scholarly journals Learning Media Development using Transformative Learning Strategy Android Application as a Distance Learning Support on Static Fluid

2021 ◽  
Vol 7 (1) ◽  
pp. 61-72
Author(s):  
Sunaryo Sunaryo ◽  
Hadi Nasbey ◽  
Hilda Amelia

This research aims to develop and produce an Android application using a Transformative Learning Strategy as a Distance Learning on static fluid material. The research used Research and Development (R&D) method, which refers to the Dick and Carey model. The instrument was a questionnaire using a Likert scale and analyzed with a continuous line. According to media experts, this Android application had a validation test phase with a successful percentage of 96% according to matter experts and 80%. According to learners, this application trial was conducted to 30 students of class XI MIPA and physics educators/teachers at SMA Negeri 109 Jakarta with a percentage achievement of 77% according to educators and 83.21%. Based on these results, the data showed that the Android application using Transformative Learning Strategy as a Distance Learning on static fluid material is suitable media for learning physics.

2020 ◽  
Vol 8 (1) ◽  
pp. 61-70
Author(s):  
Imelda Dian Pertiwi ◽  
Bambang Indiatmoko ◽  
Teguh Supriyanto

Understanding the contents of the exposition text about the traditional mantu is one of the basic competencies contained in the standard content of Javanese language subjects. Students are expected to fulfill completeness in learning traditional mantu ceremonies. This makes students feel bored and lack an understanding of the material well. The purpose of this study is 1) to find out the needs of students and teachers regarding the development of android-based mantu traditional ceremonial learning media, 2) to develop learning media for android-based mantu traditional ceremonies, and 3) to make prototypes for developing traditional ceremonies based on android. This research uses a development (Research and Development) approach. The procedure of this study is 1) analysis of potential and problems, 2) collecting data, 3) product design, 4) design validation/expert testing, and 5) revisions. Data obtained using 1) interview, and 2) questionnaire. The data analysis technique in this study used qualitative descriptive techniques. The results of the validation test for prototypes of traditional ceremonial learning based on Android are appropriate and appropriate for students and teachers. This media is packaged or printed in the form of an android application.  


2019 ◽  
Vol 11 (1) ◽  
pp. 20
Author(s):  
ARDI ARDI

The research is a research and development. The subjects of this research are the professional of education media, the professional of guidance and counseling, the guidance and counseling teacher or practical in the school and student. The technigue of collecting data are used with inquiri and interview the resultang from. This research of this development are (i) the description of result the level necessary guidance and counseling teachers and student about the development further study plan module indicate that the students need very much the module of the development of planning the study of continue. From inquiry result are got precentase level the necessary student in the amount 90,33%. (ii) The further study plan module for SMP/MTs student have passed validation test phase and acceptabilities by professional (the professional education media and guidance and counseling professional), and small group test by guidance and counseling teacher and students. With result for validating test by professional are got 3,19 on the average it is mean that are developed very valid. Meanwhile acceptability test (usability, feasibility, and accuracy) from the professional/expert subjects are got 3,41 on the average it is mean that very acceptable. While acceptability test (usability, feasibility, and accuracy) by the small grouf test (guidance teacher and students) obtained the average each 3,65 and 3,42 it is mean that very acceptable.


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


2021 ◽  
Vol 19 (1 Jan-Jun) ◽  
Author(s):  
Himawan Putranta ◽  
Heru Kuswanto ◽  
Mami Hajaroh ◽  
Siti Irene Astuti Dwiningrum ◽  
Rukiyati

Physics learning during the Covid-19 pandemic must still be done so that students can still get physics intake. This phenomenological research aims to explore physics teacher strategies in conducting traditional game-based learning in senior high schools during the Covid-19 pandemic. The research data was collected through in-depth interviews with 10 physics teachers from five senior high schools in Yogyakarta. The ten participants were taken using the purposive sampling technique. The data analysis used analytic reduction which started with identifying important statements from the interview results, determining the core theme, and interpreting the physics learning strategy essence. The research results found that traditional game-based physics learning was carried out using contextual, inquiry, project, and problem-based learning models. The physics material is integrated into traditional games which include tulup, benthik, bekelan, sulamanda, egrang, sekongan, jeblugan, and gobak sodor. Physics learning evaluation is carried out by assessing assignments, performance, presentations, tests, and the results of making students' traditional games. Traditional game-based physics learning is done through distance learning applications such as Zoom, Google Meet, Google Classroom, Google Mail, and WhatsApp. Supporting factors for learning physics based on traditional games include efficient learning, learning can be done anywhere, and students can explore their abilities widely. Inhibiting factors for learning physics based on traditional games include unstable internet networks, students’ different abilities, and never done distance learning. The physics teacher’s competence, the student’s abilities, and the facilities availability are the main factors in determining the learning physics success based on traditional games during the Covid-19 pandemic.


Author(s):  
Elif Ayiter

This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter.


Author(s):  
Timur Gazizov ◽  
Tatyana Prishepa ◽  
Mikhail Chervonnyy

Processes of IT development in modern society and closely related processes of IT development in all forms of educational activities are characterized by the process of improvement and mass distribution of up-to-date information and communication technologies (ICT). Similar technologies are used extensively for communication and collaboration between the teacher and the student in modern open and distance learning. A modern teacher must not only have knowledge of ICT but also must be an expert on their application in his/her professional activity. In this case, application of such technology is closely related to distance learning and e-learning. In this paper, we intend to simulate and show outcomes of the development of e-learning support systems on the example of Tomsk State Pedagogical University (TSPU).


Author(s):  
J. Bernardes ◽  
J. O’Donoghue

Kearsley (1998) writes that “technology is often seen as a quick fix, a siren song,” and warns that “educational technology is a distraction … from what matters most— effective learning and good teaching.” The approach taken often seems more in the vein of entertainment than education, with television-type material creating an expectation of how information will be presented; the linkup of the Internet and television through streamed video may just exacerbate this. It is our view that information technology (IT) is unlikely to create empty institutions delivering distance learning, but is more likely to create distanceless learning, which is actually more accessible to all potential students. What this implies, and few in the academic professions yet understand properly, is that the whole business of delivering teaching is likely to be transformed in a way that has not happened for generations. While it is possible to develop IT-based approaches that, to some extent, mirror traditional methods of remote learning by isolated individuals and which has little or nothing to do with lifelong experiences or expertise, most academics will find themselves forced to confront very basic questions about what it is that they are trying to achieve and how they might best go about achieving those desired outcomes.


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