scholarly journals Cybergogy as a digital media to facilitate the learning style of millennial college students

2021 ◽  
Vol 13 (2) ◽  
pp. 223-235
Author(s):  
Rezka Arina Rahma ◽  
Sucipto Sucipto ◽  
Yessi Affriyenni ◽  
Monica Widyaswari

This research was aimed to test the effectiveness of AR-based digital learning materials in improving the learning of the students. The development method used in this research is the ADDIE (Analysis, Design, Development or Production, Implementation or Delivery, and Evaluation) model. The subjects in this developmental research are the lecturers of the educational technology department as media experts, the lecturers of the nonformal education department as the subject expert, and the students of the nonformal education department of the academic year 2018 as the users. The specification of the innovative product to be developed is augmented reality as a digital media in learning the family education subject. The result of the research that AR-based digital learning materials have gained excellent results as it has proven to help students in learning effectively. The average score in the experimental group after participating in learning with Augmented Reality media, the average score was improved to 92,55. Whilst in the control group, the average learning with the old/conventional paradigm, the average score recorded at 86,75.   Keywords: Cybergogy, Teaching Media, Augmented Reality

2021 ◽  
Vol 5 (3) ◽  
Author(s):  
Zulfarina Zulfarina ◽  
Wan Syafii ◽  
Deka Gusnia Putri

The obstacle faced in the learning process so far is the low interest in student learning. Many factors affect interest in learning, one of which is the lack of variety of teaching materials or learning media used by teachers in schools. The use of augmented reality (AR) in education is an important topic of research although its use is still in its infancy. The purpose of this research is to develop learning media, AR-based e-magazine to increase students' interest in learning high school students, on the material of the digestive system. The development of the e-magazine is carried out using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The parameters in this study are the quality of the e-magazine and interest in learning. Testing interest in learning is done using an interest questionnaire given to students for the control class consisting of 36 students and the experimental class consisting of 36 students. The results of the development of AR-based e-magazines are relatively good. This can be seen from the validation results with a very valid category. Based on the didactic aspect, a score of 3.82 was obtained in the very valid category, the constructive aspect was 3.85 in the very valid category and the technical aspect was 3.78 in the very valid category. The results showed that the use of AR-based e-magazines increased interest in learning. Interest in learning obtained a score of 0.342 in the high category. Thus, it can be concluded that the use of AR-based e-magazines as digital learning media can be used in the learning process. 


2021 ◽  
Vol 6 (9) ◽  
pp. 1600-1608
Author(s):  
Dewi Isma Aryani ◽  
Ariesa Pandanwangi ◽  
Ida Ida ◽  
Rosida Tiurma Manurung ◽  
Olga Catherina Pattipawaej

The COVID-19 pandemic has altered the education order towards a virtual experience. Also, the use of digital media appears convenient for conveying learning materials and engaging students effectively. Under this circumstance, elementary school teachers commonly encounter certain difficulties using online platforms, due to poor knowledge of technology. Therefore, the objectives of this study are to: 1) strengthen educators' ability in mastering technology for distance learning, and 2) improve cooperation and reputation of the Maranatha Women's Family Association to the wider community. An asset-based community development (ABCD), using a mentoring and practical approach was adopted. This study was conducted online, with an attendance of 50 elementary school educators in Tangerang.  The results showed that the participants gained significant insights and practical techniques for developing distance learning materials using power point slides to support the online learning process.


2014 ◽  
Vol 672-674 ◽  
pp. 2241-2244
Author(s):  
Ya Li Sun ◽  
Tian Rong Yu ◽  
Ji Hong Wang

Objective In the process of improving college students' innovative thinking ability, Using the method of case writing standardization to promote college students' innovative thinking ability of ascension .Method: In view of the college of nursing level 2011 nursing undergraduate class (1.2) 76 students, 76 students as a group to take use of their spare time to participate in the writing process of standardized cases , And repeated modification, strict review, Finally through the teacher group carefully proofread and a series of writing process. This period of time for 3 months . Class 3 of 34 students as control group adopts the traditional learning style, After school time for autonomous learning ,Final for two class students the theoretical achievements of the paper comparative analysis .Result: Participate in the standardization of medical record writing students understanding ,application and cases analysis topic average score in the final internal medicine nursing papers, significantly higher than that of the control group students conclusion : Experimental cases of students through standardized writing process, greatly improve college students comprehensive analysis thinking ability , In the final examination paper understand applied exam scores are significantly higher than the control group, So is to participate in medical record writing process to exert positive effects on college students' innovative thinking ability training .


2021 ◽  
Vol 13 (11) ◽  
pp. 6434
Author(s):  
Chia-Jung Lee ◽  
Yen Hsu

In the field of vocational education, no studies have examined the use of augmented reality (AR) learning technologies in the teaching of cosmetology. However, this study proposed the “Makeup AR” learning approach and conducted a quasi-experiment to examine the interaction effect between said approach and students with active and reflective learning styles. The research participants were 70 students from a vocational senior high school. The experimental group comprised 36 participants who were taught using Makeup AR, and the control group comprised 34 participants who were taught using an e-book. The results revealed that the use of Makeup AR improved students’ learning effectiveness. The proposed approach also effectively enhanced students’ self-efficacy and reduced their cognitive load. The students with a reflective learning style had a higher cognitive load than those with an active learning style when using the e-book learning approach. No difference in learning motivation was noted between the experimental and control groups. Overall, Makeup AR is suitable for makeup design certification courses in vocational senior high schools and can enhance learning effectiveness, improve students’ self-efficacy, and reduce cognitive load. This study suggests that the implementation of AR technology in certification courses can be beneficial to learning outcomes.


2020 ◽  
Vol 2 (2) ◽  
pp. 172
Author(s):  
Vihi Atina ◽  
Nurchim Nurchim ◽  
Yommy Adhiwira Yudha

Penerapan Teknologi Informasi dan Komunikasi (TIK) perlu ditingkatkan guna mendorong keberhasilan transformasi digital dalam dunia pendidikan. Kegiatan ini bertujuan menerapkan aplikasi augmented reality sebagai media pembelajaran digital di Taman Kanak-Kanak (TK) khususnya di TK Kemala Bhayangkari No 72 Wonogiri dengan materi belajar tentang profesi. Tahapan dalam menerapkan aplikasi ini meliputi (1) pengamatan masalah, (2) penerapan teknologi, (3) pelatihan mitra dan (4) pendampingan mitra. Hasil penerapan aplikasi augmented reality yakni dapat meningkatkan kompetensi guru dalam menggunakan media digital dan menyediakan sarana prasarana pembelajaran digital. Selain itu, proses kegiatan belajar mengajar dengan memanfaatkan media digital menjadi lebih menarik dan interaktif.The implementation of Information and Communication Technology (ICT) needs to be improved to encourage the success of digital transformation in the world of education. This activity aims to apply the augmented reality application as a digital learning media in kindergarten especially in TK Kemala Bhayangkari No. 72 Wonogiri with learning material about the profession. The stages in implementing this application include (1) observation of the problem, (2) application of technology, (3) partner training, and (4) partner assistance. The results of implementing the augmented reality application are that it can increase teacher competence in using digital media and provide digital learning infrastructure. In addition, the process of teaching and learning activities using digital media is becoming more interesting and interactive.


Author(s):  
GyeongAe Seomun ◽  
Wonjung Noh

Although digital media usage is prevalent among middle school students, the safety of digital media-based learning activities for students at risk of digital media addiction is unknown. The goal of this study was to evaluate the differences in students’ brain activity in relation to their risk of digital media addiction. The study was quasi-experimental, with a pre- to post-test control group design. The study participants included 83 middle school students who were engaged in digital learning. We measured their brainwaves to evaluate brain activity using a PolyG-I (LAXTHA Inc.). We found no statistically significant differences in the location of the attention index between the two groups before and after digital learning. However, there were statistically significant differences between the two groups in the P3, P4, and F4 locations of the relaxation index. These results indicate that students at risk of digital media addiction may experience learning difficulties. These results can be used to guide healthcare professionals in developing digital learning programs that are safe for students and to also verify the effects of these programs.


2021 ◽  
Author(s):  
Qin Fan ◽  
Deying Li

Abstract With the popularization of augmented reality technology in the field of teaching, the development from traditional teaching display to classroom application has greatly promoted the information-based teaching work. The work of this study is to use augmented reality technology in a wireless communication environment to apply to handball guidance. In this study, 13 handball teachers (coaches) and 103 student athletes were selected as subjects from seven traditional handball schools in our state. All subjects were tested in the Kolb learning style test scale (klsi 1985). It is divided into four groups: group A, group B, group C, and group D, depending on the various learning styles. These correspond to type of variance, type of assimilation, type of convergence, and type of adaptation. In this study, experimental staff were divided into two groups: a traditional learning control group and an experimental group of AR technology education. The results show that the improvement value of the experimental group before and after learning is 8.65, while that of the control group is 5.625. In terms of knowledge and skills, process and method, and emotional attitude, the use of AR makes assimilative and convergent learners have better learning performance than decentralized and adaptive learners. The conclusion is that the effect of augmented reality technology under wireless communication is excellent and effective in handball teaching. This study provides a new method for intelligent teaching.


2018 ◽  
Vol 10 (1) ◽  
pp. 51-58
Author(s):  
Ikka Nur Wahyuny ◽  
Wiedy Murtini ◽  
Lukman Hakim

This research was conducted to measure the impact of the implementation of Islamic Financial Literacy Education Module and Halal Product for Micro, Small and Medium Enterprises (MSMEs). The population in this study is the perpetrators of SMEs that run their business in the region of Yogyakarta Special Region. The sampling technique used is purposive sampling so that the sample used is 60 with the division of 30 experimental group and 30 people as the control group. Development of media using ADDIE model. Educational module has been through the phase of analysis, design, development, and implementation of MSMEs. At the evaluation stage, measurements are made to the perpetrators of SMEs with paired t test. The results of effectiveness test show the use of Islamic Financial Literacy Education Module and Halal Product can increase Islamic financial literacy and halal literacy of MSMEs perpetrators. Increased Islamic financial literacy and halal literacy can be seen from the average score before and after the use of Islamic financial literacy learning module and halal literacy. The conclusion of this research is a module with an important syariah theme done to provide ease in the transfer of knowledge of Islamic financial management and halal literacy for MSMEs.


Author(s):  
Charanjit Kaur Swaran Singh Et.al

This study reviews literature on using Kahootgame-based learning to motivate second language learners to learn English. In this ultramodern era, learning style is more oriented and given priority according to present growth in the field of Malaysian education. Furthermore, many studies have proven that Kahootgame-based learning had motivated ESL students to participate actively and effectively in learning. This review determines to investigate whether using Kahoot, digital learning has any effect on primary students’ motivation and participation in acquisition of English language. This study will be conducted both quantitatively and qualitatively involving 2 classes of year 5 consist of 60 pupils whose English language proficiency is at intermediate level. The experimental group will be exposed to weekly Kahoot sessions over a time frame, in contrast the control group will be taught with the conservative approach. At the end of the sessions, data will be collected via pre-tests, post-tests, interview along with questionnaires on students’ motivation towards gamified learning which later will be analysed descriptively. The study hopes to provide insights for better implementation of game-based technologies in English language classroom curriculum.


2021 ◽  
Vol 11 (2) ◽  
pp. 762
Author(s):  
Wernhuar Tarng ◽  
Yu-Jun Lin ◽  
Kuo-Liang Ou

Chemistry is a science emphasizing both theory and experimentation. After learning the theoretical knowledge, experimental operation can help students understand chemical concepts and transform them into practical knowledge. Considering the safety issue and the lack of teaching time and experimental equipment, some teachers often choose to demonstrate an experiment instead of letting students conduct it by themselves. This may affect their learning motivation as well as the construction of chemical concepts and hands-on skills. This study combined the augmented reality (AR) technology with the operating principle of the Daniell cell to develop a virtual experiment for the application in high school chemistry courses. Students can conduct the virtual experiment using mobile devices by selecting the required equipment and materials from a deck of cards to set up the experimental environment. In the virtual experiment, students can use the galvanometer to measure the current after mounting the salt bridge on the beakers containing zinc sulfate and copper sulfate solutions. They can also see the change of molecular structures and movement of electrons and ions during the redox reactions to understand the important concepts and knowledge. An empirical research has been performed, and the analytical results show that both the virtual experiment and the real experiment could improve students’ learning achievement, but the former was more effective for the low-achievement students because they could explore autonomously to enhance cognition by observing the submicroscopic view of the redox reactions. The post-test results show that the average score of the low-achievement students in the experimental group (41.60) was significantly higher than that of the control group (27.67). Questionnaire results reveal that most students were satisfied with the learning contents, user interface, learning motivation, system reality, and practicality of the virtual experiment, and the average satisfaction score was 3.98 out of 5. The application of virtual experiments is not limited by time or space. Students only need to download the application (APP) software and print out the AR cards to practice at home, so it is suitable for large-scale promotion in rural areas.


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