scholarly journals Implementasi Sistem Informasi untuk Pemantauan dan Evaluasi Efektivitas E-Learning

2021 ◽  
Vol 5 (4) ◽  
pp. 445
Author(s):  
Farida Nurlaila ◽  
Joko Riyanto ◽  
Fajar Agung Nugroho

This study discusses the monitoring and evaluation of e-learning activities through the LMS (Learning Management System) application of Pamulang University. In the previous process, the system used could only display activities carried out by lecturers that were recorded in the e-learning log. The logs that are displayed only create, update, delete activity, and cannot provide information about the effectiveness of online learning. Other parameters are needed to measure the effectiveness of online learning. One of them is the number of activities lecturers have to do for each subject within a certain period. In each course, the lecturer activity frequency is called create. Create is intended to open discussion topics by providing questions and responses to students' answers. From the results of monitoring, the achievement of creation is not sufficient to determine the success of implementing e-learning at Pamulang University. So that several other restrictions are needed such as participation, intensity, and content suitability. However, problems that occur in other parameters cannot be monitored just by looking at the data from the e-learning log. From these problems, a visual presentation of the activities of lecturers and students is needed which allows Study Programs with low percentages to be identified as quickly as possible, and decision making can be determined. The results showed that the four parameters can be implemented in the system. The average value of student participation in discussion forums is 74.99%, the ratio of the intensity of the activeness of lecturers and students every day of the week during the implementation period is 49.40%. Then the content suitability obtained an average of 0.04% and an average value of 65.90% lecturer activity. The generating facility automatically shows the four parameters in cooperation with the final result considered to assess the effectiveness of e-learning.

2021 ◽  
Vol 5 (2) ◽  
pp. 288-295
Author(s):  
Rasyid Ridho Hamidy ◽  
◽  
Mashur Mashur ◽  
Lalu Nurul Yaqin ◽  
◽  
...  

Online (e-learning) during the Covid-19 pandemic has become a trend in education that causes significant changes in learning, forcing universities to adapt to learning conditions during Covid 19. The purpose of this study was to determine the factors that influence online learning through the use of the Learning Management System (LMS) during the Covid 19 pandemic at Universitas Gunung Rinjani. Differences in LMS use based on some demographic information such as gender, location (place of residence), and age are also discussed to gain an in-depth understanding of the use of LMS during online learning. There are two research methods used in this study, namely quantitative and qualitative. The data collection process was carried out through an online survey instrument distributed to 6 Faculties 7 Study Programs at Universitas Gunung Rinjani. In addition, interviews with students will be conducted to gain an in-depth understanding of LMS use in their learning. The findings of this study indicate that LMS use during Covid 19 learning can run well; this can be seen from the participants' perceptions of usefulness, ease of use, subjective norms and attitudes of self-efficacy and support from lecturers and colleagues.


2019 ◽  
Vol 7 (1) ◽  
pp. 14-29
Author(s):  
Zainul Mustofa

The main objective of this study was to determine the effect of discovery learning assisted e-learning  in improving mastery of the concept of solution and solution concentration. The research subjects consisted of 19 dressmaking students, Al Munawwariyyah Vocational School, Bululawang, Malang. The results showed that discovery learning assisted e-learning can significantly improve student mastery of concepts with an N-gain average value of 0.63 (high medium) and an effect size value of 0,72 (high medium). Students' skills in applying the theory of solution and the concentration of a solution in the process of coloring cloth with a certain concentration increased. Through the activities of e-learning  based discussion forums in the classroom, most students are interested in utilizing the fabric coloring theory in increasing fabric color variations to increase the attractiveness of the products produced. AbstrakTujuan utama pada penelitian ini adalah untuk mengetahui pengaruh pembelajaran discovery learning berbantuan e-learning  dalam meningkatkan penguasaan konsep larutan dan konsentrasi larutan. Subjek penelitian terdiri atas 19 siswa Tata Busana, SMK Al Munawwariyyah, Bululawang, Malang. Hasil penelitian menunjukkan bahwa pembelajaran discovery learning berbantuan e-learning dapat meningkatkan penguasaan konsep siswa secara signifikan dengan nilai N-gain rata-rata sebesar 0,63 (medium tinggi) dan effect size sebesar 0,72 (medium tinggi). Keterampilan siswa dalam mengaplikasikan teori larutan dan konsentrasi larutan pada proses pewarnaan kain dengan konsentrasi tertentu meningkat. Melalui kegiatan forum diskusi berbasis E-learning  di kelas, sebagian besar siswa tertarik untuk memanfaatkan teori pewarnaan kain dalam meningkatkan variasi warna kain agar meningkatkan daya tarik produk yang dihasilkan.


2021 ◽  
Vol 8 (1) ◽  
pp. 110-116
Author(s):  
Achmad Qhuzairy Qarasyi ◽  
Sitti Habibah ◽  
Sumarlin Mus

The purpose of this research is to find out the lecturers' strategies in e-learning management to improve learning outcomes in college. The lecturer strategy in managing e-learning includes how to plan, implement, supervise and evaluate online learning (e-learning). This research used a qualitative approach with descriptive methods. The subjects of the study were lecturers who did online learning and were able to improve the results of learning through e-learning. The research instrument used interview guidelines and documentation. Interview, survey, and observation were done to collect the data. Data analysis done by using triangulation techniques. The results of this study shows that the lecturer's strategy in managing e-learning, including 1) Planning, namely drawing up a learning plan on the e-learning website, with a sub-view of RPS (lesson plan), learning achievements, diagnostic tests (pre-test), module materials, learning videos, journal links related to materials, discussion forums, tasks, and absorption tests (posttest).2) Execution, focus on how to solve material problem (reward and punishment) by understanding modules and videos. 3) Supervision is by utilizing the agreed e-learning time, monitoring process through zoom media, video conference and whatsapp group to know the students’ participation in e-learning. 4) Evaluation, with diagnostic tests and absorption tests as an indicator of student atteanity in receiving e-learning materials and independent tasks to improve HOTS (higher order of thinking skills) students. Evaluation in maximizing e-learning content in the website is done with CIPP (context, input, process, and output) so that innovation from lecturers is always increasing.


2020 ◽  
Vol 7 (4) ◽  
pp. 765
Author(s):  
Bayu Priyambadha ◽  
Fajar Pradana ◽  
Fitra Abdurrachman Bachtiar

<p class="Abstrak">Salah satu kompetensi utama yang harus dimiliki oleh lulusan dari jurusan atau program studi bidang keilmuan komputer adalah kemampuan programming (membuat program). Berbagi informasi untuk meningkatkan kualitas pembelajaran pemrograman telah dilakukan di banyak kampus di Indonesia. Salah satunya adalah penerapan media pembelajaran online atau disebut juga sebagai <em>E-Learning</em>. Salah satu sistem pembelajaran yang paling umum, yang didukung oleh teknologi informasi, adalah <em>e-learning</em>. Namun, banyak juga sistem <em>e-learning</em> tidak mencapai tujuan yang diinginkan karena ketidakpatuhan dan kurangnya pengetahuan tentang teknik dan metode untuk pengembangan sistem informasi online. Tujuan yang dicapai antara lain efisiensi, efektifitas, motivasi dan keterlibatan siswa. Pendekatan <em>gamification</em> dapat digunakan untuk meningkatkan beberapa hal tersebut demi tercapainya tujuan pembelajaran <em>online</em>. Dalam sistem Code Maniac, terdapat beberapa elemen <em>gamification</em> yang digunakan, yaitu poin pengalaman, poin aktivitas dan <em>badge</em>. Namun, hal tersebut terbukti masih kurang meningkatkan motivasi mahasiswa dalam menggunakan Code Maniac. Pendekatan <em>player-centric</em> memungkinkan sistem menyesuaikan <em>gameplay</em> yang sesuai dengan gaya bermain seorang pemain. Untuk dapat mewujudkan sebuah media pembelajaran yang berorientasi pada pemain, maka dibutuhkan sebuah mekanisme untuk mengenali karakteristik pemainnya. Pada penelitian ini menekanan metode yang digunakan untuk menggali  perilaku permainan. Penggalian pola dilakukan pada data log proses per pemain dan per sesi yang berjumlah 136 proses. Kemudian proses tersebut dikelompokan sesuai dengan kedekatan atau kesamaan karakteristik bermain. Hasil penentuan jumlah kelompok yang paling optimal adalah k=2 dan k=3. Untuk itu pengelompokan dilakukan dan menghasilkan 2 kelompok dan 3 kelompok data. Kelompok tersebut dapat menjadi dasar untuk untuk penentuan <em>gameplay</em> pada Code Maniac.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>One of the main competencies that must be possessed by graduates of departments or study programs in computer science is programming skills (making programs). Sharing information to improve the quality of programming learning has been done on many campuses in Indonesia. One of them is the application of online learning media or also called the E-Learning.. One of the most common learning systems, supported by information technology, is e-learning. However, many e-learning systems do not achieve the desired goals because of non-compliance and lack of knowledge about techniques and methods for developing information systems online. The objectives achieved include efficiency, effectiveness, motivation and student involvement. The gamification approach can be used to improve some of these things in order to achieve online learning goals. In the Code Maniac system, there are several gamification elements used, namely experience points, activity points and badges. However, this proved to be still lacking in increasing student motivation in using Code Maniac. The player-centric approach allows the system to adjust the gameplay to suit a player's playing style. To be able to realize a player-oriented learning media, a mechanism is needed to recognize the characteristics of the players. In this study emphasizes the methods used to explore game behavior. Pattern mining is performed on process log data per player and per session which amounts to 136 processes. Then the process is grouped according to the closeness or similarity of playing characteristics. The results of determining the most optimal number of groups are k = 2 and k = 3. For this reason, grouping is done and produces 2 groups and 3 groups of data. The group can be the basis for determining the gameplay in Code Maniac.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>


2020 ◽  
Vol 8 (2) ◽  
Author(s):  
Mislinawati . ◽  
Suci Fitriani

One of the demands of universities today is to implement an online learning system. During the pandemic, all activities are carried out online, including lecture activities. Based on observations during learning during the pandemic, especially in the odd semester of 2020/2021, many lecturers implemented e-learning, from 30% to 85%, this was a very significant increase. This also had a significant effect on students, especially the level of participation in lectures increased. Student participation has an important role in learning success. The active participation of students is able to achieve learning goals so that academic achievement increases. Discussion forums are a vehicle for students to develop ideas and thoughts. From the results of the observation the discussion forum can increase their participation in the discussion, it can even trigger them to give their opinion so that students have confidence in conveying their ideas. This forum also provides space and flexibility so that all students actively participate in lectures. The student participation rate in e-learning courses reaches 90% of each topic discussed. 


Author(s):  
Agus Putranto ◽  
Wawan Saputra

Utilization of e-learning can improve learning effectiveness and flexibility. Features of e-learning that are important in teaching and learning activities are tasks features, discussion forums and discussion face to face in a video conference. BINUS Online Learning is a program that offers students to conduct online lectures. Online BINUS need to think about software and hardware that must be provided in a tablet. Therefore, this study will analyze the use of the tablet which will be used for student BINUS Online Learning. The purpose of this study is to analyze the needs, and then determines the specifications of the tablet to be used as a replacement for netbook facility at Binus Online Learning. The research methodology used include, among others: Data Collection Methods (by conducting surveys), and the analysis method that consists of literature study and analysis of the system running, by using the rich picturer.


Author(s):  
Mary Allan

<P>Supporting quality learning in online discussion forums is an intricate task, particularly for e-tutors aspiring to facilitate vigorous interactive learning environments. I argue that the key to successful online discussion forums is the ability of e-tutors to provide learners with feedback well informed in the meaning making and knowledge advancement processes emanating from learner interactions. In this paper, a newly developed concept of providing e-tutors with the information they require is explored, exhibiting the Event Centre (EC) concept, through which tutors are able to obtain periodic &ldquo;snapshots&rdquo; of the occurrences throughout discussion forums, which highlight processes of meaning construction and knowledge advancement. The EC concept provides e-tutors with visual images that depict the links and routes through which participants using text messages convey meaning, construct knowledge, and create Socio-Informational networks within discussion forums.</P> <P><B>Keywords:</B> e-learning, online discussion forums, e- tutoring, visualising social networks, monitoring online learning, online constructivist learning</P>


2021 ◽  
Vol 6 (1) ◽  
pp. 38-49
Author(s):  
Rika Sepriani ◽  
Ambiyar Ambiyar ◽  
Ishak Aziz

The problem in this study is that there has not been an evaluation of online learning through e learning during the Covid-19 pandemic in the Sports Physiology course. For this reason, this study aims to determine the achievement of online learning that has been carried out until mid-semester as a form of learning evaluation. In this study, the sample was obtained from students who took the Sports Physiology lecture who met the inclusion criteria as many as 58 people. This type of research is a quantitative descriptive study using two methods, survey methods namely in the form of a questionnaire to determine the ability of students to access e learning and an essay test to determine student learning outcomes until mid-semester, especially in the cognitive aspects. The results showed that students had been able to access e learning well and had a good average value of learning outcomes.


2021 ◽  
Vol 8 (1) ◽  
pp. 34-48
Author(s):  
Nisak Ruwah Ibnatur Khusnul ◽  
Aris Suharyadi

The purpose of this research is to find out how lecturers' strategies in e-learning management to improve learning outcomes in college. In this study, strategi lecturer in e-learning management in question includes how to plan, implement, supervise, and evaluate in online learning (e-learning). This type of research uses a qualitative approach with descriptive methods. The subjects of the study are lecturers who do online learning and are able to improve the results of learning through e-learning. The research instrument uses interview guidelines and documentation. The data collection technique in this study is an interview with a strengthened on website e-learning display website documentation. Data analysis using data triangulation techniques. The results of this study showed that the lecturer's strategy in managing e-learning, including 1) Planning, namely drawing up a learning plan on the e-learning website, with a sub-view of RPS (lesson plan), learning achievements, diagnostic tests (pre-test), module materials, learning videos, journal links related to materials, discussion forums, tasks, and absorption tests (posttest). 3) Supervision is by utilizing the agreed e-learning time, monitoring process through zoom media, video conference and whatsapp group to know the activeness and atamodity of students in e-learning. 4) Evaluation, with diagnostic tests and absorption tests as an indicator of student atteanity in receiving e-learning materials and independent tasks to improve HOTS (higher order of thinking skills) students. Evaluation in maximizing e-learning content in the website is done with CIPP (context, input, process, and output) so that innovation from lecturers is always increasing.


2018 ◽  
Vol 1 (2) ◽  
pp. 57
Author(s):  
Masadah Masadah

Education is a conscious and systematic effort not only to humanize human beings but also for human beings to realize their position as khalifatullah fil ardhi, which in turn will increasingly increase itself to be a pious, faithful, knowledgeable and virtuous man. In general the problems formulated in this research is whether Implementation of Contextual Learning with Learning Community approach can improve student's motivation and achievement in FIQH study field? How Implementation of Contextual Learning has a Learning Community approach that can improve students' motivation and achievement in FIQH? Field. This research was conducted in Mojokerto Regency, precisely at MI Mambaul Hidayah Mengelo Sooko Mojokerto. This research is a classroom action research with collaborative type. This research phase follows a model developed by Kemmis and Taggart, which is a spiral cycle that includes planning activities, action execution, observation, and reflection. The data collection techniques used are: (1) observation; (2) measurement of learning result test; and (3) documentation. Data obtained from the action are then analyzed. Qualitative data consisting of observation and documentation are analyzed qualitatively, while data collected in the form of numbers or quantitative data, simply by using descriptive analysis and visual presentation. Based on the results of research that has been implemented can be concluded that the Implementation of Contextual Learning with Learning Community approach can improve student's motivation and achievement in the field of FIQH study. From the data in the field shows that there is an increase in student learning motivation that the initial average value of pre-test of 20 increased to 24 or about 20% in cycle I, in cycle II more increased to 31 or about 55%, and in cycle III the more increased to 45 or about 125%. Level of increase between cycle I with cycle II about 29%, between cycle II with cycle III about 45%, between cycle III with cycle I about 87%. With the increase of students' learning motivation, their learning achievement also increased, whereas the average value of pre test of 6.60 increased to 6.84 or about 4% in cycle I, in cycle II more increased again to 7.75 or about 17 %, and in cycle III it increases to 8.80 or about 35%. The level of improvement between cycle I with cycle II is about 13%, between cycle II with cycle III about 15%, between cycle III with cycle I about 30%.


Sign in / Sign up

Export Citation Format

Share Document