scholarly journals ACTIVE LEARNING USING LEARNING MANAGEMENT SYSTEM TO IMPROVE STUDENTS’ COMPETENCE IN ARGUMENTATIVE WRITING

2015 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Wardani Dwi Wihastyanang ◽  
Daning Hentasmaka ◽  
Rosi Anjarwati
2018 ◽  
Vol 22 (3) ◽  
Author(s):  
Cheng-Chia (Brian) Chen

“Gamified” active learning has been shown to increase students’ academic performance, engagement, and make more social connections than standard course settings. However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. Our first objective was to evaluate the effectiveness of gamification by using existing techniques (e.g., simple HTML-based games) and readily available collaborative tools (e.g., Wikis) from a typical learning management system (LMS) such as Blackboard. Moreover, our second objective was to examine students’ attitudes towards gamification (e.g., usefulness). Data were collected from 2015 to 2017 (n = 80) at a Midwestern university in the United State using a mixed methods approach. For the quantitative method, online surveys were conducted in an experimental group (class with implementation of gamification) and control group (class without any gamified activities) that were randomly selected from graduate level statistics courses. For the qualitative method, the researcher conducted semi-structured interviews with subjects who addressed their interests to be interviewed during the online survey. A Welch’s independent t-test revealed a significant difference (p < 0.001) in the mean exam scores of experiment and control groups. A difference favored the classes with gamification. More than 70 % of students agreed that gamified activities were either extremely or highly useful in helping them review and/or understand fundamental concepts. In conclusion, using built-in LMS tools to design gamified learning activities may enhance students’ learning outcome/effectiveness, provide more diversified learning methods and motivation, and offer easy modifications for different learning needs.


Author(s):  
Kasinyo Harto

Learning pattern of Islamic higher education, especially in Indonesia, is generally dominated by conventional learning with teacher-centered approach in which learning process focuses on the lectures, not on the students. As a result, the students tend to be passive and poor of creativity, less capable of arguing, trying, and appreciating science. Considering this reality, it is a necessity to make some efforts of reconstructing that learning pattern. One of them is doing bench-marking against universities in Australia, like Melbourne University. Therefore, this study focuses on learning management system of Melbourne University in relation to the development of learning quality. The result of the study shows that learning strategy developed at Melbourne University enhances student active learning through a variety of learning experiences, such as on-line discussion (collaborative learning), weekly readings, weekly exams, weekly assignments (independent learning), class presentation, and round table discussion. In addition, learning management system at Melbourne University has been running well along with an integrated system of ICT that enables the lecturers to communicate their courses and enables the students to interact dynamically with the tasks, lectures, and other students. It is expected that this can be an inspiration and alternative model for Islamic higher education institutions in Indonesia in designing their learning pattern and environment to promote active learning.


2021 ◽  
Vol 19 (6) ◽  
pp. pp601-613
Author(s):  
Putu Wuri Handayani ◽  
Satrio Raffani Raharjo ◽  
Panca Hadi Putra

E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g., rankings or points, badges, and leaderboards) to enhance active learning. This study uses a mixed-methods approach and data from weekly reviews and forum discussions, questionnaires, and data students’ interviews to assess the implementation of gamification elements in an LMS. The data from the questionnaires were analyzed using descriptive statistics, and the data from student interviews were analyzed using general inductive analysis. The results show that gamification in an LMS had a positive influence on active learning. The students have also provided positive feedback on the rated weekly review activity. The badges and leaderboard were also positively accepted by most students. Awarding points for activities was also found to improve students’ performance in class. Badges were found to increase students’ active participation, and the leaderboard motivated students to participate actively in online classes. This study could provide guidance to universities or LMS providers wishing to implement gamification in an LMS.


Sign in / Sign up

Export Citation Format

Share Document