scholarly journals Appy Pie integrated mobile learning: Design and feasibility to help the 3D geometry learning process in the time of Covid 19 pandemic

2021 ◽  
Vol 7 (2) ◽  
pp. 124-132
Author(s):  
Mochammad Taufan ◽  
Luthfiyati Nurafifah

Banyak penelitian yang mengungkapkan bahwa penggunaan ICT memberikan warna baru dalam interaksi proses pembelajaran. Namun, masih banyak kendala yang dihadapi ketika mengintegrasikan teknologi dalam proses pembelajaran khususnya pembelajaran matematika. Oleh sebab itu, tujuan penelitian ini menyoroti kelayakan dari mobile learning berbantuan Appy Pie pada pembelajaran matematika di masa pandemi Covid 19. Untuk mencapai tujuan tersebut penelitian ini menggunakan desain pengembangan ADDIE yang terdiri dari tahapan-tahapan analisis, pendesainan, pengembangan, implementasi, evaluasi. Pada penelitian ini tahap evaluasi tidak dilakukan karena keterbatasan waktu pelaksanaan. Tahap analisis yang dilakukan yakni analisis masalah dan kebutuhan, analisis ruang lingkup materi, analisis proses integrasi dan pengumpulan bahan pendukung. Selanjutnya untuk tahap pendesainan melakukan proses penyusun desain instruksional, menyusun alur kerja dan alur cerita dan menyiapkan aset-aset elemen pembuatan produk. Tahap pengembangan yakni menghasilkan aplikasi berbantuan Appy Pie materi geometri bangun ruang. Tahap implementasi melakukan proses pengujian internal, penilaian ke ahli media dan ahli materi, uji lapangan. Berdasarkan hasil temuan diperoleh bahwa aplikasi mobile learning terintegrasi Appy Pie layak digunakan untuk pembelajaran geometri di kelas VIII SMP. Oleh karena itu, aplikasi mobile learning terintegrasi Appy Pie memiliki potensi meningkatkan pemahaman geometri siswa sekolah.

Author(s):  
Merija Jirgensons

<span>While e-learning use has sharply increased, the drop-out rate is high. This paper addresses some of the aspects that cause users to reject e-learning and not finish. It focuses on the concept of “usability”, especially pedagogical usability that is currently central to usability design. While the term is nebulous, it is identified by attributes such as learnability, efficiency and (subjective) satisfaction. Attributes can be measured and designers add new ones as the need arises. Satisfaction has become the focus of pedagogical usability experts who claim the term includes motivational and emotive factors and may be measured by psychometric testing. Currently, efforts are underway to integrate pedagogical usability into e-learning design and create attractive, flexible features that are easy to handle and available on demand. Efforts are also underway to design mobile learning that incorporates usability principles. Usability improvements have been incremental because the e-learning process is not clear to designers, but it is expected that awareness and innovations will correct this problem in the future.</span>


Author(s):  
Dwi Sulisworo ◽  
Lia Yunita ◽  
Arif Komalasari

The use of mobile learning tool has controversy in Indonesian schools. Some teachers feel that it would interfere with the learning process in the classroom, but at the same time teachers saw a lot of potential of mobile technology. The goal of this study is to observe secondary schools on facilitating students through the use of mobile learning. This research is descriptive qualitative evaluations on the assembling mobile learning in several secondary schools in several regions in Indonesia during 2014-2015. The results of this study indicate that some of the schools that have implemented mobile learning, there is a tendency that mobile learning was not in a planned and structured as a school program. Two things are important to solve this condition are the availability of government policy and increase literacy teachers in managing mobile learning application.


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


JURTEKSI ◽  
2019 ◽  
Vol 3 (2) ◽  
pp. 84-91
Author(s):  
Hendra Nusaputra

Abstrak:Teknologi Informasi saat ini memegang peranan penting dalam segala bidang. Terutama dalambidang pendidikan, teknologi informasi dapat membantu proses edukasi menjadi lebih fleksibel dan mudahuntuk dipahami. Android adalah salah satu kata yang sering kita dengar. Teknologi Informasi berbasisandroid adalah teknologi yang paling banyak digemari. Teknologi berbasis android bisa kita nikmati melaluitelepon seluler ataupun gadget yang sekarang sudah dengan sangat mudah bisa kita dapatkan, karenaharganya yang relatif terjangkau. Pendidikan adalah sesuatu yang wajib dimiliki oleh setiap individu dansekolah adalah salah satu tempat dimana kita bisa mendapatkan pendidikan. Dengan berkembangnyateknologi informasi, pendidikan bisa kita dapatkan dimana saja kita berada tanpa dibatasi ruang dan waktu.Aplikasi Mobile Learning adalah salah satu inovasi terbaik yang banyak membantu proses edukasi berjalandengan lebih baik. Aplikasi mobile learning ini dapat membantu user, yaitu mahasiswa STIkes DharmaLandbouw dalam melakukan proses belajar kapan dan dimanapun mereka berada. Aplikasi mobile learningini bersifat dinamis dan dapat menjadi penunjang proses belajar dan mengajar dan memudahkan user dalammemahami setiap materi yang ada.Kata Kunci : teknologi informasi, android, pendidikan, stikes, mobile learningAbstract:Information Technology currently plays an important role in all fields. Especially in the field ofeducation, information technology can help the educational process become more flexible and easy tounderstand. Android is one of the words we often hear. Information technology based on android is the mostpopular technology. Android based technology we can enjoy through mobile phones or gadgets that are nowvery easily we can get, because the price is relatively affordable. Education is something that must be ownedby every individual and school is one where we can get education. With the development of informationtechnology, education can we get anywhere we are without limited space and time. Mobile LearningApplications is one of the best innovations that help educational process run better. This mobile learningapplication can help users, the students of STIkes Dharma Landbouw in doing the learning process when andwherever they are. Mobile learning application is dynamic and can be a supporting process of learning andteaching and facilitate the user in understanding any existing material.Keywords: Information Technology, Android, EducationSTIkes, Mobile Learning


Author(s):  
Diana M. Ragbir ◽  
Permanand Mohan

This chapter presents the IMS Learning Design Specification and explains how it can be used to enhance the effectiveness of e-Learning scenarios. It shows how to assemble a learning design using elements of the learning process and chunks of content known as learning objects. The chapter proposes several learning design services that can potentially improve the pedagogical expressiveness of the current Learning Design Specification. It also discusses the possibility of storing learning designs in a repository and adapting and personalizing learning designs according to the instructional needs of individual learners. It is hoped that researchers and practitioners will understand how it is possible to go beyond learning objects and create learning designs that more accurately reflect the actual learning process of students and thus appreciate the value in extending the learning design specification to improve pedagogical effectiveness.


2018 ◽  
Vol 26 (5) ◽  
pp. 1753-1768 ◽  
Author(s):  
Noemí Merayo ◽  
Inés Ruíz ◽  
Jorge Debrán ◽  
Juan C. Aguado ◽  
Ignacio de Miguel ◽  
...  

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