scholarly journals ANALISIS KEBUTUHAN PENGEMBANGAN MEDIA POWERPOINT INTERAKTIF SEBAGAI MEDIA PEMBELAJARAN TEMATIK KELAS V SD

Author(s):  
Ahmad Arifin Zain ◽  
Widya Pratiwi

This study aims to 1) obtain information about the use of computer-based learning media as a learning resource in thematic learning; 2) obtaining views and obstacles faced by teachers and students in thematic learning; and 3) designing and making learning media that need to be developed in thematic learning. The subjects of this study were classroom teachers and students at SDN 1 Karanganyar. The technique of collecting information and data is in the form of observation guidelines, interviews and documentation. The analysis technique used is descriptive qualitative analysis. The preliminary findings conclude that 1) The use of computer-based learning media as a learning resource in thematic learning that has been carried out has been less attractive to students. 2) Limited use of learning media to support independent learning. 3) There are obstacles in delivering abstract material such as historical material and the lack of appropriate learning media, so it requires a lot of learning media that can visualize the material so that it is more interesting and more concrete. 4) Learning media that need to be developed in thematic learning, namely the material of the colonial period national events with interactive Powerpoint.

Author(s):  
Gregor E. Kennedy ◽  
Terry S. Judd

<span>In this paper we argue that the use of audit trail data for research and evaluation purposes has attracted scepticism due to real and perceived difficulties associated with the data's interpretation. We suggest that educational technology researchers and evaluators need to better understand how audit trail data can be processed and analysed effectively, and identify three stages of audit trail analysis. We present an investigation of a computer based learning resource as a vehicle for exploring strategies that can assist researchers and evaluators in the analysis and interpretation of audit trail data. The analytical approach we describe is iterative in nature, moving to greater levels of specificity as it proceeds. By combining this approach with primarily descriptive techniques we were able to establish distinct patterns of access to the learning resource. We then performed a series of cluster analyses which, guided by a clear understanding of two critical components of the learning environment, led to the identification of four distinct 'types' or 'categories' of users. Our results demonstrate that it is possible to document meaningful usage patterns at a number of levels of analysis using electronic records from technology based learning environments. The implications of these results for future work are discussed.</span>


At-Taqaddum ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 85-102
Author(s):  
Mahasin Husni ◽  
Bambang Sumardjoko ◽  
Darsinah Darsinah

The success of teaching and learning activities is determined by one of the methods and media of learning. This study aims to determine the needs of learning media, develop learning media based on computer games, and determine the effectiveness of learning media based on computer games on students' motivation and interest in learning. This type of research is Research and Development (RD), referring to the ADDIE development model. Data collection techniques using observation and questionnaires. The data analysis technique is done by analyzing the questionnaire. The results showed that students needed new learning media with the criteria of using computer technology, game-based, having a colorful display, involving an active role in student participation, easy to operate, equipped with characters, login, and voice access rights. A computer game-based learning media application has been developed called "BEBEB" with a very proper assessment from Media Experts and Material Experts. The effectiveness of the "BEBEB" application as a learning media based on computer games increased learning motivation by 16.5% and interest in learning by 24.33%. The study results indicate that the development of computer-based learning media as a strategy to increase students' motivation and interest in learning at SMK Muhammadiyah 2 Andong Boyolali has been able to be implemented properly. This implies that teachers need to provide learning media that can arouse students' motivation and interest in learning, one of which is using computer game-based learning media.


2021 ◽  
Vol 5 (1) ◽  
pp. 23
Author(s):  
Yudi Jepri Dianta ◽  
Yenita Roza ◽  
Maimunah Maimunah

This study aims to produce computer-based learning media with a scientific approach to probability material. The development model used is the 4D model which consists of the stages of define, design, develop, and disseminate. The instrument used was a validity instrument in the form of a validation sheet and a practicality instrument in the form of a student response questionnaire. The data collection techniques used were validation sheets and student response questionnaires. The data analysis technique used in this research is quantitative data analysis and qualitative data analysis. Validation is carried out by four validators who are experts in their fields. A limited trial was conducted on 16 students of SMP Mutiara Harapan Pangkalan Kerinci. Students are divided into two groups, consisting of students with high, medium, and low abilities. Each group tries two learning media. From the results of data processing, it was found that the average validation of learning media on the media aspect was 3.47 with very valid criteria and the material aspect was 3.53 with very valid criteria. This means that all aspects of the device in the learning media developed are related consistently. While the average percentage obtained from the student response questionnaire in the limited trial was 90.59% with very practical criteria. This means that the learning media developed can be used in learning activities. It can be concluded that the learning media developed are valid and practical.


2021 ◽  
Vol 5 (4) ◽  
pp. 666
Author(s):  
Sri Rahayu ◽  
Arief Rahman Hakim ◽  
Palupi Dwi Yuliana ◽  
Iskandar Ladamay

The lack of use of learning media, especially in thematic learning, causes students to experience difficulties in learning. The need for learning media development in thematic learning to facilitate students in learning. This study aims to develop Pop-Up Book media and find the location and practicality of Pop-Up Book learning media based on integrative thematic learning on Theme 8 Safety at Home and Travel. This type of research is development. The research method used is the ADDIE model. This study consisted of expert validators of learning media, content expert validators, class teachers, and students. The data collection instruments used in this study were questionnaires and expert judgment. The data used in this study is a feasibility analysis and practicality analysis. The data analysis technique used is descriptive qualitative and quantitative analysis. The study results indicate that this learning media has gone through systematic stages of development research. Based on the validation of material experts, media experts, practitioners, and students, the Pop-Up Book's quality was very good. The Pop-Up Book learning media development is feasible, practical, and attractive to be used as a learning medium in Class 2 thematic learning. The Pop-Up Book media can facilitate students in learning so that it impacts increasing student learning outcomes.


2013 ◽  

This book is a collection of exercises designed for students studying chemistry courses at a high school or undergraduate level. The e-book contains 24 chapters each containing various activities employing applications such as MS excel (spreadsheets) and Spartan (computational modeling). Each project is explained in a simple, easy-to-understand manner. The content within this book is suitable as a guide for both teachers and students and each chapter is supplemented with practice guidelines and exercises. Computer Based Projects for a Chemistry Curriculum therefore serves to bring computer based learning – a much needed addition in line with modern educational trends – to the chemistry classroom.


2019 ◽  
Vol 8 (2) ◽  
pp. 70
Author(s):  
Satria Efendi ◽  
Reinita Reinita

In order to enhance the students' learning activities on thematic learning at SDN 36 Cengkeh, Padang. Classroom action research conducted. Objectives to be achieved by the researchers is to increase the activity of teachers and students during the learning takes place by using the Matrix Model VCT approach. This study consisted of two cycles with data analysis techniques qualitative and quantitative descriptive implemented through three stages: planning, action and observation, reflection. The data collection was assisted by VB classroom teachers using teacher and student activity sheets. The results showed that the activity of teachers increased by 6% from 78% in the first cycle to 84% in the second cycle. While the student activity increased by 9% from 75% in the first cycle to 84% in the second cycle.


2014 ◽  
Vol 129 (1) ◽  
pp. 100-106 ◽  
Author(s):  
Kyle E. Freese ◽  
Patricia Documét ◽  
J. Joseph Lawrence ◽  
Faina Linkov ◽  
Ronald E. LaPorte ◽  
...  

Author(s):  
Ken Beatty

Computer-based learning materials differ from classroom practice in that they seldom explicitly offer opportunities for collaboration. Despite this, students do collaborate, helping one another through the content and affordances of computer materials. But, in doing so, students meet with challenges. Paradoxically, these challenges can either inspire or discourage learning and second-language acquisition. This paper, based on research with twenty Hong Kong university students in a controlled experiment, evaluates challenges to collaboration at the computer as evidenced by discourse. The students were videotaped and their discourse transcribed and evaluated both qualitatively and quantitatively, according to a set of discourse markers created to describe collaborative, non-collaborative and ambiguous strategies. The paper begins by exploring the differences between collaboration and similar terms such as teamwork and cooperative learning then goes on to define collaboration in the context of computer-assisted learning. It ends by presenting practical suggestions for software designers, teachers and students to enhance collaboration at the computer.


2003 ◽  
Vol 15 (1) ◽  
pp. 13-23
Author(s):  
Berit Baeßler ◽  
Stephanie Lücke ◽  
Bernhard Koring ◽  
Susanne Kinnebrock ◽  
Patrick Rössler

Zusammenfassung. Der vorliegende Beitrag entwickelt auf der Basis von pädagogischen Überlegungen und lernpsychologischen Forschungsergebnissen zur computerunterstützten Wissensvermittlung eine Konzeptualisierung von E-Learning-Systemen und deren von konsequentem Qualitätsmanagement begleitete Umsetzung. Die vorgestellte theoriegeleitete Vorgehensweise wird anhand der Entwicklung und Realisierung des internetgestützten Lernsystems “CLIC Computer-based Learning: Introduction to Communications“ veranschaulicht, das an der Universität Erfurt erarbeitet wird. Der Aufsatz befasst sich sowohl mit der Koordination auf der Ebene der Produktion (Didaktik, Inhalt, Technik) als auch auf der Ebene der Rezeption (Lern- und Kommunikationsformen, Lernorganisation). Die explorativ angelegte Evaluation des ersten Einsatzes von CLIC belegt ein weitgehend gelungenes Konzept und Qualitätsmanagement. Vorgestellt werden ausgewählte Evaluationsergebnisse zur Koordination und Organisation der Wissensvermittlung sowie des sozialen Kontaktes zwischen Studierenden und Dozierenden. Anhand von drei in der Evaluation empirisch ermittelten E-Learning-Typen werden Probleme und Potenziale beim E-Learning aufgezeigt und Schlussfolgerungen für die koordinierende Gestaltung von E-Learning-Systemen gezogen.


Sign in / Sign up

Export Citation Format

Share Document