scholarly journals M-Learning and Learning Autonomy - Needs Analysis and Suggested Model

2021 ◽  
Vol 4 (4) ◽  
Author(s):  
Linh Pham Le Nhat ◽  
◽  
Van Le Thi Kieu

In this 4.0 era, where technology has been a part of our daily lives, the integration of smart devices into education is an indispensable movement that we are striving for. Hence, the application of mobile devices into learning, M-learning is becoming a trendy approach and a quality assurance’s measurement for almost every academic institution. Technology makes education available for students almost anywhere, anytime, and offers unlimited access to learning resources. Furthermore, M-learning is also reported to have a positive impact on students’ learning autonomy. Hence, this paper aims at validating possibilities to amplify this aspect of M-learning and suggesting an appropriate M-learning model at Nguyen Tat Thanh university (NTTU). The paper investigates students’ needs, requirements, ability to adapt to the new trend of M-learning plus the external elements affecting their learning autonomy to come up with the learning model. Surveys were collected from students in the Faculty of Foreign Languages and analyzed using a qualitative method to provide educators and teachers at NTTU with insightful information and careful preparation before launching new approaches to M-learning.

2021 ◽  
Author(s):  
Linh Pham Le Nhat ◽  
Van Le Thi Kieu

In this 4.0 era, where technology has been a part of our daily lives, the integration of smart devices into education is an indispensable movement that we are striving for. Hence, the application of mobile devices into learning, M-learning is becoming a trendy approach and a quality assurance’s measurement for almost every academic institution. Technology makes education available for students almost anywhere, anytime, and offers unlimited access to learning resources. Furthermore, M-learning is also reported to have a positive impact on students’ learning autonomy. Hence, this paper aims at validating possibilities to amplify this aspect of M-learning and suggesting an appropriate M-learning model at Nguyen Tat Thanh university (NTTU). The paper investigates students’ needs, requirements, ability to adapt to the new trend of M-learning plus the external elements affecting their learning autonomy to come up with the learning model. Surveys were collected from students in the Faculty of Foreign Languages and analyzed using a qualitative method to provide educators and teachers at NTTU with insightful information and careful preparation before launching new approaches to M-learning.


Author(s):  
Lala Septem Riza ◽  
Tyas Sawiji ◽  
Nurjanah Nurjanah ◽  
Haviluddin Haviluddin ◽  
Edy Budiman ◽  
...  

This research aims to design the concept of learning media for the blind student and apply it to labyrinth game using problem-solving learning model. To design this media, 21 blind child characteristics, learning model, lesson plan and story concept of the game have been considered. After developing the proposed learn-ing media, some experiments on blind students are conducted. Then, the results of the experiments are processed and analyzed based on qualitative method. They shows that scores, perspectives, and focus of users are good. It means that the proposed learning media provides a positive impact on the blind child. Moreover, guidance and direction to students are the important things that have to do when the media is applied.


2019 ◽  
Author(s):  
Dewi Hapsari

K-pop culture in Indonesia has mushroomed among teenagers and of course it makes teenagers want to be able to communicate more closely with their idols. The role of the fans was shown through several things one of which is by playing roleplayer on Twitter. The purpose of this study is that through roleplayers fans can represent their idols according to what they expect in their daily lives through social media twitter. This study uses a qualitative method by observing case studies that examine the virtual world of roleplayers, the results of this study are fans doing roleplaying activities to fulfill the fanaticism of the idol to fulfill his desire to represent themselves and create a new virtual identity in cyberspace. The result is unwittingly this rolepayer activity also changes the personality of the culprit in the real world created by his imagination because of playing roleplayer too often, but on the other hand this roleplayer game also brings a positive impact on the culprit. with this article it is hoped that roleplayer can be more careful in representing themselves as other people in cyberspace because it will affect their personalities in the real world.


2019 ◽  
Author(s):  
Dewi Hapsari

K-pop culture in Indonesia has mushroomed among teenagers and of course it makes teenagers want to be able to communicate more closely with their idols. The role of the fans was shown through several things one of which is by playing roleplayer on Twitter. The purpose of this study is that through roleplayers fans can represent their idols according to what they expect in their daily lives through social media twitter. This study uses a qualitative method by observing case studies that examine the virtual world of roleplayers, the results of this study are fans doing roleplaying activities to fulfill the fanaticism of the idol to fulfill his desire to represent themselves and create a new virtual identity in cyberspace. The result is unwittingly this rolepayer activity also changes the personality of the culprit in the real world created by his imagination because of playing roleplayer too often, but on the other hand this roleplayer game also brings a positive impact on the culprit. with this article it is hoped that roleplayer can be more careful in representing themselves as other people in cyberspace because it will affect their personalities in the real world.


2017 ◽  
Vol 1 (2) ◽  
pp. 264
Author(s):  
Sofian Sofian

This research is motivated by low student learning activity on Civics lesson. In order to increase studentlearning activities need a model that is cooperative learning model type two stay two stray in fourth gradestudents SD Negeri 007 Pusaran. It aims to know the improvement of learning achievement of Civics after theimplementation of learning model of cooperative learning type TSTS in fourth grade students of SD Negeri 007Pusaran, knowing the influence of learning motivation of Civics after the implementation of learning withcooperative learning model type TSTS in fourth grade students of SD Negeri 007 Pusaran; provides an overviewof appropriate learning methods in an effort to improve student learning achievement and make students becomeactive in teaching and learning activities. This research was conducted in September of odd semester 2016/2017with object of 24 students. The results concluded that: (1) cooperative learning method type TSTS can improvethe quality of learning Civics; (2) cooperative learning method of TSTS type has positive impact in improvingstudents 'learning achievement which is marked by the improvement of students' learning mastery in every cycle,that is cycle I (54.17%), cycle II (91.67%); 3) TSTS type cooperative learning method can make students feelthemselves getting attention and opportunity to express opinions, ideas, ideas, and questions; 4) students canwork independently or in groups, and be able to account for individual or group tasks; and 5) the application ofcooperative learning method type TSTS have positive influence, that is can improve student's learningmotivation.


2020 ◽  
Vol 4 (2) ◽  
pp. 229
Author(s):  
Muhammad Eko Atmojo ◽  
Helen Dian Fridayani

Kulon Progo Regency is one of the districts that has many innovations, one of which is community empowerment in collaboration with a modern shop abbreviated as the shop name owned by the people (tomira). This research was motivated by the achievements of the Kulon Progo district government in carrying out development and innovation in the development of the Kulon Progo region by fully involving the Kulon Progo district community through community empowerment. This initiative was taken by the government of Kulon Progo Regency to improve community empowerment and protect the people of Kulon Progo Regency from various economic threats. Considering that in the past few years many modern shops have mushroomed in each district/city, so this is what makes Kulon Progo Regency move quickly to empower the community by collaborating between MSMEs or cooperative with modern shops. This study uses a qualitative method which case study approach. With the empowerment that has been done, the original products of Kulon Progo Regency or local products can be traded in modern stores so that local products in Kulon Progo Regency can compete with national products in these modern stores. The existence of such cooperation will indirectly improve the image of Kulon Progo Regency and lift the original products of Kulon Progo Regency. The lifting of the original products of Kulon Progo Regency will have a positive impact on the community, where indirectly the economy of the community will increase so that there will be prosperity for the community. Kabupaten Kulon Progo adalah salah satu kabupaten yang memiliki banyak inovasi, salah satunya adalah pemberdayaan masyarakat bekerja sama dengan toko modern disingkat nama toko yang dimiliki oleh masyarakat (tomira). Penelitian ini dilatarbelakangi oleh pencapaian pemerintah kabupaten Kulon Progo dalam melakukan pengembangan dan inovasi dalam pengembangan wilayah Kulon Progo dengan melibatkan sepenuhnya masyarakat kabupaten Kulon Progo melalui pemberdayaan masyarakat. Inisiatif ini diambil oleh pemerintah Kabupaten Kulon Progo untuk meningkatkan pemberdayaan masyarakat dan melindungi masyarakat Kabupaten Kulon Progo dari berbagai ancaman ekonomi. Menimbang bahwa dalam beberapa tahun terakhir banyak toko-toko modern telah menjamur di setiap kabupaten/kota, jadi inilah yang membuat Kabupaten Kulon Progo bergerak cepat untuk memberdayakan masyarakat dengan berkolaborasi antara UMKM atau bekerjasama dengan toko-toko modern. Penelitian ini menggunakan metode penelitian kualitatif dengan pendekatan studi kasus, dengan metode yang digunakan adalah dokumentasi. Dengan pemberdayaan yang telah dilakukan, produk asli Kabupaten Kulon Progo atau produk lokal dapat diperdagangkan di toko modern sehingga produk lokal di Kabupaten Kulon Progo dapat bersaing dengan produk nasional di toko modern ini. Adanya kerjasama tersebut secara tidak langsung akan meningkatkan citra Kabupaten Kulon Progo dan mengangkat produk asli Kabupaten Kulon Progo. Pencabutan produk asli Kabupaten Kulon Progo akan berdampak positif bagi masyarakat, di mana secara tidak langsung perekonomian masyarakat akan meningkat sehingga akan ada kesejahteraan bagi masyarakat.


2018 ◽  
Vol 1 (2) ◽  
pp. 66
Author(s):  
Marini Marini ◽  
Khasanah Khasanah

Abstract The  problem  of this research is : How is the language development of children age 12 to 24 months in Semarang ?. The purpose of this study is to describe widely and deeply about language development the children age 12 to 24 in Semarang. The method used in this research is qualitative method. Data collection is done by observation, interviews, and questionnaire. Data analysis techniques using Miles Hubermen’s model. Checking the validity of the data using triangulation data. The results showed that the development of language of children aged 12 to 24 months in Semarang in expressive is: can produce sound almost perfect in several words; Some of the letters of the words missing from the pronunciation; The missing letters are usually consonants; Haven't been able to pronounce the letter s and r; In General, most people are able to understand the speech of the children is an adult who is close to the child; There is a word that can be spelled perfectly by the child. The words are by and large is the words that are simple and close to the children's daily lives. As for the generally receptive: children can follow and obey what is spoken by adults; The children seem to understand when the adults were talking about them; and children  can understand  to the words that they  heard more than that they can speak.   Keywords: Language, children, expressive, receptive, word.    


2020 ◽  
Vol 10 (4) ◽  
Author(s):  
Mauro Sciarelli ◽  
Silvia Cosimato ◽  
Giovanni Landi

AbstractOver the last decades, Benefit Corporations arouse as a new corporate structure, alternative to traditional ones and pointing to offer a new approach to the management of business and sustainability issues. These companies' activities are statutory aimed at bridging for-profit and no-profit activities; thus, they intentionally and statutory pursue economic purposes together with social and environmental ones, to create a positive impact on economy, society and environment. Even though, Italian and other national laws set some specific disclosure duties for Benefit Corporations, especially in terms of Environmental, Social and Governance (ESG) issues, the literature still calls for further research on the topic. Therefore, this paper is aimed at contributing to bridge this gap, investigating the way Italian Benefit Corporations approach ESG disclosure. To this end, an exploratory analysis has been conducted, implementing a qualitative method, based on a multiple case study strategy. Even though the descriptive nature of the study, the achieved findings pointed out that the Benefit Corporation structure not necessarily implies a better approach to ESG.


2021 ◽  
Vol 14 (2) ◽  
pp. 88
Author(s):  
Shobiroh Ulfa Kurniyawati ◽  
Andi Prastowo

Abstrak : Penelitian ini bertujuan untuk mengetahui apakah model pembelajaran simulasi berbasis TIK dapat memberikan kontribusi terhadap kemampuan berpikir logis siswa kelas IV SD/ MI dalam pembelajaran matematika ?. Penelitian ini dilatarbelakangi oleh rendahnya kemampuan berpikir logis siswa dalam pembelajaran matematika serta persepsi siswa terhadap pembelajaran matematika yang sulit dipahami dan menakutkan, sehingga dihadirkan sebuah inovasi dengan memanfaatkan model simulasi berbasis TIK. Metodologi yang digunakan dalam penelitian ini adalah metode kualitatif deskriptif dengan desain penelitian kepustakaan (library research), sedangkan teknik pengumpulan data dilakukan dengan mencari berbagai dokumentasi dari beberapa jurnal yang relevan dengan penelitian ini, kemudian dianalisis dan diambil kesimpulan. Jurnal yang digunakan adalah  terbitan sepuluh tahu terakhir yaitu mulai tahun 2010-2020. Hasil peneltian ini menunjukkan bahwa model simulasi berbasis TIK yang diterapkan dalam pembelajaran dapat memberikan kontribusi terhadap kemampuan berpikir logis siswa, dengan kata lain model pembelajaran simulasi berbasis TIK dapat menumbuhkan kemampuan berpikir logis siswa kelas IV SD/ MI. Hal ini dapat dilihat dari analisis 33 artikel yang relevan dengan penelitian ini, sehingga dapat dipakai dalam menentukan kesimpulanKata Kunci : simulasi, tik, berpikir logisAbstract :This study aims to determine Whether the ICT-based simulation learning model can contribute to the logical thinking skills of grade IV SD/ MI students in mathematics learning. This research is motivated by the low ability of students to think logically in mathematics learning and students’ perceptions of learning mathematics which is difficult to understand and scary, so that an innovation is presented by utilizing an ICT-based simulation model. The methodology used in this research is descriptive qualitative method with library research desaign, while the data collection technique is done by looking for various documentation from several journal relevant to this research, then analyzed and conclusions drawn. The journal used are those of the last ten years, starting from 2010-2020. The results of this study indicate that the ICT-based simulation model applied in learning can contribute to student’s logical thinking skills, in other words, the ICT-based simulation learning model can foster logical thinking skills in grade IV SD/ MI students. This can be seen from the analysis of 33 articles relevant to this research, so that it can be used in determining conclusions.Keywords : simulation, ict, logical thinking


2020 ◽  
Vol 3 (1) ◽  
pp. 10-19
Author(s):  
Helen Cia ◽  
I Gusti Ngurah Anom Gunawan ◽  
Hendro Murtiono

The purpose of this research is to explore the concept of revitalizing the coastal tourism area with a sustainable tourism approach. Ocarina area is one of the tourist destinations in Batam city. Its strategic location is right in the center of Batam and is surrounded by several areas with different functions, among others there are housing (housing Regata, housing Monde Residence, housing Avante, Monde Signature housing, etc.), a school (Mondial school), a commercial area ( Pasir Putih shops, Mahkota Raya shops) and also the location of Ocarina area is close to the international ferry. The phenomenon that occurs in this tourist area has long been built and managed but has decreased visitors so that needs to be revitalized by using the concept of sustainable tourism. This strategic location is not accompanied by the success of the development of the Ocarina area as a public space that offers a variety of game facilities and culinary venues. The phenomenon that makes the need for revitalizing measures both physically and economically to make the Ocarina area can attract visitors to come and enjoy the facilities that are in it. The research method was a qualitative method of direct observation in the field. Analysis process is conducted to identify the problems that exist in the field today especially in the area of Ocarina Phase 1 so that the area of Ocarina Phase 2 can make Ocarina Phase 1 to be revitalized area and can be one of the sustainable tourism Batam city that can improve the economy of Batam city. Keywords: revitalization, sustainable tourism, visitor


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