scholarly journals Online Learning in Digital Innovations

2021 ◽  
Vol 5 (4) ◽  
pp. 547
Author(s):  
Andi Mariono ◽  
Bachtiar Syaiful Bachri ◽  
Andi Kristanto ◽  
Utari Dewi ◽  
Alim Sumarno ◽  
...  

Students and lecturers cannot do direct learning. It is an obstacle in the delivery of material by the lecturer. The purpose of this research is to develop learning in the Digital Learning Learning Media course. This research uses development research—the model development used by ADDIE (Analyze, Design, Development, Implementation, Evaluation). The research subjects are three experts, which include material experts, media experts, learning design experts. The subject of the product trial is students. The methods used to collect data are observation, questionnaires, and tests. The instruments used to collect data are questionnaires and test sheets. The technique used to analyze the data is descriptive qualitative, quantitative, and statistical analysis. The results of the material expert test are 90% with the "very good" category. 90% "very good" learning design expert test, 90% media expert test in the "very good" category, and 95% student trials in the "very good" category. Based on data analysis, learning media for learning media is proven to be effective in learning. This finding proves a difference between the control class tcount value which is smaller than the experimental class tcount (3,558 < 5,610). The development of online learning can be helpful for students in carrying out learning caused by the limitations of distance and time. This bold course has innovative values, including independent online practice tests using camera simulators equipped with audio and video to make learning more interactive.

2019 ◽  
Vol 11 (1) ◽  
pp. 58-68
Author(s):  
Vera Yuli Erviana ◽  
Muslimah Muslimah

Penelitian ini bertujuan untuk mengetahui pengembangan dan kelayakan media Tangga Pintar penjumlahan dan pengurangan Matematika kelas I sekolah dasar. Jenis penelitian ini merupakan penelitian pengembangan dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian adalah ahli media, ahli materi, ahli pembelajaran, guru dan peserta didik. Instrumen penelitian berupa wawancara dan angket. Hasil pengembangan berupa media pembelajaran Tangga Pintar penjumlahan dan pengurangan Matematika kelas I sekolah dasar, berdasarkan hasil penilaian ahli media mendapat nilai 78,12 (baik). Ahli materi mendapat nilai 88,75 (sangat baik). Ahli pembelajaran mendapat nilai 78,94 (baik). Hasil uji coba I dan II, penilaian angket dari guru diperoleh nilai 97,36 (sangat baik). Penilaian angket respon peserta didik uji coba I diperoleh hasil 78,07, uji coba ke II 89,92 dengan rata-rata nilai kedua uji coba tersebut 83,99 (sangat baik) nilai pretest 54,58 dan nilai posttest 84,58. Sehingga dari hasil tersebut media pembelajaran tangga pintar layak digunakan oleh peserta didik. This research aimed to determine the development and feasibility of tangga pintar (smart ladder) media in Mathematics addition and subtraction learning materials of first grade elementary school. This was development research with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were media expert, material expert, learning expert, teachers, and students. The research instruments were interviews and questionnaires. The results of the development were in the form of Tangga Pintar (smart ladder) learning media of Mathematics addition and subtraction of first grade elementary school. The results of the media expert assessment was scored 78,12 (good). The material expert scored 88,75 (very good). Learning expert scored 78,94 (good). For the results of trials I and II, the questionnaire assessment from the teacher obtained a score of 97,36 (very good). The questionnaire of students’ responses of the Trial I is 78, 07, while the Trial II is 89,92, thus the average of the two trials is 83,99 (very good). pretest score is 54,58, while the posttest is 84,58. Therefore, from these results, Tangga Pintar (smart ladder) learning media is feasible to be used by students.


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Dewi Prabasari ◽  
Vera Yuli Erviana

The aim of this study; 1) to find out the steps to develop MacromediaFlash 8 Professional Based on the Character of Love of the Motherland in My Cultural Diversity Subtema for 4th grade students; 2) To find out the feasibility of MacromediaFlash 8 Professional Based on Land Love; 3) To find out student responses and teacher assessments of the quality of MacromdiaFlash 8 Professional that was developed. This study is a development research using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were class IV C students in a small group trial of 10 students and class IV B students in a large group trial. Techniques for collecting expert data collection (media experts, learning experts, material experts), on product trials using teacher assessment questionnaires and student responses as suggestions and input for the feasibility of MacromediaFlash 8 Professional Based on Love Characters Homeland that researchers developed. The results of the study showed that the assessment of media experts received a 77.7 score in the category "Eligible". Assessment of learning experts received a score of 86.5 with the category "Very Worthy". The assessment of material experts scored 81.6 with the "Very Worthy" category. In evaluating product trials (small groups) scored 91.85 in the "Very Worthy" category. In the assessment of usage trials (large groups) scored 91.60 in the "Very Worthy" category. The conclusion of use.


2021 ◽  
Vol 2 (1) ◽  
pp. 90-101
Author(s):  
Wulan Rahayu Syachtiyani ◽  
Novi Trisnawati

The covid-19 pandemic has shifted the learning system in Indonesia to distance learning, or better known as online learning. Various education units carry out online learning, this can bring about changes in learning activities. Whether it’s from students, teachers and the learning environment. From the existing phenomena, the researcher wants to conduct an analysis related to learning motivation and student learning outcomes during the covid-19 pandemic. This study aims (1) to find out how student motivation during the covid-19 pandemic and (2) to find out how student learning outcomes during the covid-19 pandemic. This research is qualitative descriptive study using a qualitative approach. The research subjects were students of X OTKP class, vocational high school 1 Ngawi while the value of student learning outcomes was taken in the General Administration subject. Data collection techniques using interviews, observation, and documentation. While the data analysis technique uses percentages. From the research conducted, it was found that the six indicators of learning motivation got an average of 84,28%, which means that student learning motivation falls into the high motivation category. While the average value of student learning outcomes got a percentage of 82,64%. Which means that student learning the category of good learning outcomes.


2021 ◽  
Vol 11 (6) ◽  
pp. 277
Author(s):  
Andi Kristanto ◽  
. Sulistiowati ◽  
Hirnanda Dimas Pradana

The learning model is a collection of activities that occur during the teaching and learning process with the objective of achieving the set goals. The brain-based online learning model developed is a solution to the students' learning problems. The majority of students struggle to interpret all of the learning materials they receive. This resulted in students' dissatisfaction with the learning materials. The purpose of this research is to develop a brain-based online learning process design based on the aforementioned problems. The Lee & Owens model of development was used in this development research. The stages of the Lee & Owens development model are analysis, design, development, implementation, and evaluation. The development research findings are as follows: (1) the media experts' assessment, which resulted in an 89.35% score with a valid category. (2) The assessment of the developed learning materials by material experts resulted in a score of 91.23% with a valid category. (3) expert evaluation, with an overall score of 86.35% for having a valid category. (4) The results of individual trials produced a percentage score of 88.5% with a valid category. (5) The results of small group trials indicated an overall percentage score of 81.60% of valid categories. (6) Field trials are classified as valid when they receive a percentage of 79.89%. The results of the development indicate that the brain-based online learning design is feasible for use.   Received: 11 August 2021 / Accepted: 27 October 2021 / Published: 5 November 2021


Author(s):  
Dionisia Tzavara ◽  
Dimitrios Koufopoulos

As a result of the COVID-19 pandemic, universities worldwide were forced to close their campuses and move instructional delivery to a digital mode. Many argued that this massive emergency digitalisation of instructional delivery was a major move of higher education toward online learning. However, this view overlooks considerations of pedagogy and of online learning design and delivery. Online learning is not just about uploading content to an online space or about moving all lectures online, and there is a whole theory behind designing online learning environments and delivering online learning. This chapter will discuss key theoretical considerations behind online learning design and delivery in relation to the digitalisation of higher education during COVID-19 with a view to make recommendations that will help universities design fulfilling and effective online learning and teaching experiences for their students and faculty.


2019 ◽  
Vol 4 (1) ◽  
pp. 138-150
Author(s):  
Muhammad Sholeh

The purpose of this research is the development of local culture-based Pop-Up Book media based on process skills to train students' confidence that is valid, practical and effective. Focus on the PPKn class IV load, the sub-theme of my national culture diversity. This type of research uses the ADDIE development model (analysts, design, development, implementation, evaluation). The research subjects were fourth grade students of elementary school. The results of the local culture-based Pop-Up Book media validation of Grade IV elementary school students are (1) Local culture-based Pop-Up media have teaching material that has a movable part with two-dimensional elements. (2) Fulfilling valid criteria with the results of the material expert test reaching a 97% validity level with the category of "very good", for the test results media experts reached a 91% validity level with the category "very good" and worth trying out. After obtaining the validation results, a small group trial and interview were conducted to find out the practicality of the local culture-based Pop-Up media in grade IV elementary school students. Based on the experiments conducted, it can be concluded that the Pop-Up media that was developed has a high level of validity qualifications, so that this media is suitable for use in learning.


2020 ◽  
Vol 2 (1) ◽  
pp. 9-14
Author(s):  
Elsa Firdianis ◽  
Ambiyar Ambiyar ◽  
Wakhinuddin Wakhinuddin ◽  
M. Iksan Ardiyansyah ◽  
Yumn Jamilah

This study aims to develop authentic instruments in the assessment of Digital simulations to measure student learning skills that are practical and effective. This research uses Research and Development with ADDIE development models. Through the stages of analysis (analysis), design (design), development (development), implementation (implementation), evaluation (evaluation). The research subjects were students of class X SMK Negeri 05 Padang, digital simulation subjects. The research data was obtained through validation instrument sheets, practical questionnaires, and observations. The practicality test results show that the authentic assessment that was developed was very practical with the percentage of practicality of teachers on lesson plans being 88.3% and authentic assessments at 82.3%. This developmental research produced an authentic practical and effective assessment instrument that can be used by teachers in assessing students' skills in school in the learning process.


2018 ◽  
Vol 9 (1) ◽  
pp. 62
Author(s):  
Riza Noviana Khoirunnisa ◽  
Damajanti Kusuma Dewi ◽  
Desi Nurwidawati

Conventional learning method is viewed to be less effective because it poses the problems of space and time. Information Technology offers a method for more effective online learning called e-learning. This research aims to develop e-learning for the module of Child Development at Department of Psychology Universitas Negeri Surabaya. This study was a developmental research project that used the method of ADDIE (Analysis, Design, Development, Implementation, Evaluation). This model was chosen because the stages of its development are deemed appropriate especially for the refinement and implementation of e-materials in online system which facilitates the interactions among students and between the students and lecturers. The subjects of this study were 34 undergraduate psychology students who participated in the module of Child Development. This study was conducted during four meetings. The results of this study were e-material products which were uploaded in online learning system. The e-materials have been validated by experts. A questionnaire to record students’ responses on the e-materials was used. The analysis on the data resulted from students’ responses shows that there is no significant effect of the  e-learning application in the module of Child Development on the students’ learning achievement. Keywords: Online learning, child development module, ADDIEAbstrak: Metode pembelajaran konvensional dirasakan menjadi kurang efektif karena terbentur masalah ruang dan waktu. Teknologi Informasi menawarkan metode pembelajaran yang dinamakan metode e-learning. Penelitian ini bertujuan untuk mengembangkan pembelajaran e-learning pada mahasiswa yang memprogrram mata kuliah Perkembangan Anak di Jurusan Psikologi. Metode penelitian menggunakan Model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Model ini dipilih karena tahapan-tahapan pengembangannya dipandang sesuai terutama untuk penyempurnaan dan implementasi bahan ajar e-materi dalam sistem online dan fasilitas interaksi mahasiswa dengan dosen dan antar mahasiswa. Subjek penelitian ini adalah mahasiswa yang memprogram mata kuliah Perkembangan Anak sejumlah 34 mahasiswa. Pelaksanaan penelitian ini dilaksanakan selama empat kali pertemuan. Hasil penelitian ini adalah produk e-material yang telah divalidasi oleh ahli. Kuesioner disebarkan untuk diisi oleh mahasiswa dengan tujuan untuk mengukur respon mereka atas penggunaan e-learning dan e-material. Hasil analisis data menunjukkan bahwa tidak ada pengaruh signifikan dari penerapan pembelajaran e-learning terhadap hasil belajar mahasiswa.


2021 ◽  
Vol 16 (1) ◽  
pp. 12-23
Author(s):  
Sriyani Mentari ◽  
Endang Sri Andayani ◽  
Sulikah Sulikah ◽  
Primasa Minerva Nagari

This paper aims to provide an alternative design for Simple Cooperative Learning on online learning by accommodating a variety constraints and difficulties faced by teachers and students and answer weaknesses of existing methods. This study used research and development method using ADDIE (Analysis, Design, Development, Implementation, and Evaluation) design to produce an online-based cooperative learning model, namely SCL-D (Simple Cooperative Learning Design). The survey was conducted on a sample of 153 students at state and private vocational schools in Malang city. The results of this research are a learning model. Therefore, this method is suitable for completing research objectives, namely producing an SCL-D learning model that is suitable for learning accounting for vocational high schools with 3M requirements ‘easy, cheap, and attractive’. Online-based learning has many advantages as well as weaknesses. Various e-learning platforms make it easy for teachers and students to interact in online learning. The teacher's ability to design attractive distant learning is a determining factor for the success of the learning process. The test results of the SCL-D model show that through this simple cooperative learning design improves student learning achievement.


Author(s):  
Nurul Ratnawati ◽  
Sukamto Sukamto ◽  
I Nyoman Ruja ◽  
Neni Wahyuningtyas

This article introduces a learning innovation called the Dota learning model. Dota (Defense of the Ancients) actually is a game or fortress defense game that is in great interest among various groups. This game inspires the researcher to adapt and adopt into a learning model. The Dota learning model provides an opportunity for students to train critical thinking, train cooperation, improve competitive spirit between teams, and be able to play the emotions of students. The research method used in this study is a research and development with an ADDIE (Analyze-Design-Development-Implementation-Evaluation) model. The feasibility of the Dota learning model is validated by learning design expert, educator, and students. The learning design validation score is 85%, the educator validation score is 95%, and the student’s validation score is 80%. Based on the result, it can be concluded that the Dota learning model that developed has been valid and feasible to use


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