ONLINE CREDIT RECOVERY ACCOUNTIBILITY THROUGH PERSONALIZED LEARNING PLANS AT U.S. HIGH SCHOOLS. A QUANTITATIVE STUDY

Author(s):  
Adrianne Harrison-Surgeon

This chapter is designed to inform teachers, administrators, and educational policymakers on the background of personalized learning plans (PLPs), the definition of a PLP, components of a PLP, and the research involving the use of PLPs. In recent years, states have spearheaded initiatives involving PLPs, either requiring the use of them through mandates or encouraging school personnel to use some sort of individualized plans for students to connect their K-12 experiences with postsecondary plans. The chapter also addresses competency-based education, which is often implemented in conjunction with personalized learning. The chapter provides an introduction, background information, and a brief history of PLPs and competency-based education. Additional resources are included as well.


2021 ◽  
Vol 2 (1) ◽  
pp. 17-28
Author(s):  
Rita Fransina Maruanaya ◽  
Thomas Köhler

This study aimed to measure the validity and reliability of the questionnaire in the context of scientific research on the cooperation of vocational high schools and industry for example in the field of Hotel management. Participants (n=20) were teachers of Vocational High Schools and Trainers of Hotels. This is a quantitative study. The validity test was conducted through items content validity using Pearson Correlation Product Moment. The Cronbach Alpha value was applied to determine the reliability of the questionnaire. The result showed that questionnaire is valid with 35 questions and the values of Cronbach Alpha are Variable 1= 0,94 (perfect), Variable 2=0,84 (high), Variable 3= 0,53 (average), Variable 4=0,92 (perfect). Based on the results, it can be stated that the questionnaire is valid and reliable. Therefore, it can be used as an instrument for a study


This chapter informs and educates the reader on how the personalized service delivery model is used in a variety of educational settings. Included in this chapter are four case studies from elementary, middle, and high schools. These case studies discuss the demographics of each school as well as explain the structure personalized learning took in each educational setting. Some of the schools used personalized learning only for academics, while others used it for academics as well as behavioral, social, and emotional support. The way that the personalized service delivery model is used in each school varies depending on the students' collective needs.


Author(s):  
Hamidi Hamidi ◽  
A. Wahab Jufri ◽  
I Wayan Karta

This research aim to determine the effect of performance on teachers satisfaction in Public Senior High Schools in Lombok, Indonesia. This study is a quantitative study was conducted in Lombok with a population of 580 teachers. The total sample of 85 teachers was obtained by a proportional random sampling technique. Data analysis was performed by regression. The results showed that performance has an impact on teacher satisfaction. The teachers of public senior high school in Lombok will be satisfied if their performance is very good. It was concluded that one way to maintain teacher satisfaction is by improving performance


Author(s):  
Yuntafiani Mufidatu Rahmawati ◽  
Lukman Hakim ◽  
Tri Murwaningsih

<p><em>This research uses a descriptive qualitative approach. The data in this study are primary data and secondary data. The data collection techniques used were observation, documentation and interviews. The validity test in this study uses four validation criteria that must be met, namely 1) credibility, 2) transferability, 3) dependability, and 4) confirmability. This study aims to determine the results of the implementation of learning during the Covid-19 pandemic in economic subjects in high schools which are guided by pandemic conditions which cause changes in face-to-face learning patterns to online-based learning. The conclusion obtained, 97% of the implementation of learning economic subjects is done online. 75.9% of teachers prefer to use google class as a learning platform that helps teachers deliver material to students. Meanwhile, for miling list media such as WhatsApp, it was assessed that 75.9% of teachers were more effective in communicating with students. The implementation of online learning makes the teacher adapt to the situation, makes learning plans that are implemented based on existing conditions, the teacher must schedule learning, the teacher must prepare learning materials that make it easier for students to learn.</em></p>


e-CliniC ◽  
2016 ◽  
Vol 4 (2) ◽  
Author(s):  
Kevin A. Kaseger ◽  
Herlyani Khosama ◽  
Corry N. Mahama

Abstract: Attention deficit disorders (ADD) is a medical disorder that has its own characteristics and tends to be hereditary. Generally, there are three types of behavior associated with this disorder, namely: lack of surrounding attention (inattentiveness), easily distracted (distractibility), and impulsive attitude (impulsiveness). This study was aimed to obtain the prevalence of ADD among adolescent gamers. This was a descriptive-quantitative study with a cross-sectional design. This study was carried out on regular gamers aged 12-15 years who were students of junior high schools. The total respondents in this study were 30 regular gamer teenagers. The digit span, backward digit span, and the stroop test were performed on all respondents. The results showed that among teenagers who played video games more than 1 time per week there were 36.67% with attention deficit disorders.Keywords: ADD, videogames, adolescents, digit span, backward digit span, stroop test Abstrak: Gangguan pemusatan perhatian (GPP) adalah suatu kelainan medis yang memiliki ciri tersendiri dan cenderung merupakan keturunan. Secara umum terdapat tiga jenis perilaku yang dikaitkan dengan kelainan ini, yaitu: sikap kurang memperhatikan sekeliling (inattentiveness), mudah terganggu (distractibility), dan sikap menurutkan kata hati (impulsiveness). Penelitian ini bertujuan untuk mendapatkan prevalensi GPP di kalangan remaja gamers. Jenis penelitian ialah deskriptif-kuantitatif dengan desain potong lintang. Penelitian ini dilakukan pada remaja regular gamers berusia 12-15 tahun yang masih duduk di bangku SMP dengan total 30 remaja regular gamers sebagai responden. Pada responden dilakukan pemeriksaan digit span, backward digit span, dan stroop test. Hasil penellitian memperlihatkan bahwa dari ketiga macam pemeriksaan tersebut yang dilakukan pada remaja yang bermain videogame lebih dari 1 kali per minggu didapatkan GPP rata-rata 36,67%. Kata kunci: GPP, videogame, remaja, digit span, backward digit span, stroop test.


10.28945/2994 ◽  
2006 ◽  
Author(s):  
Igor Hawryszkiewycz

Support for personalized learning requires further assistance than currently available with most learning management system. Software agents have been proposed as one way of providing such assistance. The paper identifies three kinds of software agents, pedagogical, function and process agents. The paper then concentrates on process agents, which guide learners to develop personalized preferred learning plans that match learner needs and then manage progress through such plans. Agent support will only be practical if widely applicable generic agents, which can be reused in many plans, can be identified. Such agents can then be adapted to particular learner needs without extensive programming. The paper identifies some generic agents for this purpose and concentrate on agents that manage progress through the learning plans.


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