scholarly journals From Content to Context: Understanding Introduction to Sociology through MOOC

Author(s):  
Luhung Achmad Perguna ◽  
Idris Idris ◽  
Irawan Irawan

This study aims to provide interactive, active participatory and collaborative media for learners through MOOC in the Introduction to Sociology course. This paper presents alternative learning by utilizing MOOC-based information technology as one way to achieve learning objectives. This development uses research and development (R&D) with development steps consisting of preproduction, production, and postproduction. This development was also validated and implemented during the development process. This study found that development products are feasible to be implemented as learning products. In addition, the results of the implementation test also showed that the use of MOOC media through the development of context-based video learning can improve student understanding more easily, more effectively, and more efficiently. Thus, this development product can be one of the learning media that can be used in the sociology learning process.

2022 ◽  
Vol 1 (1) ◽  
pp. 107-116
Author(s):  
FITRI HIDAYATI

  The Covid-19 phenomenon has increased the awareness of educators to be able to take advantage of learning media that uses communication information technology so that learning continues well. One of learning media that is easy to make is android-based learning media using appypie. By using appypie, teachers easily create their own learning applications/media that contain content according to the learning objectives to be achieved without having to have knowledge of coding or programming. The purpose of this research is to produce android-based learning media using appypie which can be used as an alternative valid and effective learning media for students. This type of study is research and development (R&D) using the ADDIE model. The ADDIE model consists of five stages, 1) Analysis; 2) Design; 3) Development; 4) Implementation and 5) Evaluation. The Research instruments is questionnaire, which are used to obtain data on the level of worthiness (validity). The results of the validation by media experts obtained an average of 80.40% which is included in the " feasible" category to be used as learning media. Meanwhile, material experts obtained an average of 86.40% in the "Very feasible" category, and from the student responses, an average of 95.56% was obtained which was also included in the "Very feasible" category to use. Based on the results of the study, the learning media was declared effective and feasible to be implemented in the learning process. ABSTRAKAdanya fenomena Covid-19 semakin meningkatkan kesadaran para pendidik untuk dapat memanfaatkan media pembelajaran berbasis teknologi informasi komunikasi agar pembelajaran tetap berjalan dengan baik. Salah satu alternatif media pembelajaran yang mudah dibuat ialah media pembelajaran berbasis android dengan mengunakan appypie. Dengan menggunakan appypie, guru dengan sangat mudah membuat aplikasi/media pembelajaran sendiri yang berisi konten-konten sesuai dengan tujuan pembelajaran yang ingin dicapai tanpa harus memiliki pengetahuan coding atau pemograman. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis android dengan menggunakan appypie yang valid dan efektif bagi peserta didik. Jenis penelitian ini adalah Penelitian dan Pengembangan (R&D) menggunakan model ADDIE yang terdiri dari lima tahap, 1) Analisis; 2) Perancangan; 3) Pengembangan; 4) Implementasi dan 5) Evaluasi. Instrumen penelitian berupa kuesioner yang digunakan untuk memperoleh data tingkat kelayakan (validitas). Hasil validasi oleh ahli media diperoleh rata-rata sebesar 80,40% yang termasuk dalam kategori “Layak” digunakan sebagai media pembelajaran. Sedangkan oleh ahli materi diperoleh rata-rata sebesar 86,40% dengan kategori “Sangat Layak”, dan dari respon peserta didik diperoleh rata-rata 95,56% juga termasuk kedalam kategori “Sangat Layak” digunakan. Berdasarkan hasil penelitian tersebut maka media pembelajaran ini dinyatakan efektif dan layak untuk diimplementasikan dalam proses pembelajaran.


PERSPEKTIF ◽  
2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Atmawarni UMA

Teaching and learning interaction ins chools is an interactive activity and the various components to realize the achievement of learning objectives have been established in the learning planning, to get there, first it need to be understood about the meaning of the term learning, teaching and interaction. These three terms will lead to the definition of teaching and learning interaction. The utilization of information technology in the making and using of interactive multimedia in learning in school be judged very effective in supporting the learning materials delivery. The use of interactive multimedia in the learning in school is one of solution to relieve stiffness, saturation, and the vacuum of students in learning so many kinds of subject in school. By steps and the process of the use of the right interactive multimedia, using interactive multimedia as the messaging media will stimulate thought, feelings, concerns and wishes of student so as to encourage the learning process more interactive and communicative and can enhance students learning experiences become more concrete.


2007 ◽  
Vol 4 (1) ◽  
pp. 32-42
Author(s):  
Ali Hussain Higgi

This paper presents an information technology based instructional model for effective learning in management information systems programs and modules for students in undergraduate education. This model is primarily centered on the traditional in-class learning model. Information technology is used in a unique and novel way in order to create a learning environment which not only engages students in the learning process but also enhances their problems solving skills, analysis and decision making abilities. The model embeds information technology in projects in order to hide complexities but without compromising achievement of learning objectives. It also uses information technology in a simulation mode in order to demonstrate key concepts or learning themes, to simulate main themes presented in case studies and to simulate problems behaviors. The model employs other creative techniques in order to deliver its overall goals.


2019 ◽  
Vol 6 (5) ◽  
pp. 577
Author(s):  
Dania Ayu Wulandari ◽  
Hari Wibawanto ◽  
Agus Suryanto ◽  
Agus Murnomo

<p>Perkembangan jumlah pengguna <em>smar</em><em>t</em><em>phone</em> sudah merambah di kalangan siswa. Hal ini dapat dimanfaatkan sebagai media pendukung proses pembelajaran. Penggunaan media merupakan salah satu komponen metode untuk mencapai tujuan pembelajaran. Berdasarkan observasi di SMK Sultan Trenggono Kota Semarang, media pembelajaran masih terbatas pada <em>slide show power point</em> yang monoton, <em>e-book</em>, dan LKS (Lembar Kerja Siswa) atau buku-buku teks lainnya yang dinilai kurang memenuhi kelayakan. Penelitian ini bertujuan untuk mengetahui: (1) pengembangan media, (2) kelayakan media dan; (3) penilaian kemudahan dan kemanfaatan penggunaan media oleh siswa dan guru. <em>Mobile learning</em> didefinisikan sebagai model pembelajaran menggunakan perangkat IT (<em>information technology</em>) genggam dan bergerak. Model pengembangan yang digunakan adalah 4-D (<em>Four D Models</em>), yaitu: <em>define </em>(pendefinisian), <em>design </em>(perancangan), <em>develop </em>(pengembangan), dan <em>disseminate </em>(penyebaran). Berdasarkan penilaian kelayakan oleh validator media menunjukkan bahwa: aplikasi mendapat penilaian sebesar 86,93% dari ahli media dan 87% dari ahli materi. Sedangkan hasil uji coba menunjukkan nilai kemudahan dan kemanfaatan penggunaan aplikasi sebesar 87,5% oleh guru dan 82,27% oleh siswa. Hal ini menunjukkan bahwa media sangat layak untuk digunakan, mudah, dan bermanfaat dalam proses pembelajaran.</p><p> </p><p><em><strong>Absctract</strong></em></p><p><em>The grow</em><em>th</em><em> number of smar</em><em>tp</em><em>hone users has penetrated among the students. This can be used as a supporting med</em><em>ia</em><em> of the learning process. The use of media is one component method to achieve learning objectives. Based on the observations at SMK Sultan Trenggono Kota Semarang, the learning media is still limited to the monotonous power point slide sho</em><em>w</em><em>, e-book, and LKS</em><em> (student worksheet) </em><em>or other textbooks that are considered less feasibi</em><em>le</em><em>. This study aims to determine: </em><em>(1) media development, </em><em>(</em><em>2</em><em>) media feasibility</em><em>,</em><em> and (</em><em>3</em><em>) assessment of ease and usefulness of media us</em><em>age</em><em> by students and teachers. Mobile learning is defined as a learning model using IT (information technology) handheld and mobile devices. The development model used is 4-D (Four D Models), which are: define, design, develop, and disseminate. Based on the feasibility assessment by the media validator shows that: the application received an assessment </em><em>is</em><em> 86.93% of media experts and 87% of material experts. While the test results show the value of ease and usefulness of application usage </em><em>is</em><em> 87.5% by teachers and 82.27% by students. This shows that the media is very feasible to use, easy, and useful in the learning process.</em></p><p><em><strong><br /></strong></em><strong></strong></p>


2019 ◽  
Vol 4 (11) ◽  
pp. 1457
Author(s):  
Didit Satya Prayogi ◽  
Sugeng Utaya ◽  
Sumarmi Sumarmi

<p><strong>Abstract:</strong><strong> </strong>Internalization of local wisdom in learning through the development of interactive multimedia is an effort made to instill a critical and proud attitude towards the culture of the region from an early age. The values of local wisdom of Berau Regency are packaged in the form of interactive multimedia with an interesting following the progress of the times where the use of information technology is a support for learning that is widely used today. The purpose of research and development is to see the response of teachers and students to interactive multimedia, and to see the effectiveness of interactive multimedia to support learning. the results of the study found positive responses and increased student learning outcomes after using interactive multimedia based on local wisdom in the learning process.</p><strong>Abstrak:</strong><em> </em>Internalisasi kearifan lokal dalam pembelajaran melalui pengembangan multimedia interaktif adalah upaya yang dilakukan untuk menanamkan sikap kritis dan bangga terhadap budaya daerahnya sejak dini. Nilai-nilai kearifan lokal Kabupaten Berau dikemas dalam bentuk multimedia interaktif dengan menarik mengikuti kemajuan zaman, dimana penggunaan teknologi informatika merupakan penunjang pembelajaran yang banyak digunakan saat ini. Tujuan penelitian dan pengembangan untuk melihat respons guru dan siswa terhadap multimedia interaktif, dan untuk melihat keefektifan dari multimedia interaktif menunjang pembelajaran. Hasil dari penelitian ditemukan respons positif dan peningkatan hasil belajar siswa setelah menggunakan multimedia interaktif berbasis kearifan lokal dalam proses pembelajaran.


2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Fadil Muhammad ◽  
Muhiddin P Muhiddin P ◽  
Adnan Adnan

Abstract.  This Research and Development (R and D) concerns on learning media development that can be used as an alternative learning source of booklet on the subject of animal world sub chapter arthropoda. The R and D’s model used Analyze, Design, Develop, Implement, Evaluate (ADDIE). Validity test obtained from two expert validators and Practicality test obtained from the using of media by teacher and students. The Develop stage of this study conducted by validating e-magazine for further be implemented on SMAN 5 Jeneponto, Class of X MIA3. The number of subjects comprised of 35 students. Data collected from interview, observation and questionnaire. The result of validity test showed the average of media feasibility percentage is  85%. While the subject matter feasibility gained 86%. Both of these result showed very decent category which was meant that the media is feasible to be used. The average of teacher and students respond gained 91% and 89,2 % respectively toward positive respond. From the point of feasibility which had been evaluated by validity and practical test, this study can be conclude that booklet is valid and practice learning media to be implemented in learning process. Keywords: booklet, interactive, validity, practicality, arthropoda


2018 ◽  
Vol 1 (1) ◽  
pp. 27
Author(s):  
Mayumi Maysah ◽  
Mukhlisah Mukhlisah

The book hold the most crucial part in learning process which contain knowledges, and ideas in certain things. It main source of knowledge used by teacher and students. Khulashah Nurul Yaqin book is one of the books which is used at DarulUlum Islamic Boarding School to enhance students' reading skills. The book consists of three volumes, which is printed on opaque papers. It contains a collection of passages that narratethe history of Prophet Muhammad (peace be upon him), as well as questions about the passages. An uninteresting book may be a reason that makes students demotivated in learning. This problem may be solved by using pictures to trigger students' motivation. Therefore, the writer wants to develop Khulashah NurulYaqin book with pictures. The purpose of this research is to find out about the development process of utilizing pictures in Khulashah Nurul Yaqin book, research obstacles, and the results of using pictures to develop Khulashah Nurul Yaqin book. This study uses the Research and Development method as its research method. Tests, questionnaires, and interviews are research instruments used to obtain the research data, while T-Test Related is used as an instrument to analyse the obtained data. This study is conducted in accordance to the determined measures in this research and development method. The result of this study shows that using pictures to develop KhulasahNurulYaqin book is effective to increase students' comprehension in Tarikh learning.


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


Author(s):  
Yullys Helsa ◽  
Ary Kiswanto Kenedi

This research is motivated by the crucial development of the information technology era in changing learning paradigm from conventional to technology-based learning. The purpose of this study is to develop Edmodo-based blended learning media in learning mathematics for Elementary Teacher Education students. This research is a research and development (R&D) that uses the ADDIE procedures. This study results a valid, effective and practical Edmodo-based blended learning media in learning mathematics for Elementary Teacher Education students. It is implied that Edmodo-based blended learning media can be applied by the lecturers to support learning for Elementary Teacher Education students.


2018 ◽  
Vol 2 (1) ◽  
pp. 65-69
Author(s):  
Moh Fachri

Learning process is the most important part in education as an effort to mature learners, The success of the learning process becomes a benchmark achievement of learning objectives. To know the achievement of the success of learning objectives, it must be done evaluation / assessment. In particular the purpose of evaluation to determine the progress of learning outcomes of learners after following the learning, as well as to determine the level of effectiveness and efficiency of methods, strategies that teachers use in learning. Evaluation of learning has an important and strategic meaning in education, because the learning process becomes meaningful, as well as its evaluation results can be used as a basis to determine the next step, for teachers, principals, institutions, parents, and government. The importance of learning evaluation can be seen from the approach of the learning process, the characteristics of professional educators, and the institutional approach, but it can also be seen from its purpose, function and principles and the validity and reliability of its evaluation tool.


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