scholarly journals METODE SCL BERBASIS E-LEARNING DALAM PEMBELAJARAN BAHASA JERMAN SEBAGAI BAHASA ASING (SCL-METHODS BASED ON E-LEARNING IN GERMAN AS A FOREIGN LANGUAGE)

2018 ◽  
Vol 16 (1) ◽  
pp. 17
Author(s):  
Kamelia Gantrisia ◽  
Dian Ekawati ◽  
Genita Cansrina

Abstrak: Dengan pesatnya perkembangan teknologi media di semua bidang termasuk di bidang pendidikan, proses pembelajaran bahasa asing juga telah berubah secara permanen. Penggunaan media digital dalam kegiatan belajar mengajar, baik di dalam maupun di luar kelas menjadi sangat penting untuk dilakukan. Penelitian yang sedang berlangsung ini merupakan penelitian eksploratif dan deskriptif untuk memaksimalkan penggunaan media digital dalam metode pembelajaran yang berpusat pada siswa (Student Centered Learning/SCL). Berbagai materi pembelajaran yang diperoleh melalui media digital diintegrasikan ke dalam metode pembelajaran SCL, dengan studi kasus pada buku teks Netzwerk A1. Berdasarkan teori dari Astleitner (2000), Kron (2003, 2008), Astleitner dan Steinberg (2005), Budka and Mader (2006) dan Hillen dan Landis (2014) penelitian ini mencoba membuat peta metode SCL pembelajaran bahasa Jerman sebagai bahasa asing bagi pemula dengan menggunakan teknik dan bahan e-learning terutama untuk mahasiswa di Universitas Padjadjaran Bandung Indonesia dan untuk menerapkannya dalam proses belajarnya. Hasil pemetaan yang telah dilakukan menunjukkan bahwa data-data yang diperoleh melalui media digital lebih menekankan pada kompetensi berbicara (Sprechen). Metode SCL yang sangat mendukung capaian kompetensi berbicara melalui latihan berbasis e-learning ini adalah Role-Play & Simulation.Kata kunci: e-learning, SCL, bahasa Jerman, bahasa asing  Abstract:  With the rapid development of media technology in all areas including in education, the learning process of foreign language has also changed permanently. Using of digital media in teaching and learning activities, both inside and outside the classroom becomes very important to do. This ongoing research conducted explorative and descriptive studies to maximize the using of digital media in student-centered-learning methods (SCL). Various learning materials obtained through digital media are integrated into the SCL learning methods, with case studies in Netzwerk A1 textbooks. Based on the theories from Astleitner (2000), Kron (2003, 2008), Asleitner and Steinberg (2005), Budka und Mader (2006) and Hillen and Landis (2014) this research tries to make a map of the SCL-methods of learning German as a foreign language by using e-learning techniques and materials especially for the students at the University of Padjadjaran Indonesia and to implement it in its learning process. The results of the mapping that has been done showed that the materials obtained through digital media more emphasis on the speaking competence. SCL method that strongly supports this competence through this e-learning training is Role-Play & Simulation. Keywords: e-learning, SCL, German, foreign language

2019 ◽  
Vol 16 ◽  
Author(s):  
Craig Shepherd ◽  
Doris Bolliger

Facilitating an online course in today’s student population requires an educator to be innovative and creative and to have an impactful online presence. In the current online learning environment (also known as e-learning), keeping students’ thoughtfully engaged and motivated while dispensing the required course content necessitates faculty enabling a safe, nonjudgmental environment whereby views, perspectives, and personal and professional experiences are encouraged. The educator must exhibit an educator-facilitated active, student-centered learning process, whereby students are held accountable for their active participation and self-directed learning while balancing a facilitator role to further enhance the learning process. This article explores one educator’s reflective practice process that has been developed over numerous years as a very early adopter of online education. It will explore the organizational aspect of teaching-facilitating a dynamic robust online course.


2019 ◽  
Vol 16 ◽  
Author(s):  
Leighsa Sharoff

Facilitating an online course in today’s student population requires an educator to be innovative and creative and to have an impactful online presence. In the current online learning environment (also known as e-learning), keeping students’ thoughtfully engaged and motivated while dispensing the required course content necessitates faculty enabling a safe, nonjudgmental environment whereby views, perspectives, and personal and professional experiences are encouraged. The educator must exhibit an educator-facilitated active, student-centered learning process, whereby students are held accountable for their active participation and self-directed learning while balancing a facilitator role to further enhance the learning process. This article explores one educator’s reflective practice process that has been developed over numerous years as a very early adopter of online education. It will explore the organizational aspect of teaching-facilitating a dynamic robust online course.


Author(s):  
Mohd Nor Hajar Hasrol Jono ◽  
Rahayu Hasanordin ◽  
Mohamad Ibrahim ◽  
Nor Azilah Mohd Asarani ◽  
Azlan Abdul Aziz

The need to integrate multimedia in the process of teaching and learning at all levels of education is becoming more vital. Multimedia based on e-learning is seen as an effective alternative in teaching and learning process. This method is able to create a student-centered learning where students are encouraged of being independence; study at their own pace and at their own place. Nevertheless, the rapid development of information and communication technologies (ICT) in today's world has necessitate a new trend in the presentation of information in the form of Flash Video, which is more easy to understand and accessible instantly to users. The research is undertaken by introducing an e-based multimedia content by maintaining the concept of Gagne Learning Theory. An e-material entitled "Introduction to Computer Programming C++" has been developed containing learning activities that allow users to interact simultaneously with the material. The material is expected to be an effective teaching aid to entice students in the subject of programming.


2020 ◽  
Vol 8 (3) ◽  
pp. 147-152
Author(s):  
SARAH SRI RAHAYU

This study aims to find out an overview of how the mathematics learning process on lines and angles in class VII SMP YPK 2 Manokwari, the level of teacher readiness, and to obtain an overview of the implementation of student-centered learning through the contextual learning model that takes place at SMP YPK 2. Manokwari on lines and angles. The method used in this research is descriptive method with a qualitative approach. The results showed that (1) The learning process of mathematics at SMP YPK 2, especially in the material of lines and angles, has gone well in accordance with the learning plan that has been made and in accordance with the learning steps, namely introduction, core activities, closing, and evaluation (2 ) The readiness of the teacher in preparing for learning is good (3) The implementation of learning that is centered on students through the contextual learning model has not been fully carried out due to time constraints and differences in the abilities of each student which are not the same as the lack of existing facilities and infrastructure


Webology ◽  
2021 ◽  
Vol 18 (2) ◽  
pp. 1023-1034
Author(s):  
Sumartono Sumartono ◽  
Nuril Huda ◽  
Wildan Akbar Hashemi Rafsanjani

The rapid development of information technology can answer problems that arise after the Covid-19 pandemic, especially problems in the learning process. Information technology that plays a role in the world of education which is currently booming is online learning. Online learning is different from ordinary learning, online learning places more emphasis on student's ability to receive and process information. Online learning serves as a liaison between teachers and students through the internet network that can be accessed anytime and anywhere. There are various online media used in the learning process including; WhatsApp, Google Meet, Zoom, Classroom, and even e-learning. But among these media, the easiest to use is WhatsApp, which is easily accessible at every level of education. Online learning is now an effective medium for the learning process at all levels. For an effective and optimal online learning process, there are several learning models offered by experts during the Covid-19 pandemic, including; Online Model, Offline Model, Online e-learning Model, Project-Based Learning, and Blended Learning.


Author(s):  
Andriyani Mudrikah

<p><em>In the 21<sup>st</sup> century, learning is different from the previous century, where in the learning process students not only memorize knowledge but they are required to be active and creative in thinking. The purpose of this study is to describe the concepts of Problem Based Learning and Student-Centered Learning. The result of this study is that Problem Based Learning is part of Student-Centered Learning where the learning process in Problem Based Learning focuses more on students as learning people.</em></p>


2019 ◽  
Vol 2018 (1) ◽  
pp. 280
Author(s):  
Aaron Chao

In light of recent research on student-centered learning, researchers have highlighted the need for strategies and tools to foster learner autonomy. Particularly within the area of vocabulary acquisition, the need for such strategies and tools is justified by the scope and depth of vocabulary that a learner needs in order to achieve a high proficiency level in a foreign language. This paper proposes the use of flowcharts as a metacognitive vocabulary learning strategy that helps promote vocabulary acquisition as well as foster learner autonomy. The justification for using such a strategy is discussed as well as practical suggestions for how it can be used in the classroom. 近年における学生主体の学習に関する研究を探ってみると、研究者たちは学習者オートノミーを促進する(学習)方略とツールの必要性を強調している。特に語彙習得の分野において、このような方略とツールの必要性は、学習者が外国語(学習)において高い習熟度に到達するために必要となる語彙の範囲と深みという観点から、正当化されるものである。本論文は、語彙習得の促進および学習者オートノミーの奨励を手助けするメタ認知的語彙学習方略として、フローチャートの使用を推奨する。この方略を使用する正当性、またこの方略をクラスルームでどう用いるかという実践的な提議について検討する。


2018 ◽  
Vol 6 (1) ◽  
pp. 58
Author(s):  
Heri Triluqman Budisantoso ◽  
NFn Mulyoto ◽  
Leo Agung Sutimin

The integration of Information and Communication Technology (ICT) in the learning process developed into a fight trought various designs and strategies which can be grouped into (1) E-learning as a learning form system that utilizes electronic devices and digital media,  and (2) Mobile learning (M-learning)  as a particular learning form to utilize mobile communication devices and information technology. The rapid development of mobile devices, relatively easy operation,  and more affordable prices,  is supporting factors in the widespread use of mobile learning into a new alternative of learning media. Those conditions encourage the learning paradigm that can be done anytime and anywhere.  The purpose of research to be achieved is to develop the design of the android camera based simulator software model as a learning media in cinematography lesson study program of educational technology FIP Unnes.  This research method refers to the research and development strategy proposed by Borg and Gall (in Sukmadinata,  2016) with some modifications that have been developed by Sukmadinata.  The research procedure used in the study focusing on the development stages of application design model.  The steps includes the following steps (1) model development (product design), (2) design validation, (3) design revisions. The results of research on the development of video camera simulator model can be concluded that the application of android based video camera in the process of validation by media experts obtained the results of software engineering aspects obtained 92 scores with very good category, while the visual communication design aspect scored 84, also with very good category. As for the material experts, validation on aspects of learning design got score 85 with very good category as well. Based on the validation results of media experts and materials experts, the application of this androdi-based video camera simulator is improved according to the records of media experts and material experts. Before used in the next research process should this application really well prepared, so the results obtained in accordance with the expected AbstrakPengintegrasian teknologi informasi dan komunikasi (TIK) dalam proses pembelajaran terus berkembang dengan berbagai pola dan strategi, yang dapat dikelompokkan menjadi (1) sistem e-Learning sebagai bentuk pembelajaran yang memanfaatkan perangkat elektronik dan media digital, dan (2) mobile learning (m-learning) sebagai bentuk pembelajaran yang khusus memanfaatkan perangkat dan teknologi komunikasi bergerak. Perkembangan perangkat mobile yang begitu pesat, operasional yang relatif mudah, dan harga yang semakin terjangkau, merupakan faktor pendorong semakin meluasnya penggunaan mobile learning menjadi alternatif baru media pembelajaran. Kondisi tersebut mendorong terbentuknya paradigma pembelajaran yang dapat dilakukan kapanpun dan dimanapun. Tujuan penelitian yang ingin dicapai adalah mengembangkan desain model Aplikasi Simulator Kamera Video Berbasis Android sebagai media pembelajaran mata kuliah sinematografi pembelajaran prodi Teknologi Pendidikan FIP Unnes. Metode penelitian ini mengacu pada strategi penelitian dan pengembangan yang dikemukakan oleh Borg dan Gall (dalam Sukmadinata, 2016) dengan beberapa modifikasi yang telah dikembangkan oleh Sukmadinata. Adapun dalam artikel ini, prosedur penelitian yang digunakan dalam penelitian, fokus pada tahap pengembangan desain model aplikasi. Dalam tahap ini mencakup langkah-langkah sebagai berikut (1) Model pengembangan (desain produk), (2) Validasi desain, (3) Revisi desain, Hasil penelitian ini menunjukkan bahwa proses pengembangan desain model aplikasi simulator kamera video berbasis android dilakukan melalui langkah-langkah sesuai prosedur penelitian di atas, diawali dengan analisis kebutuhan, kemudian menyusun peta kompetensi, peta materi, Garis Besar Isi Media (GBIM), jabaran materi, flowchart dan naskah, kemudian dilakukan validasi desain dan revisi produk. Desain model aplikasi simulator kamera video ini juga siap digunakan untuk tahap penelitian dan pengembangan selanjutnya. Penggunaan aplikasi simulator kamera video berbasis android sangat diperlukan dalam proses pembelajaran mata kuliah sinematografi pembelajaran, khususnya materi teknik dan prosedur pengambilan gambar karena dapat membantu mahasiswa belajar secara mandiri


2017 ◽  
Vol 3 (1) ◽  
pp. 76
Author(s):  
Putu Santi Oktarina

<p><em>Students at higher education institutions are definitely adults who should be encouraged and given motivation </em><em>to be</em><em> the 'adult' learners. Each student has diverse characteristics that will make them ultimately bring different perspectives to the class (different types of backgrounds, learning styles, experiences, and aspirations). Therefore, educators are no longer possible to use conventional methods in cultivating the values to students to get them to be adult learners. The psychological condition of adults will encourage the teaching and learning process to be more directed to the Student-Centered Learning. This method is built on the principles of active learning constructive, some social activity, mental reflection, implementation of prior knowledge, and so forth. The learning process is a reflection cycle (about what happened), the idea of a thing (or something that needs to be tested), action (trial to do something), and outcomes (concrete experience). Problem-Based Learning method is an option that can be used to support the activities of Student-Centered Learning for the use of problems in the learning process can trigger the curiosity of students that will lead them to be able to solve their own problems by giving a definition of a certain problem and specify the collected information. In this way, students will try to associate the information they have and be able to specify the topics they will learn more.</em></p>


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