scholarly journals PDEODE-WEB-BASED Blended Learning As 21st Century Learning Development Solutions

2021 ◽  
Vol 5 (2) ◽  
pp. 364
Author(s):  
Zulfarina Zulfarina ◽  
Tuti Mailani ◽  
Wan Syafii

The purposes of this study are to develop a PDEODE-WEB based Blended Learning model, and determine the quality of the developed PDEODE-WEB based Blended Learning model on digestive system material in terms of validity, practicality, and effectiveness. This study employed a 4D development research (R&D) which consists of Define, Design, Development, and Disseminate. The results showed that the validation of material and media experts for content validation was 3 with very important categories. Analysis from a learning expert for the construction validation category obtained 4.03 with the very good category. The results of the limited trial obtained a score of 81.47 in the good category and the practicality test obtained 90.6 which could be categorized as very practical. The effectiveness test was carried out obtained the N-Gain of 0.6 with the medium category. The PDEODE-WEB Blended Learning model that was developed meets the criteria of validity, practicality, and effectiveness as a solution for the development of learning in the 21st century.

2020 ◽  
Vol 4 (2) ◽  
pp. 63
Author(s):  
Muhammad Kharis Syarifuddin ◽  
Kusumawati Dwiningsih

This research is aims to describe the validity of interactive multimedia based on Android in the ion bonding sub material. This research uses Thiagarajan's 4-D development research consisting of Define; Design; Development and Disseminate. However, this research is limited to the Development stage of Thiagarajan in Ibrahim (2014). Multimedia validity is reviewed from the aspect of content validity and construct validity. This multimedia was validated by 2 Unesa chemistry lecturers and 1 chemistry teacher with the research instrument used in the form of a multimedia validation sheet then the results of the validation resulted in a validation score. Based on data analysis, it can be concluded that android-based interactive multimedia on the ion bond sub-material is valid for use with percentage content validation and construct validity respectively 91.85% and 89.61% with highly valid criteria.


EDU-KATA ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 145-152
Author(s):  
Sri Rahayu

The research aimed to (1) describe the process of developing the Indonesian Student Workheet using Problem Based Learning Model, (2) show the quality of the Indonesian Student Work Sheet using Problem Based Learning Model, including: (a) the product quality of the Student Worksheet and (b) the using quality of the Student Worksheet. The type of the research was research and development using 4-D model, those are definition, design, development, and dissemination. The data collection used instrument of validation sheet from the expert, questionnaire sheet, observation sheet. The technique of data analysis divided into three, the technique of data analysis of student worksheet quality and the implementation of student work sheet using Problem Based Learning. The results showed that the development process consisted of two stages: (1) the analysis phase of the writer’s understanding about the Student Worksheet and it’s need, and (2) the design phase which produced the summaries of the materials in each basic competences. The product quality based on the expert gained the score in average of 72.48%, good, the using quality based on the questionnaires to the teacher and observation to the students gained the score in average of 75, 65, good.


Author(s):  
Sapto Adi ◽  
Abi Fajar Fathoni

The students at Sports School are athletes that often leave school for training camps or participate in competitions outside the city. This study therefore, aims to determine the characteristics, conditions, and needs of Sports Schools in Indonesia as a basis for the Blended Learning development. Data were collected on information related to Sports School in various regions of Indonesia, through surveys. The result showed that there are special services for students that participate in training camps and competitions. However, their skill is ineffective and requires an increase in teaching hours and workload. Therefore, based on the characteristics of the Sports School and the needs of teachers and students, the Blended Learning model was developed


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


2021 ◽  
Vol 12 (1) ◽  
pp. 158-168
Author(s):  
Amalia Resti Pamuji ◽  
Dian Hidayati

This study describes the development and evaluation model of learning in Indonesian language lessons at MTs Karangkajen. The research objective was to determine the model of development and evaluation of learning to improve the quality of students towards Indonesian language lessons. This type of research uses descriptive qualitative research. Methods of data collection using interviews, observation and documentation. Data analysis with three stages: reduction, presentation of data and concluding. The research results found 1) the Indonesian language learning development model at MTs Karangkajen using the reading, listening, writing and speaking learning model, 2) the evaluation of the Indonesian language learning model at MTs Karangkajen was carried out based on daily tests, midterm tests, quizzes fast, as well as the results of discussions and questions and answers to students. The school principal conducts class visits and reports on learning outcomes at the end of the semester by the teacher as an evaluation of learning to increase student ability and achievement in Indonesian.


2021 ◽  
Vol 4 (2) ◽  
pp. 153
Author(s):  
Trisna Muliawan ◽  
Pince Salempa ◽  
Sugiarti Sugiarti

This is a development research that aims to evolve a learning instruments discovery learning model  based on the SKKNI on volumetric analysis subject that are valid, practical, and effective. The development model used in this study refers to the 4D, which consists of the defining, design, development, and dissemination. The learning instruments developed are RPP, LKPD, Student Learning Materials, and THB. The SKKNI-based discovery learning model volumetric learning device that was developed was then validated by two experts. After validation, a learning device trial is then conducted at the SMK-SMAK Makassar in class XI E with a total of 35 students. The results of the study indicate that the SKKNI-based discovery learning model developed after being validated was very accurate (V = 3.75). The learning device is stated to be practical because the practicality test related to: (1) the implementation of the learning device is in the fully implemented category (M = 1.86) included in the category (1.5 ≤ M ≤ 2.0), (2) the teacher gave a very positive response with a percentage of 93.49%, and (3) the students gave a very positive response with a percentage of 91.93%. This learning device also meets the effectiveness criteria, which are reviewed through learning outcomes with a classical percentage of completeness 94.00%. Therefore, the results of the study indicate that the developed learning device products meet valid, practical, and effective criteria.


2019 ◽  
Vol 7 (2) ◽  
pp. 115-127 ◽  
Author(s):  
Michelle Schira Hagerman

As global development agencies and governments seek to address the United Nations’ Sustainable Development Goal 4 for Universal Education, evidence of the real impacts of digital literacies interventions in local contexts are needed. This critical review of the designs, impacts and markers of quality of six literacies interventions offers new insights into the strengths and weaknesses of <em>fixed</em> and <em>open</em> approaches to literacies learning in contexts of development. Open interventions offered greater promise for learning a range of digital literacies practices than fixed interventions, even though fixed interventions, based on mobile and web-based apps were inherently digital. This raises important questions about the ways literacies have been conceptualised in development research.


2021 ◽  
Vol 8 (2) ◽  
pp. 175
Author(s):  
Susilo . ◽  
Abdul Hasan Saragih ◽  
Sahat Siagian

Abstrak: Studi ini bertujuan untuk : (1) menghasilkan produk media pembelajaran interaktif berbasis Macromedia Flash Profesional 8 yang berkualitas pada mata pelajaran matematika materi geometri untuk siswa kelas VI MIN Padang Bulan Rantauprapat yang layak digunakan dalam pembelajaran (2) mengetahui efektifitas penggunaan media pembelajaran interaktif  berbasis Macromedia Flash Profesional 8 pada mata pelajaran matematika materi geometri untuk siswa kelas VI MIN Padang Bulan Rantauprapat. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil pengembangan media interaktif menunjukan validasi ahli menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik” dan uji kelayakan menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik”. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif Macromedia Flash dengan hasil belajar siswa yang dibelajarkan dengan pembelajaran konvensional.  Kata kunci: Media Pembelajaran Interaktif, Matematika Abstrack: This study aims to: (1) produce a qualified interactive learning media based  Macromedia Flash profesional 8 in mathematics material geometry for students of class VI MIN Padang Bulan Rantauprapat are eligible for use in learning (2) determine the effectiveness of the use of interactive learning media-based Macromedia flash profesional 8 in mathematics materials for students of class VI geometry MIN Padang Bulan Rantauprapat. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results of development of Interactive LearningMedia by Experts’ validation indicate that the overall average categorized "Very Good" And the Feasibility test indicate that the overall average categorized "Very Good". Hypothesis testing results show that there are significant differences between the students learning outcomethat to be learned by using Macromedia Flash Interactive Learning Media and Students learn outcometo be learned by conventional learning. Keywords: Interactive Learning Media, Mathematic


2004 ◽  
Vol 12 (2) ◽  
Author(s):  
Jon Dron ◽  
Catharine Seidel ◽  
Gabrielle Litten

This paper presents a case study that describes and discusses the problems encountered during the design and implementation of a blended learning course, largely taught online through a web-based learning environment. Based on Moore’s theory of transactional distance, the course was explicitly designed to have dialogue at its heart. However, the reality of systemic behaviours caused by delivering such a course within a group of conventional further and higher educational institutions has led to an entirely unanticipated reversion to structure, with unpleasant consequences for both quality and quantity of dialogue. The paper looks at some of the reasons for this drift, and suggests that some of the disappointing results (in particular in terms of the quality of the students’ experience and associated poor retention) can be attributed to the lack of dialogue, and consequent increase in transactional distance. It concludes with a description and evaluation of steps currently being taken to correct this behaviour.DOI: 10.1080/0968776042000216219


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