scholarly journals Analisis Kebutuhan Pengembangan Media E- Learning Berbasis Telegram Pada Pokok Bahasan Hukum Newton di SMP

2021 ◽  
Vol 5 (1) ◽  
pp. 62
Author(s):  
Yuan Akhmad Al-Furqansyah ◽  
Hadma Yuliani ◽  
N I Syar

Penelitian ini bertujuan untuk 1) mengetahui kendala yang dialami siswa dalam memahami materi fisika pada saat pandemi Covid-19; 2) mengidentifikasi media pembelajaran yang digunakan guru dalam proses pembelajaran di kelas; 3) menganalisis media pembelajaran yang perlu dikembangkan dalam proses pembelajaran fisika; 4) mendeskripsikan analisis kebutuhan pengembangan media e-learning berbasis telegram materi hukum Newton di SMP. Jenis penelitian ini adalah penelitian dan pengembangan (R&D) dengan menggunakan 3D dibatasi pada tahap define. Metode pengumpulan informasi dan data yang digunakan yaitu memberikan angket online kepada siswa kelas VIII dan IX di SMPN 11 Palangka raya. Teknik analisis yang digunakan adalah deskriptif kualitatif. Hasil penelitian menunjukkan bahwa 1) terdapat kendala yang dialami siswa dalam memahami materi akibat sistem pembelajaran online yang dilakukan pada saat pandemi Covid-19; 2) media pembelajaran yang digunakan dalam proses pembelajaran meliputi:LMS google classroom dan PDF; 3) Software e-learning perlu dikembangkan dalam pembelajaran fisika khususnya pada materi hukum Newton untuk membantu dalam memahami materi; dan 4) Sebanyak 63,8% siswa yang menggunakan media e-learning menjadikan pembelajaran lebih menyenangkan dan 80,9% siswa menyatakan e-learning berbasis Telegram  membantu  memahami materi fisik This study aims to 1) find out the obstacles experienced by students in understanding physics material during the Covid-19 pandemic; 2) identifying the learning media used by the teacher in the learning process in the classroom; 3) analyzing the learning media that need to be developed in the physics learning process; 4) describe the analysis of the needs for the development of media e-learning based on telegrams, Newton's law material in junior high school. This type of research is research and development (R&D) using 3D limited to the stage define. The method of collecting information and data was giving online questionnaires to students in grades VIII and IX at SMPN 11 Palangka Raya. The analysis technique used is descriptive qualitative. The results showed that 1) students experienced obstacles in understanding the material due to the online learning system during the Covid-19 pandemic. 2) the learning media used in the learning process include LMS, google classroom and PDF. 3)software E-learning needs to be developed in physics learning, especially in Newton's law material, to understand the material. 4) As many as 63.8% of students who use media e-learning make learning more fun, and 80.9% of students state that -e-learning Telegrambasedhelps them understand physics material.

2020 ◽  
Vol 9 (3) ◽  
pp. 1176-1182
Author(s):  
Ramadiani Ramadiani ◽  
Azainil Azainil ◽  
Achmad Nizar Hidayanto ◽  
Dyna Marissa Khairina ◽  
Muhammad Labib Jundillah

This research is about the readiness of teachers and students to develop E-learning and M-learning for the learning process. Before developing and implementing an E-learning and M-learning system, it is important to ensure the user's readiness for the technology. Users' perceptions will affect their willingness and readiness to use the system. This study aims to investigate the teachers and students perceptions about E-learning and M-learning, ensuring their readiness to involve in developing online learning process. The study was conducted by survey methods, questionnaires and direct interviews with prospective users in the schools, students, teachers and principals. Research respondents were from Junior High School and Senior High Schools in Samarinda. The questionnaires will be carried out in two stages, before and after the development of E-learning and M-learning systems. The findings obtained from this study indicate that research partner schools are ready and able to participate in developing E-learning and M-learning systems.


2018 ◽  
Vol 7 (1) ◽  
Author(s):  
Alfido Fauzy Zakaria ◽  
Bambang Supriadi ◽  
Trapsilo Prihandono

One branch of physics is mechanics. Based on interviews to Senior High School teacher in Jember, mechanics is difficult to learn. The eksternals factor this chapter is dificult to learn is learning Resources. The learning Resources are often less contextuall with around the phenomenon of students. The contextuall learning Resources in the Jember Regency is study of kynematics and dynamics in the traffic of Rembangan Tourism. From this experiment, we get data can be used as a learning resources chapter uniform rectilinear motion, decelerated uniform rectilinear motion, accelerated uniform rectilinear motion, Newton’s Law, and circular motion.


The implementation of e-learning on science learning in Indonesia is a critical issue, especially in the context of implementing a curriculum oriented towards the competency of students in today's digital era. The problem faced by educators is in the social presence; in how to manage effective interaction between teachers-students and students-students. This study aims to innovate e-learning which is Edmodo as a learning management system (LMS) that is suitable for science learning requirements (Light and Optics) in junior high school students. The research method used was a mix of qualitative and quantitative methods. The process of developing learning design was arranged through focus group discussion approach (which involves LMS experts, learning evaluation experts, learning strategists, physicists, and teachers) iteratively to obtain learning designs embedded in the Edmodo. The sound learning design was then tested in a small group consisting of eighth-grade students. Responses were measured using a USE questionnaire containing four aspects, i.e., usefulness, ease of use, ease of learning, and satisfaction aspects. The results of the trial in the small group will indicate that LMS and learning activities carried out meet student learning needs. These results provide optimism that mobile learning with appropriate strategies can meet the learning needs of science, including in schools that have never used this technology before.


Author(s):  
Cristina Hava Muntean ◽  
Gabriel-Miro Muntean

Lately, user quality of experience (QoE) during their interaction with a system is a significant factor in the assessment of most systems. However, user QoE is dependent not only on the content served to the users, but also on the performance of the service provided. This chapter describes a novel QoE layer that extends the features of classic adaptive e-learning systems in order to consider delivery performance in the adaptation process and help in providing good user perceived QoE during the learning process. An experimental study compared a classic adaptive e-learning system with one enhanced with the proposed QoE layer. The result analysis compares learner outcome, learning performance, visual quality and usability of the two systems and shows how the QoE layer brings significant benefits to user satisfaction improving the overall 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.


Author(s):  
Rizki Pratama ◽  
Hadi Kurnia Saputra

E-learning merupakan bentuk model pembelajaran yang diakomodasi dan disuport dalam teknologi dalam suatu sistem informasi. Dalam lembaga pendidikan tentu dibutuhkan untuk menolong guru dalam peningkatan efesiensi proses belajar. Oleh karena itu tujuan dari adanya e-learning di SMK Negeri 1 Batipuh selaku lembaga pendidikan di masa pandemi Coronavirus Disease-19 harus diberlakukan pembelajaran jarak jauh atau work from home. Perubahan bentuk pelayanan pendidikan berstandar SCORM (Sharable Content Object Reference Model), dalam permodelan SCORM menggunakan metode waterfall dalam membangun sistim yang baik, dimana tenaga pendidik bisa memberikan pembelajaran kepada peserta didik terhadap aktivitas transfer ilmu khususnya dengan menyajikan video dalam bentuk materi ditambah metode diskusi beserta emoticon agar siswa lebih memahami, menarik dan menjadi giat dalam proses belajar. Setelah melakukan riset di sekolah terkait, maka penulis menyimpulkan bahwa dibutuhkan sebuah sistem e-learning  yang memudahkan proses belajar dan mengajar. Dengan bahasa pemrograman PHP dan framework CodeIgniter maka dirancanglah sebuah sistem e-learning yang mampu menghubungkan siswa dan guru.Kata Kunci : E-Learning, SCORM, Coronavirus Disease-19, Framework CodeIgniter.. E-learning is a form of learning model that is accommodated and supported in technology in an information system. In educational institutions, of course, it is needed to help teachers in increasing the efficiency of the learning process. Therefore, the purpose of e-learning at SMK Negeri 1 Batipuh as an educational institution during the Coronavirus Disease-19 pandemic, distance learning or work from home should be implemented. Changes in the form of SCORM standard education services (Sharable Content Object Reference Model), in SCORM modeling using the waterfall method in building a good system, where educators can provide learning to students about knowledge transfer activities, especially by presenting videos in the form of materials plus discussion methods along with emoticons so that students better understand, be interesting and become active in the learning process. After conducting research in related schools, the authors conclude that an e-learning system is needed that facilitates the learning and teaching process. With the PHP programming language and the CodeIgniter framework, an e-learning system is designed to connect students and teachers.Keywords: E-Learning, SCORM, Coronavirus Disease-19, CodeIgniter Framework.


2021 ◽  
Vol 4 (1) ◽  
pp. 1-12
Author(s):  
Faith Ngami Kivuva ◽  
Elizaphan Maina ◽  
Rhoda Gitonga

Most traditional e-learning system fails to provide the intelligence that a learner may require during their learning process. Different learners have different learning styles but the current e-learning systems are not able to provide personalized learning. In this paper, we discuss how intelligent agents can aid learners in their learning process. Three agents have been developed namely, learner agent, information agent, and tutor agents that will be integrated into a learning management system (Moodle). Learners are provided with a personalized recommendation based on the learning styles.


2021 ◽  
Vol 5 (1) ◽  
pp. 18
Author(s):  
Novita Amelia Sari ◽  
Yulianto Yulianto ◽  
Hadma Yuliani

Penelitian ini bertujuan membahas mengenai perkembangan kelayakan media pembelajaran yang menggunakan Adobe Flash Professional CS6 selama 4 tahun terakhir dalam pembelajaran Fisika SMP dan SMA. Penulisan artikel menggunakan pendekatan kualitatif dengan metode pengumpulan data studi literatur jurnal nasional terhadap media pembelajaran fisika yang dikelompokkan berdasarkan materi fisika SMP dan SMA selama rentang waktu 4 tahun terakhir. Teknik analisis data menggunakan analisi isi. Hasil penelitian menunjukkan bahwa penggunaan Adobe Flash sebagai pengembangan bahan ajar telah banyak digunakan dalam pembelajaran Fisika. Beberapa bahan ajar yang banyak memanfaatkan Adobe Flash Professional CS6 diantaranya multimedia interaktif, media interaktif berbasis android dan mobile pocket dan sebagainya. Dengan rata-rata kelayakan media yang dikembangkan berada dalam kategori valid dan sangat valid, rata-rata berada pada rentang 77% - 97%. Dengan adanya studi literatur ini peneliti dapat mengomparasi penggunaan Adobe Flash CS6 sebagai media pembelajaran.The research is to discuss the development of learning media's feasibility using Adobe Flash Professional CS6 for the last four years in junior high and high school physics learning. Writing articles uses a qualitative approach with data collection methods of literature studies based on national journals on physics learning media grouped based on junior high school and high school physics material during the last four years. The data analysis technique used content analysis. The results showed that Adobe Flash's use as a teaching material development had been widely used in learning physics. Some of the teaching materials that use Adobe Flash Professional CS6 a lot include interactive multimedia, interactive media based on Android and mobile pockets, etc. With the average feasibility of the media being developed in the valid and very valid category, the average is 77% - 97%. With this literature study, the developer can compare Adobe Flash CS6 as a learning medium. 


2021 ◽  
Vol 11 (1) ◽  
pp. 6637-6644
Author(s):  
H. El Fazazi ◽  
M. Elgarej ◽  
M. Qbadou ◽  
K. Mansouri

Adaptive e-learning systems are created to facilitate the learning process. These systems are able to suggest the student the most suitable pedagogical strategy and to extract the information and characteristics of the learners. A multi-agent system is a collection of organized and independent agents that communicate with each other to resolve a problem or complete a well-defined objective. These agents are always in communication and they can be homogeneous or heterogeneous and may or may not have common objectives. The application of the multi-agent approach in adaptive e-learning systems can enhance the learning process quality by customizing the contents to students’ needs. The agents in these systems collaborate to provide a personalized learning experience. In this paper, a design of an adaptative e-learning system based on a multi-agent approach and reinforcement learning is presented. The main objective of this system is the recommendation to the students of a learning path that meets their characteristics and preferences using the Q-learning algorithm. The proposed system is focused on three principal characteristics, the learning style according to the Felder-Silverman learning style model, the knowledge level, and the student's possible disabilities. Three types of disabilities were taken into account, namely hearing impairments, visual impairments, and dyslexia. The system will be able to provide the students with a sequence of learning objects that matches their profiles for a personalized learning experience.


Author(s):  
Reshmy Krishnan

Number of mobile subscriptions has increased tremendously due to rapid development of mobile technologies. The performance and accessibility of the e-learning process can be enhanced through mobile devices which is called m-learning. M-learning makes learning resources available anywhere and anytime, provide strong search capabilities, and offers easy interaction features to the learners. M-learning also points the opportunity for interoperability than existing e-learning system. The integration of semantic web in m-learning can improve the efficiency of searching for learning objects and reduce the time and cost of learning process. Semantic web can be integrated with the help of ontologies and learning objects in semantic web. They offer rich medium to assist m-learning via semantic annotated learning objects and shared repositories. Two types of ontologies, such as learning object content ontology and learning object structure ontology are used in this system. These ontologies facilitate the reuse, sharing and retrieval of relevant learning objects which are the backbone of m-learning.


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