scholarly journals Change in education: Cybertraining vs. traditional school

2021 ◽  
pp. 155-160 ◽  

We describe a necessary stage in preparing the frontal approach of designing specialized applications. Such applications enable services dedicated to assisting the learning process (CAE). Therefore, our topic is dedicated to services, which assist the learning process. The novelty of the approach consists in the cybernetic analysis of the role and possible ways of working under conditions in which features of a set of automatic systems that work autonomously for each individual student and/or in an integrated manner for the training group, are considered the determinant process. This process is derived from the software dedicated to computer-assisted education. The preparation stage led to introducing a reticular structure of action, with multiple argumentations, in which some of the principles of traditional school were discussed. The model set of requirements enabled to introduce the design steps for developing the automation the learning process.

2020 ◽  
Vol 4 (3) ◽  
Author(s):  
Sultan Sultan

ABSTRAK : Penilaian ini berisi proses pembelajaran IPS pada siswa kelas VI yang dilakukan di SD Negeri 18 Kendari. Tujuan dan karya tulis ini, adalah membuktikanbahwa kegiatan bermain dan membuat display dapat memberikan keberhasilan pada proses pembelajaran siswa dalam rangka pencapaian mastery learning. Dalam penelitian ini penulis melibatkan 12 siswa kelas VI yang ada di SD Negeri 18 Kendari yaitu siswa kelas VI untuk tahun pelajaran 2014/2015. Alat penilaian yang digunakan berbentuk tes dan non tes. Penelitian ini dilaksanakan dalam tiga siklus. Antara lain siklus I, siklus II dan siklus III merupakan rangkaian kegiatan yang saling berkaitan. Faktor yang diteliti dalam penelitian ini adalah proses pembelajaran siswa yakni mengamati kelancaran pembelajaran, suasana dan aktivitas pembelajaran serta hasil belajar siswa. Rubrik penilaian dilakukan pada saat siswa terlibat dalam kegiatan kelompok ketiga membuat display dan melakukan permainan. Rubrik bertujuan untuk melihat keterampilan-keterampilan yang diharapkan pada paradigma pembelajaran dalam pedoman KTSP yaitu,1) learning to know, 2) Learning to do, 3) leraning to be, dan 4) learning to live togather telah dicapai oleh siswa. Perbandingan hasil pre-test, siklus I, siklus II, dan siklus III, serta rubrik penilaian saat pembuatan display dan permainan menunjukan bahwa keterampilan yang diharapkan dari setiap kriteria penilaian dapat dilalui dengan nilai yang baik oleh semua kelompok. Meskipun penilaian rubrik dilakukan dalam kelompok, namun keterampilan itu tetap menjadi tanggung jawab setiap individu siswa. Hal penelitian ini menunjukan bahwa penerapan tehnik permainan dan display dapat meningkatkan hasil belajar IPS karena suasana belajar dirasakan menyenangkan dan siswa lebih aktif menyelesaikan tugas serta terjadi peningkatan prestasi belajar. Kata Kunci: Aktivitas, Prestasi Belajar, STADABSTRACT: This assessment contains the social studies learning process for grade VI students conducted at SD Negeri 18 Kendari. The purpose and this paper, is to prove that playing activities and making displays can provide success in the learning process of students in order to achieve mastery learning. In this study the authors involved 12 grade VI students in 18 Public Elementary School Kendari, namely grade VI students for the 2014/2015 school year. Assessment tools used in the form of tests and non-tests. This research was conducted in three cycles. Among other cycles I, cycle II and cycle III is a series of interrelated activities. The factors examined in this study were the students' learning processes, namely observing the smooth learning, the atmosphere and learning activities and student learning outcomes. The assessment rubric is done when students are involved in third group activities making displays and playing games. The rubric aims to look at the skills expected in the learning paradigm in the SBC guidelines, namely, 1) learning to know, 2) learning to do, 3) learning to be, and 4) learning to live togather has been achieved by students. Comparison of pre-test results, cycle I, cycle II, and cycle III, as well as the assessment rubric when making displays and games shows that the skills expected from each assessment criteria can be passed with good grades by all groups. Although the rubric assessment is done in groups, the skill remains the responsibility of each individual student. This study shows that the application of game and display techniques can improve social studies learning outcomes because the learning atmosphere is felt to be fun and students are more active in completing assignments and there is an increase in learning achievement. Keywords: Activities, Learning Achievement, STAD


Author(s):  
Tsai Pei-Jin ◽  
Hwang Gwo-Jen ◽  
C.R. Tseng Judy ◽  
Hwang Gwo-Haur

Cooperative learning has been proven to be helpful in enhancing the learning performance of students. The goal of a cooperative learning group is to maximize all members’ learning, which is accomplished via promoting each other’s success, through assisting, sharing, mentoring, explaining, and encouragement. To achieve the goal of cooperative learning, it is very important to organize well-structured cooperative learning groups, in which all group members have the ability to help each other during the learning process. In this article, a concept-based approach is proposed to organize cooperative learning groups, such that, for a given course each concept is precisely understood by at least one of the students in each group. An experiment on a computer science course has been conducted in order to evaluate the efficacy of this new approach. From the experimental results, we conclude that the novel approach is helpful in enhancing student learning efficacy.


2008 ◽  
Vol 6 (1) ◽  
pp. 49-66 ◽  
Author(s):  
Pei-Jin Tsai ◽  
Gwo-Jen Hwang ◽  
Judy C.R. Tseng ◽  
Gwo-Haur Hwang

1982 ◽  
Vol 49 (2) ◽  
pp. 151-153 ◽  
Author(s):  
Nancy Prill Brown

CAMEO is a system that combines computer technology with a resource of objectives to provide a flexible, time-saving solution to the workload created by individualized education programs (IEP's). CAMEO utilizes computer technology to eliminate the clerical work in IEP development while ensuring individualized IEP's by enabling teachers to manipulate objectives. The resource of objectives is designed to minimize preparatory work by providing approximately 7,000 measurable objectives from birth through age 21, in eight areas of study. The resource is skill-based, rather than adhering to grade or categorical designations. Results of a field test conducted during the 1981–82 school year demonstrate that CAMEO does reduce preparatory and clerical time without compromising the ability to address individual student needs.


2018 ◽  
Vol 7 (2) ◽  
pp. 194
Author(s):  
Mahermawati Mahermawati

This research is a classroom action research conducted at SD Negeri 011 Baru Village, which is the background of this research is thelow level of learning interest of 5th-grade students so that researchers improve the learning process by using reward techniques. Theresults of this study show that student learning interest has increased. This can be seen from the increase in learning motivation seenfrom the results of the classical student motivation scale on pre-action to get a percentage of 54.31%, the first cycle gets a percentageof 71.65% and the second cycle gets a percentage of 90.10% so that it has reached the criteria of success. Increased student learningmotivation seen from the average percentage of the results of individual student motivation learning scale, the number of students whomeet the criteria of success in pre-action a number of 4 students or 8.35% students, the first cycle a total of 15 students or 31.25%students, cycle II a total of 45 students or 93.75% of students.


2019 ◽  
Vol 2 (3) ◽  
pp. 211-231
Author(s):  
Yuliar Astuti Dewi

This study aims to increase interest in learning mathematics and describe the process of learning mathematics through computer learning media with the MS Power Point program. The research method used is a quasi-experimental method of classroom action research using the PAOR procedure. The results showed that based on the data shown by the results of the questionnaire, interview or observation during the learning process took place, the average results of the questionnaire interest in learning before the action was 62.17%, after the first cycle was 69.70% and after the second cycle was 76, 88% (high) means there is an increase in interest in learning from pre-study to the first cycle of 7.53% and from the first cycle to the second cycle of 7.18%. For the average results of observations of pre-research learning interest is 38.44% in the first cycle is 52.40% and the second cycle is 70.11% From pre-research to the first cycle there was an increase of 13.96%, from the first cycle to the second cycle up 17.71%. Overall from the pre-study to the end of the study there was an increase of 31.67%. This shows that by using computer-assisted learning media MS Power Point program students become more eager to learn mathematics.


1989 ◽  
Vol 28 (04) ◽  
pp. 324-326
Author(s):  
S. Walsh

Abstract:An information processing model is used to describe the learning process. The implications of some of these cognitive concepts are examined in the context of computer-assisted instruction.


Author(s):  
Maryam Tayebinik ◽  
Marlia Puteh

The present chapter aims to highlight the importance of studying individual differences (IDs) in Computer-Assisted Language Learning (CALL). This study begins with a brief overview of drastic changes in educational delivery methods by wide application of technological tools and ends by developing a framework that emphasizes on the need for studying IDs in CALL settings. To gain a comprehensive support to develop this framework, an extensive literature review was conducted by focusing on a) instruction and technology integration, b) natural aptitude of Net generation for technology-mediated education, c) utilizing technology in language learning process, d) CALL properties, e) CALL advantages in second language learning, f) the effect of IDs in language learning, g) common taxonomies of IDs in language learning process, and h) the role of IDs in technology-mediated learning environments. This study motivates future research to find relationship between IDs and language learning CALL environments.


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