap siklus tindakan meliputi perencanaan, tindakan, observasi, dan refleksi. Instrumen penelitian terdiridari lembar pengamatan pelaksanaan pembelajaran dan pengamatan terhadap partisipasi siswa, kuis, angket kemandirian belajar, angket sikap siswa dan wawancara. Penelitian ini terlaksana dalam 2 siklus. Hasil penelitianmenunjukkan bahwa pembelajaran geometri dengan menerapkan teknik jigsaw dapat meningkatkan hasil belajar siswa, yaitu sebanyak 78.13% siswa tuntas belajar pada siklus 2 dengan adanya tindakan antara lain visualisasimateri dengan software CABRI, pemberian bimbingan atau petunjuk dalam mengaktifkan proses kognitif siswa untuk memahami materi,  memvisualisasikan konsep melalui gambar yang menarik menggunakan presentasi dengan software CABRI dan melibatkan siswa dalam penilaian kuis. Sebelum siklus 1, sebanyak 32.26% siswa mampunyai kemandirian belajar kualifikasi atas dan setelah siklus 2 meningkat menjadi 37.93% siswa. Peningkatan kemandirian belajar terlihat menonjol terutama dalam hal menumbuhkan motivasi belajar, merumuskan tujuan belajar dan mengevaluasi hasil belajarnya.Kata Kunci: Jigsaw, hasil belajar matematika, kemandirian belajarAbstract. The classroom action research has been done to improve performance and self-regulated learning through a jigsaw learning technique. The subject was 36 grade 11 students majoring in Natural Science; at a publichigh school namely SMU Negeri 1 Depok, Yogyakarta, Indonesia. The classroom action research followed the model introduced by Kemmis and McTaggart, in which a cycle consist four steps: planning, action, observationand reflection. The instruments to collect the data were observation sheets of learning activity and students’ participation during learning, quizzes, questionnaire of self-regulated learning and attitude, as well as interviewsheet. There were two cycles of learning in the research. The result indicated that the geometry lesson implementing the jigsaw technique 78.13% students master the learning competence after the second cycle. Specifically, the actions were visualization to be learnt material using CABRI application, giving guidance or hint to activate students’ cognitive process while understanding material, using interactive pictures when presenting aconcept and involved students when marking the quizzes’ results. The percentage of students who had selfregulated learning on high level in the first and second cycles were 32.26% and 37.93% respectively. The improvement of self-regulated learning was mostly in self learning motivation, defining learning goals and selflearning evaluation.Keywords: jigsaw, mathematics learning performance, self-regulated learning


Author(s):  
Sofnidar ◽  
Hartina ◽  
Kamid ◽  
Khairul Anwar

Prilaku belajar adalah suatu sikap y ang muncul dari diri siswa dalam menanggapi dan meresponi setiap kegiatan belajar mengajar yang terjadi. salah satu wujud dari prilaku adalah motivasi belajar. Menurut teori behavioristik, belajar adalah perubahan tingkah laku sebagai akibat adanya interaksi antara stimulus (rangsangan) dan respon (tanggapan). Stimulus yang diberikan guru dalam pembelajaran tertuang dalam rancangan aktifitas pembelajaran. Aktivitas pembelajaran merupakan kegiatan yang dirancang guru untuk mewujudkan dan atau menciptkan kondisi belajar siswa (stimulus). Pemilihan aktivitas belajar yang sesuai memungkinkan untuk terjadinya efektivitas pedagogis dalam mencapai tujuan pembelajaran, maupun dapat membentuk prilaku positif siswa (respon) dalam belajar. Desain pembelajaran berbasis outdoor-medelling mathematics memuat serangkain aktivitas kegiatan pembelajaran yang berbassis investigasi konteks masalah outdoor (masalah real life) dengan muatan konten materi modeling mathematics. Pada makalah ini akan membahas prilaku belajar dan bagaimana motivasi terbentuk melaui aktifitas kegiatan pebelajaran outdoor-medelling mathematics yang diklasifikasikan menjadi motoractivities mentalactivities, visualactivities, emotionalactivities, motoractivitie.Melalui metode kulitatif deskriptif, dengan mengambil 20 siswa kelas IX-B SMP N 1 Muaro Jambi yang mempunyai gaya belajar visual, auditorial, dan kinestetik. Setelah pelaksanaan pembelajaran, pengambilan data dilakukan melalui angket, dan lembar pengamatan beserta wawancara ke subjek penelitian. Hasil penelitian menunjukan bahwa aktivitas belajar dalam pembelajaran yang dapat memotivasi siswa belajar matematika adalah visualactivities sebesar 74,16%; motoractivities sebesar 96,67%; mentalactivities sebesar 71,66%; dan emotionalactivities sebesar 73,33%. Berdasarkan hasil analisis yang dilakukan aktivitas belajar dalam pembelajaran outdoor-medelling mathematics matematika yang paling dominan dapat memotivasi siswa belajar adalah motoractivities dengan persentasi 96,67% dengan kriteria sangat baik dan sangat memotivasi siswa belajar matematika dalam pembelajaran luar kelas. Indikatornya adalah melakukan percobaan. Kelebihan aktivitas belajar dalam pembelajaran outdoor-medelling mathematics adalah, aktivitas belajar lebih membuat siswa termotivasi untuk belajar matematika. Siswa menjadi lebih aktif dan interaksi dengan teman sesamanya semakin meningkat juga. Adapun kelemahan aktivitas belajar dalam pembelajaran luar kelas adalah sulit untuk siswa terfokus dalam aktivitas belajar yang sedang dilakukan.   Learning behavior is an attitude that arises from students in responding and responding to each teaching and learning activity that occurs. one form of behavior is learning motivation. According to behavioristic theory, learning is a change in behavior as a result of an interaction between stimulus (stimulus) and response (response). The stimulus given by the teacher in learning is contained in the design of learning activities. Learning activities are activities designed by the teacher to realize and or create the conditions for student learning (stimulus). Selection of appropriate learning activities allows for the occurrence of pedagogical effectiveness in achieving learning goals, and can form positive student behavior (response) in learning. Outdoor-based learning mathematics learning design contains a series of learning activities based on the context of outdoor problems (real life problems) with the content of modeling mathematics material. In this paper will discuss learning behavior and how motivation is formed through the activities of learning activities outdoor-modeling mathematics which are classified into mental activities, visual activities, emotional activities, motor activities. Through the descriptive qualitative method, taking 20 students of class IX-B Muaro Jambi Middle School 1 who have visual, auditory, and kinesthetic learning styles. after the implementation of learning, data retrieval was carried out through questionnaires, and observation sheets and interviews to the research subjects. The results showed that learning activities in learning that could motivate students to learn mathematics were visual activities at 74.16%, motor activities at 96.67%, mental activities at 71.66%, and emotional activities at 73.33 %%. Based on the results of the analysis carried out learning activities in mathematics outdoor-modeling mathematics learning the most dominant motivating students to learn is motor activities with a percentage of 96.67% with very good criteria and very motivating students to learn mathematics in learning outside the classroom. The indicator is to experiment. The advantages of learning activities in outdoor-modeling mathematics learning are that learning activities make students more motivated to learn mathematics. Students become more active and interactions with their peers also increase. The weaknesses of learning activities in learning outside the classroom is difficult for students to focus on the learning activities that are being done.


2016 ◽  
Vol 1 (2) ◽  
pp. 3
Author(s):  
Anis Azimah

The objective of this study is to describe the teachers’ perceptions towards the implementation of Kurikulum Tingkat Satuan Penddikan (KTSP) in SMA Negeri 1 Ngunut and also the implementation of Kurikulum Tingkat Satuan Pendidikan (KTSP) in the Teaching of English in the classroom for the tenth grade students of SMA Negeri 1 Ngunut 2013/2014 academic year, including its material, teaching learning activity and the evaluation. Further more, it is also intended to know more about the strengths and the weaknesses of the implementation of Kurikulum Tingkat Satuan Pendidikan (KTSP). In this research, the writer uses a qualitative research. To describe the students’ and teachers’ perception towards the implementation of Kurikulum Tingkat Satuan Pendidikan (KTSP) in the class, the researcher uses descriptive method. The technique of collecting the data in this research is unobtrusive observation, in-depth interviewing, and document analysis. The writer uses guided-interview to support the data. In analyzing the data, the writer uses interactive analysis method by data reduction, data display, and conclusion drawing. After doing observation and interview, the writer can conclude that the teachers have good perception towards the implementation of KTSP in the school and play their role as teachers in the classroom well. The implementation of Kurikulum Tingkat Satuan Pendidikan (KTSP) in the teaching of English at the tenth grade of SMA Negeri 1 Ngunut is well conducted. The teaching-learning activity in the classroom runs well because the teachers always try to encourage the students in teaching-learning process. The material given to the students in teaching-learning activity is appropriate to the KTSP’s standard material. Key words: Implementation, Kurikulum Tingkat Satuan Pendidikan (KTSP), Received: 23 June, 2016; Accepted: 8 September, 2016


2018 ◽  
Vol 6 (1) ◽  
pp. 696-714
Author(s):  
ARIANTI Arianti

Abstract. This journal discusses the development of variations in teaching in increasing learning motivation. The learning process is an activity that involves an individual (physical and spiritual), learning activities are never carried out without a strong motivation or motivation from within the individual or from outside the individual who participates in learning activities. Therefore, the learning process requires the development and use of variations in teaching to generate student motivation. Variations in teaching include variations in teaching styles, variations in media and materials, and variations in teaching and learning interactions. Motivation has a very important role in learning activities, there is no learning activity without motivation, therefore motivation has a strategic role in achieving the goals or results of learning. Keywords: Development Of Teaching Variations and Motivation to Learn


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Kuang-Chao Yu ◽  
Pai-Hsing Wu ◽  
Kuen-Yi Lin ◽  
Szu-Chun Fan ◽  
Sy-Yi Tzeng ◽  
...  

Abstract Background Teaching engineering at a high school level has been a subject of substantial concern during recent curriculum reforms. Many countries are increasingly including engineering-focused subjects in their technology curriculum guidelines. However, technology teachers face challenges regarding the optimal implementation of an engineering-focused curriculum. It is essential to understand technology teachers’ perceptions of and behavior in classroom practices when teaching an engineering-focused curriculum. To explore the factors influencing the effective implementation of the curriculum, this study aimed to explore the association between technology teachers’ perceptions regarding curriculum guidelines (i.e., perceived ease of use, perceived usefulness, and beliefs) and their behavioral intentions. In addition, this study explored how these perceptions change for teachers who participated in a professional development program (PDP) for teaching an engineering-focused curriculum compared with those who did not participate in the program (NoPDP). Results In this study, structural equation modeling was used to investigate factors potentially influencing teachers’ behavioral intentions, including subjective norms and perceived behavioral control. The results showed that technology teachers’ behavioral intentions were influenced by their perceptions of the curriculum's usefulness. Subjective norms and perceived behavioral control were also significant determinants of behavioral intentions. Moreover, the results differed between the two groups. Perceived usefulness had direct and indirect effects on the behavioral intentions of the PDP and NoPDP groups, respectively. Conclusions We constructed a model of technology teachers’ behavioral intentions to implement an engineering-focused curriculum and identified factors influencing technology teachers’ behavioral intentions to implement an engineering-focused curriculum. Our conclusions are as follows: (1) the model was adequate for determining the factors influencing technology teachers’ behavioral intentions; (2) in the PDP group, perceived usefulness, subjective norms, and perceived behavioral control were significantly associated with behavioral intentions; and (3) in the NoPDP group, perceived usefulness and perceived ease of use were associated with behavioral intentions and self-reported behavior only via the mediating factor of beliefs. The above influencing factors should be taken into account when planning professional development programs for pre- and in-service teachers, as these programs will have implications regarding the successful implementation of an engineering-focused curriculum.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Pen Lister

AbstractThis paper discusses the uses and applications of the Pedagogy of Experience Complexity for Smart Learning (PECSL), a four-tier model of considerations for the design and development of smart learning activities. Using existing mobile apps and relevant activities as illustrative examples, the PECSL is applied to indicate concepts and mechanisms by which useful pedagogical considerations can work alongside user-centred design principles for the design and development of smart learning in urban hyper-localities. Practical application of the model is discussed using real world examples of activities as a basis to demonstrate the potential for manifold opportunities to learn, and plan for experience complexity in a smart learning activity. Case study approaches reflect on aspects of the PECSL in how it might be a useful and pragmatic guide to some of the issues faced when designing digital citizen learning activities in complex urban environments.


Sign in / Sign up

Export Citation Format

Share Document