scholarly journals Curriculum Content and the Issue of Relevance in the 21st Century Classroom

2020 ◽  
Vol 3 (9) ◽  
pp. 158-164
Author(s):  
Marilyn U. Ochoma

The need to make curriculum content relevant so that learners can apply what they learned in school upon graduation, has been emphasized. Issues bothering on curriculum content, philosophy of pragmatism, 21st-century classroom, and relevance have been highlighted in this paper. It was recommended that: All stakeholders in education - teachers, school administrators, the government should adapt to changes that the 21st Century presents particularly in the area of technological advancements; For the fact that knowledge can quickly become obsolete in this era, learners should be equipped with problem-solving skills so that they will be able to face a contemporary problem; Curriculum content should be made relevant to the extent that what learners learn will be useful to them in their day-to-day activities.

2014 ◽  
Vol 13 ◽  
pp. 74-83 ◽  
Author(s):  
Samuel Greiff ◽  
Sascha Wüstenberg ◽  
Benő Csapó ◽  
Andreas Demetriou ◽  
Jarkko Hautamäki ◽  
...  

2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Erni Yulianti ◽  
Desta Wahyu Maharani ◽  
Erti Hamimi

Problem solving skills are one of 21st Century Skills. However, based on the results of studies and interviews students still lack in problem solving skill because most of them only study from textbooks at school.  The purpose of this research is to produce science education media equipped with experimental manuals and context in the application that students can use anytime and anywhere either independently or by teacher guidance. This development research adopts the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The results of expert validation and legibility test show that the education KIT integrated mobile application is very suitable. Media expert validation obtained a score of 98% and material expert obtained a score of 99%. In addition to the validation results, a readability test was also carried out by the teacher and students with the respective scores of 96% and 91%. Based on the validation and readability test Edukit IPA is integrated with a mobile application as a practical, complete, and capable medium for practicing the results of student problem solving skill, because each stage of the experimental activity is based on indicators of problem solving skills.


2018 ◽  
Vol 17 (5) ◽  
pp. 838-850 ◽  
Author(s):  
Regina Soobard ◽  
Helen Semilarski ◽  
Jack Holbrook ◽  
Miia Rannikmäe

This research was based on the concern that students didn’t see the need for the acquisition of science skills and knowledge perceived as important in relation to different society issues and the world of work. The aim was to determine gymnasium students perceived self-efficacy towards working life skills as well as science curriculum, content-related topics. The sample was composed of grade 12 (N=1375) 18-19-year-old students. Data were obtained using a 4-point Likert scale questionnaire seeking to determine students’ perceived self-efficacy towards working life skills and topics in the science curriculum linked to disciplinary core ideas. In general, students perceived their self-efficacy to be above average towards most needed working life skills. However, it was much lower in areas related to problem-solving skills and understanding the nature of science. Results also indicated that the self-efficacy associated with purely Physics curriculum-related topics stood out as being much lower than for the other school science subject areas. Findings suggested there was a need to re-thinking the way science content was presented to students and to consider whether and how this could be restructured around core ideas in science in order to promote the development of problem-solving skills as an important aspect in enhancing working life skills. Keywords: core ideas, working life skills, self-efficacy, science curriculum topics, science education.


2020 ◽  
Vol 16 (1) ◽  
pp. 63-72
Author(s):  
Beni Junedi ◽  
Isnaini Mahuda ◽  
Jaka Wijaya Kusuma

[Bahasa]: Keterampilan abad 21 terdiri dari keterampilan communication, collaboration, critical thinking and problem solving, serta creative and inovative. Keterampilan ini perlu di implementasikan guru dalam proses pembelajaran agar kualitas pembelajaran meningkat. Terbatasnya pengetahuan guru terhadap keterampilan pembelajaran abad 21 menjadi kendala pelaksanaan di dalam kelas. Oleh karena itu, perlu upaya pengenalan keterampilan pembelajaran abad 21 ini kepada guru agar dapat diimplementasikan dengan baik di kelas. Kegiatan pengabdian masyarakat ini dilaksanakan di MTs Massaratul Muta’allimin Banten dengan jumlah peserta sebanyak 8 guru. Kegiatan ini bertujuan untuk mengoptimalkan pemahaman guru terhadap keterampilan pembelajaran abad 21 dan cara mengimplementasi-kannya dalam proses pembelajaran. Pengabdian ini dilakukan dengan cara sosialisasi melalui penyampaian materi kemudian dilakukan evaluasi di akhir kegiatan yang terdiri dari tiga tahapan yaitu tahap awal, inti, dan akhir. Berdasarkan hasil angket di akhir kegiatan diperoleh data bahwa 78,13% guru memahami cara penyampaian materi, 78,13% guru dapat memahami materi dengan baik, 82,29% guru memberikan respon terhadap manfaat kegiatan, dan 81,25% guru dapat mengembangkan proses pembelajaran abad 21 di kelas. Dapat disimpulkan bahwa kegiatan pengabdian ini dapat mengoptimalkan pemahaman guru di MTs Massaratul Muta’llimin Banten terhadap keterampilan pembelajaran abad 21. Kata Kunci: keterampilan abad 21, communication, collaboration, critical thinking and problem solving, creative and inovative [English]: The 21st Century skills consist of communication, collaboration, critical thinking, and problem-solving skills, as well as creative and innovative. This skill needs to be implemented by the teachers in the learning process so that the quality of learning increases. The limitation of teachers’ knowledge of 21st-century learning skills is an obstacle for implementation in the classroom. Therefore, it is necessary to introduce this 21st-century learning skill to the teachers so that it can be implemented well in the classroom. This community service program was carried out at MTs Massaratul Muta'allimin Banten with eight teachers as the participants. It aims to optimize teachers' understanding of 21st-century learning skills and how to implement them in the learning process. This program was held by means of socialization through the delivery of material then an evaluation was administered at the end of the activity in three stages namely the initial, core, and final stages. The results of the questionnaire at the end of the activity show that 78.13% of teachers understand how to deliver the material, 78.13% of teachers can understand the material well, 82.29% of teachers respond to the benefits of the activity, and 81.25% of teachers can develop 21st-century based learning process in the classroom. It can be concluded that this program can optimize teachers’ understanding of 21st-century learning skills. Keywords: 21st century skills; communication, collaboration, critical thinking and problem solving, creative and innovative


Author(s):  
Montha Chumsukon

Problem-solving was necessary skill during the 21st century. According to the advanced social change, the traditional knowledge management focusing on the lecture which did not facilitate the problem thinking skill. The problem-based knowledge management was the instructional model, which could enhance the students’ problem-solving skill. The objectives of this research were: 1) to develop students’ problem-solving skill by using the Problem-Based Learning in Economics in School Course so that not less than 70% of students would have scores passing the specified criterion 70% of full score, and 2) to study the students’ satisfaction on Problem-Based Learning in Economics in School Course. The target group of this study was 32 second-year students who enrolled in Learning in Economics in School Course during the first semester of the 2017 academic year. There were 3 kinds of research instrument: 1) the instrument using for action including 9 problem-based plans, 27 hours, 2) the instrument using for reflecting research findings including the teachers’ teaching behavioral observation, the students’ learning behavioral observation, and 3 essay items of evaluation form in problem-solving skill at the end of cycle, and 3) the instrument used for evaluating the action performance including 5 multiple choice items of problem-solving skill, and 15 items of 5 level of rating scales for evaluating the students’ satisfaction. Data were 2 it is analyzed by using the statistics including percentage, mean, and standard deviation. The research findings found that: For the students’ problem-solving skill through problem-based learning in Economics in School Course, there were 25 students or 78% passing the specified criterion out of 32 students who were higher than the specified standard 70%. Also, the mean score was 42.7 9 points or 71.33% out of 60 points, passing the specified criterion 70%. For the students’ satisfaction in problem-based learning in Economics in School Couse, in overall, it was in “High” level (Very Satisfied). This research was classroom action research. It is beneficial for improving social studies teachers to develop future students. The students can continuously learn by themselves; it allows them the opportunity to achieve the goal of life-long learning and to become a person of quality for the 21st century.


Author(s):  
Michelle Aubrecht

Game-based learning is a dynamic and powerful way to engage students to develop evidence-based reasoning, analytical and critical thinking skills, problem-solving skills, systems thinking, and connect with peers, all of which are 21st century skills. Games can lead students to become participatory learners and producers instead of passive recipients. This chapter considers the following three approaches to using games with students: (1) an instructor makes a game for a specific learner outcome, (2) students make a game, and (3) an instructor uses a commercial or online game. The chapter emphasizes the second and third methods. Specific examples of how games are being used with students illustrate ways to teach with games.


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