scholarly journals Development of a Kinect-Based English Learning System Based on Integrating the ARCS Model with Situated Learning

2020 ◽  
Vol 12 (5) ◽  
pp. 2037 ◽  
Author(s):  
Yi-Hsing Chang ◽  
Pei-Rul Lin ◽  
You-Te Lu

This study developed a Kinect-based somatosensory English learning system. The main design concept was to integrate Kinect as an interaction technique with theories of situated learning and the attention, relevance, confidence, and satisfaction (ARCS) model, to design relevant learning activities and materials, thereby enhancing students’ learning outcomes. The proposed system allows for planning and designing learning activities and content according to situated learning components and the ARCS model. The somatosensory interaction system Kinect was used to provide users with a virtual learning environment to achieve actual spatial and physical experiences, assisting learners’ engagement in stories and scenarios as well as enhancing their motivation to learn. English vocabulary related to supermarkets was set as the learning objective and 70 students ranging from third to sixth grade at a learning center in Tainan, Taiwan were selected as participants. During the experiment, participants were divided into two groups: the experimental group, which employed the proposed learning system, and the control group, in which students learned using printed materials coupled with mobile devices. Pre- and posttest scores of the two groups were used to assess learning outcomes and analyze the ARCS model-based questionnaire. The results revealed that the proposed system effectively improved learners’ motivation to learn and learning outcomes.

2021 ◽  
Vol 4 (3) ◽  
pp. 361-367
Author(s):  
Syaifuddin Lily ◽  
Hamka Witri Kamase

Learning System in Indonesia is carried out with a face-to-face system, teaching and learning activities are carried out in schools in one room. The widespread pandemic of the covid 19 virus made the Ministry of Education and Culture take a policy to conduct online school activities to prevent the transmission of the disease virus. Online learning does not all have to be done using Zoom or similar applications. It is also necessary that applications that schools can manage and uniformize their use so that teachers can quickly fill out materials and tasks. The learning system carried out in SMK Negeri 2 Gorontalo is considered less effective, affecting learning outcomes. The application created is an application that can help the learning and teaching process in SMK Negeri 2 Gorontalo. Learning media is expected to help facilitate the absorption of the material and the delivery of lesson content to increase students' motivation to learn and understand it anywhere and anytime. The method used is the Research and Development method. As a research method used to produce a particular product and test the effectiveness of the product where the object of research in the study is a Student at SmK Negeri 2 Gorontalo. The purpose of the study is to help increase students' learning motivation in times of pandemics.


2019 ◽  
Vol 58 (4) ◽  
pp. 715-746
Author(s):  
Je-Ming Yang ◽  
Yao-Ting Sung ◽  
Kuo-En Chang

Using mobile devices to support the process and products of learning activities is a trend in inquiry-based learning, which is culminating in the formation of the subfield of mobile inquiry-based learning (m-IBL). However, even though mobile devices have been widely used in IBL activities in recent years, evaluative evidence for their substantial contributions to IBL is still deficient. Therefore, this study collected and analyzed 40 peer-reviewed journal articles published during 2001 to 2017 involving 3,542 participants and further discovered that m-IBL has produced meaningful improvements for IBL with an overall mean effect size of 0.803, with a 95% confidence interval [0.61, 0.99]. In addition, moderator variables such as control group types, learning outcomes, inquiry types, teaching methods, and domain subjects were related to different effect sizes. Finally, the results of the meta-analysis were discussed along with their implications for future research and practice.


2020 ◽  
Vol 12 (3) ◽  
pp. 66-78
Author(s):  
Yao-Fen Wang ◽  
Chu-Min Tu ◽  
Liwei Hsu

This study examined the effectiveness of a Green Food and Beverage (GFB) blended learning approach. A quasi-experimental research design was employed to verify the learning outcomes of implementing the GFB blended learning. Junior hospitality students were the research subjects. The experimental group participated in an 18-week GFB blended learning course, while the control group experienced traditional teaching. A total of 99 valid subjects were recruited. Statistical analyses were used to examine whether the participants of two groups had different green food literacy, transformative abilities, unit learning achievements, and learning experiences. The results confirmed that the blended learning course was more suitable for capturing students' attention and satisfying them through the course learning and could promote students' green food knowledge, green food responsibility, commitment to green food, and civic green food behavior. It could also enhance the psychological empowerment of students related to green food practices and problem solving to ensure food sustainability.


2019 ◽  
Vol 4 (2) ◽  
pp. 20-23
Author(s):  
Heni Jusuf

Researchers make observations, thoughts, experiences, and insights in the virtual learning environment at each learning. Qualitative and quantitative results show that students respond to hybrid learning strategy and they had increased their engagement and communication when compared to the traditional class. The results of the study found that sig.t = 0.03 <α = 0.05, it was concluded that H02 was rejected and resulted in the acceptance Ha2: µA> µB, this indicates that the average student learning outcomes that take hybrid learning are higher than students who take part in learning activities using traditional learning. The Students recognize the quality improvement in learning and using the class with hybrid learning strategy. Regarding academic performance, there have been significant changes shown between hybrid learning strategy class and the traditional learning class


2020 ◽  
Vol 8 (2) ◽  
pp. 229
Author(s):  
Asrorul Azizi ◽  
Irwansah Irwansah

The method of role playing in learning is a teaching and learning process in which students themselves are mentally active, building their knowledge, which is based on the cognitive structure they have. The teacher has a more role as a facilitator and mediator of learning. This study aims to determine the effect of role playing methods on cognitive learning outcomes in terms of student learning activities. The research method used is a quasi-experimental method. The research design used a "post-test only control group design" which involved two classes, namely the experimental class and the control class. The population in this study were all students of class X MIA MA Darul Aminin NW Aikmual, Central Lombok Regency. While the research sample was 39 students of class X MIA at the MA. Student learning outcomes were measured using a test in the form of multiple choice questions, and student learning activities were obtained using a questionnaire. Based on the results of the research that has been done, it can be concluded that the role playing method has an effect on student cognitive learning outcomes, because the significance value is 0.046 <0.05. The student learning activity factor for the cognitive domain obtained a significance value of 0.030 <0.05. The data shows that, student learning activities affect student cognitive learning outcomes. The interaction of the role palying method with student learning activities for the cognitive domain obtained a significance value of 0.227 <0.05, so this data shows that there is an interaction between the role playing method and student learning activities on student cognitive learning outcomes.


2019 ◽  
Vol 2 (1) ◽  
pp. 147
Author(s):  
Roni Rodiyana ◽  
Wina Dwi Puspitasari

One effort that can be done in addressing the low ability of mathematical understanding and communication, namely with constructivism learning models that emphasize students to construct their own knowledge. This research is an experimental study in Class IV of Cijati Elementary School and First District of Majalengka with a pretest and posttest research design given to the experimental group and the control group. The instruments used were tests of mathematical comprehension and communication skills, student attitude scales, teacher response questionnaires, and the observation format of student learning activities. The main objective of this study is to examine the mathematical comprehension and communication skills of elementary students who learn with constructivism learning and those who learn as usual. Data analysis was carried out quantitatively and qualitatively. Based on the results of the final test analysis, it was found that students' mathematical understanding and communication skills learning with the constructivism learning model were better than students who studied with ordinary learning. Student learning outcomes in the experimental group were at a level close enough to good and the learning outcomes control group was still at a lesser level. While qualitative analysis found that student learning activities in constructivism learning models are good. Students and teachers show a positive attitude towards this learning. 


Author(s):  
Nur Afni Mahiya Usemahu ◽  
Yulia Fernandita

This study investigates teachers’ competencies in the implementation of facilities, principles, educators’ roles, and interactions in the Virtual Learning Environment (VLE). Using explanatory sequential mixed method, it aims to examine whether all those competencies such as learning system tools and resources, technology quality, and workload management are considered throughout the learning process. In total, 102 students from the Faculty of Tarbiyah and Teachers’ Training at Antasari State Islamic University were involved in the survey. Fourteen of them, as well as three lecturers, were then interviewed. The results indicate that despite students’ limited access to the internet, lecturers attempt to provide all students’ facilities. However, in some departments, various learning activities, monitoring, and feedback still need to be improved. The lecturers generally execute the principle of the virtual learning environment. The students mostly believe that lecturers are aware of their roles, and manage their interactions well. In conclusion, the study suggests teachers’ competencies in the virtual learning environment and calls for further studies in this subject. 


2016 ◽  
Vol 1 (1) ◽  
pp. 59-70
Author(s):  
Iis Aisah

Teachers as a source of learning is obliged to provide a creative learning environment for students learning activities in the classroom. One of the teachers should do is pick and choose methods and media that will be used in learning activities. Less precise in selecting methods and learning media can be fatal to the students so that the students' motivation to learn mathematics to be low. Learning is packed with mood full of joy can motivate students to learn mathematics. The process of learning by playing eliminating pressures and boredom that learning activities can be run well. Fun bembelajaran teaching is a method that can make a pleasant atmosphere so that learning and teaching did not become monotonous and boring. Instructional media Flash cards is the right medium to help students / children remember and learn new information. In its implementation, the method fun teaching using instructional media flash card not only degan play or storytelling but the method fun teaching using instructional media flash card to make students become more creative, and the atmosphere of intimacy between students and teachers more closely so that the study of mathematics was not be a scary lesson for students. This study aimed to see whether fun method of teaching using instructional media flash card can affect motivation for mathematics students. And to know the students' motivation to learn math using Fun Teaching and learning media Flash Card. The research method used was experimental research design pretest-posttest control group design. The population in this study were all students in class VIII SMP Sindangjawa Academic Year 2013/2014 comprising four classes totaling 141 students. While the sampling technique used was simple random sampling technique by means raffle. The sample in this study was VIIIB class numbering 36 students as an experimental class and class VIIIC the 36 students as the control class. This study used questionnaires. Before analyzing the data, performed first prerequisite test analysis is the normality test and homogeneity test. Then proceed with the regression, coefficient of determination and significance test / t-test to look for the influence fun method of teaching using instructional media flash card on motivation to learn math students. Based on the results of the study, showed that the fun method of teaching using instructional media in learning math flash cards received good response. Motivation to learn mathematics students increased by 17.306. Data analysis techniques used in this study is a t-test, and based on the t-test is obtained t_hitung t_tabel = 6.151 and 1.697. Based on the significant value of 5%, which means t_hitung> t_tabel, thus H_0 H_a rejected and accepted. So it can be concluded that there are significant fun method of teaching using instructional media flash card on motivation to learn math students.


2018 ◽  
Vol 6 (1) ◽  
pp. 103
Author(s):  
Rusydi Ananda

In the development of learning, it is very important to consider the characteristics of students to choose the appropriate approach in the learning activities. Teaching staff as the organizer of learning activities are required to seek the interaction of learners with other components of the learning system optimally. This research reveals about the efforts to improve student learning outcomes in the course by applying case study method strategy. The selection and application of learning strategy of the case method in learning course and learning Evaluation is conducted in accordance with the characteristics of the Learning Evaluation course itself which requires thinking skills and interaction skills from the students to understand the materials contained therein. The method used in this research is classroom action research. The results showed that the implementation of case study method strategy can improve learning outcomes in the course of Evaluation of Learning. This is evident from the increasing percentage of students in the eight aspects observed from both cycles carried out in the action of this study. This fact is supported by the result of t test statistic test where obtained tct = 7,17 while ttable price = 1,682 so it can be interpreted that applying of case study method strategy can improve learning result of learning course lesson.


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Rima Oktavianita ◽  
Dedeh Kurniasih ◽  
Fitriani Fitriani

This research is motivated by the low activity and learning outcomes of students in MAN Kubu Raya, especially in Hydrocarbon Material of Chemistry Subject due to lack of students’ understanding about the concept of Hydrocarbon. Therefore, it is needed to use a learning media in accordance with the characteristics of the material and students who are expected to improve students’ learning activities and outcomes. This research aimed to find out whether there were differences in students’ activities and learning outcomes also the effectiveness of using the Chemistry Secret Card Media (KARAMI) on the activities and learning outcomes between students taught by using KARAMI and students taught without using the media. This current research was in form of Quasy Experimental design with the Nonequivalent Control Group Design. The sample was selected by using purposive sampling technique that were XI Science 2 as the experimental class and XI Science 3 as the control class. The technique of collecting data in this research used observation sheets, learning outcomes tests (pretest-posttest) and interviews. Based on the data analysis by using non parametric statistical test, U-Mann Whitney, showed that there were differences in learning activities, 0,00


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