scholarly journals Mobile Learning Design Models for State University of Jakarta, Indonesia

Author(s):  
Ika Lestari ◽  
Arifin Maksum ◽  
Cecep Kustandi

<p class="0abstract">In facing the industrial era 4.0, the instructional paradigm requires the involvement of technology in it. The use of technology in instructional is sometimes regarded as a medium or tool for delivering information through technology from lecturers to students without considering the learning process of students with technology that makes learning outcomes more meaningful. Meanwhile, instructional media such as mobile learning applications through Android is a type of mobile learning that can change the way students communicate and interact. The use of mobile learning applications through Android is adjusted to the characteristics of students and learning needs in the industrial era 4.0. This study resulted in an Android-based mobile learning application so that through product effectiveness, the concept of the conceptual model of mobile learning was obtained in the industrial era 4.0 for learning in college. The research method used is the development research of William W. Lee and Diana L. Owens. The results showed that the mobile learning application influenced student academic achievement so that the conceptual model of mobile learning was obtained in the industrial era 4.0 for learning in college. This study concludes that mobile learning applications encourage students in fun learning activities and place students as the main subject in learning, so learning becomes meaningful<span>.</span></p>

Author(s):  
Maria Agatha Hertiavi

  Background: Survey of researchers in SMP N 38 Semarang, it turns out there are still many teachers who use conventional learning methods and combinations of several methods have not involved students' cognitive, affective, and psychomotor aspects. Learning activities are still dominated by teachers. This resulted in students tend to be passive and the classroom atmosphere became teacher centered. To overcome this problem learning needs to be varied so that the learning process activates students more. Method: The study was conducted through the development method (research and development) which consisted of three stages, namely introduction, development, and evaluation. Results: Based on data analysis, cognitive learning outcomes reached 71.4% completeness with the results of the Gain Test of 0.71 (high gain category). Psychomotor learning outcomes achieved 74.60% achievement, achievement of affective learning outcomes was 73.39% while inquiry skills gained 71.52%. Conclusion: Based on the achievement of learning outcomes, it can be concluded that the devices developed are considered effective. Positive responses of students to teaching materials were 86.40%, while the positive responses of students to LKS reached 87.46%. This means that learning devices developed can be applied in learning.


Open Praxis ◽  
2017 ◽  
Vol 9 (2) ◽  
pp. 125 ◽  
Author(s):  
Michael Paskevicius

The act of instruction may be conceptualized as consisting of four elements: learning outcomes, learning resources, teaching and learning activities, and assessments and evaluation. For instructors in higher education, the way they manage the relationships between these elements is what could be considered the core of their instructional practice. For each of the elements, this paper seeks to identify open educational practices, their affordances, and evidence of their utility in supporting the work of teachers in shifting from existing teaching and learning practices to more open educational practices. The literature reviewed and model proposed may provide educational developers or proponents of open education a lens with which to discuss open educational practices with faculty specifically related to their teaching and learning design practices.


2021 ◽  
Vol 5 (3) ◽  
pp. 491
Author(s):  
Nurliana Nurliana ◽  
Zulirfan Zulirfan ◽  
Fakhruddin Fakhruddin

During the Covid-19 pandemic, learning is no longer undertaken offline (outside the network) but online (in the network). This condition demands the informative and communicative media for learning activities. One of the media that can be directly interacting with students is learning video. The teacher needs to conduct a needs analysis to ensure the use of learning videos, especially those based on Explaindio. The research was conducted in a correlational quantitative approach. The action research was undertaken at SMA Negeri 4 Pekanbaru with a sample of 36 students. The data collected from the questionnaire consisted of 10 items. Data analysis by substituting respondents’ results through descriptive statistics, Product Moment correlation, and t-test. The results of the analysis indicated that the importance of utilizing meaningful videos to meet the learning needs of students. Learning videos based on Explaindio provide space for teachers to design videos in accordance with their needs. Complete and communicative learning videos can provide meaningful information and experiences to students so that they have a positive impact on student learning progress.


2020 ◽  
Vol 6 (2) ◽  
pp. 117
Author(s):  
Abdiel Bobi Chahyadi ◽  
Harun Sitompul ◽  
Keysar Panjaitan

Abstrak: Penelitian ini bertujuan untuk (1) Untuk menghasilkan media video pembelajaran perakitan personal komputer yang berkualitas dan layak dijadikan acuan bagi siswa, mudah dipelajari, dipahami dan dapat digunakan secara individual, (2) Untuk mengetahui keefektifan penggunaan media video pembelajaran pada mata pelajaran Produktif Teknik Komputer dan Jaringan pada materi perakitan komputer. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Subjek uji coba produk dalam penelitian ini terdiri dari dua ahli materi pelajaran dengan Standar Kompetensi Merakit Personal Komputer, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang peserta didik untuk uji coba perorangan, sembilan peserta didik untuk uji coba kelompok kecil, dan tiga puluh orang peserta didik untuk uji coba lapangan terbatas. Produk akhir dari pengembangan video ini dilanjutkan dengan uji keefektifan produk. Hasil pengujian hipotesis menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar peserta didik yang dibelajarkan menggunakan video dengan hasil belajar peserta didik yang dibelajarkan tanpa menggunakan video. Dari hasil tersebut dapat disimpulkan bahwa hasil belajar peserta didik yang dibelajarkan dengan menggunakan video sebesar 83,66% lebih tinggi dari pada peserta didik yang dibelajarkan tanpa menggunakan video sebesar 69,46%. Kata Kunci: pengembangan, media video pembelajaran, merakit personal komputer Abstract: This study aims to (1) To produce quality personal computer learning instructional video media as a reference for students, easy to learn, understand and can be used individually, (2) To determine the effectiveness of the use of instructional video media on Productive subjects Computer and Network Engineering on computer assembly material. This type of research is development research that uses the Borg and Gall product development model combined with a learning design model from Dick and Carey. The product trial subjects in this study consisted of two subject matter experts with Personal Computer Assembling Standards Standards, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials, and three twenty students for limited field trials. The final product of the development of this video is followed by a product effectiveness test. Hypothesis testing results indicate that there are significant differences between the learning outcomes of students who are taught using video and learning outcomes of students who are learned without using video. From these results it can be concluded that the learning outcomes of students who were taught using videos amounted to 83.66% higher than those of students who were learned without using videos of 69.46%. Keywords: development, learning video media, assembling personal computers


Mobile devices as learning tools enrich mobile computer supported collaborative learning (mCSCL). Engaging in metacognitive interaction promotes students’ regulatory learning and this can provide a positive influence to learning outcomes. However, despite insightful empirical studies, there is no research into the actual processes of new knowledge creation in this context. This leads to the question of how mobile learning experiences can support the co-creation of new knowledge. Two classroom action research studies were carried out using a qualitative research approach. The analysis of the mobile messages using conversation analysis indicates that self-regulated learning in mCSCL is non-linear, defying existing theory. The findings also show that learners find ways to self-regulate learning activities in socially stimulated learning environments. Through knowledge sharing, students seek new insights into the learning instead of mere transfer of existing content. The Strategic Co-creation of New Knowledge in mCSCL Model has been developed providing innovative ways to approach mobile learning. The findings also comprise improved descriptive models in cross-boundary learning. This research is significant as emerging elements encourage instructors to rethink and design better mobile learning activities to optimize learning. Three recommendations are made and if implemented, will enable learning facilitators to achieve enhanced learning outcomes, engage learners better and improve learning experiences.


2016 ◽  
Vol 8 ◽  
pp. 2
Author(s):  
Rick A Reo

The poster presents an informational visualization of the key design components and the team teaching strategies for a Global Collaborative Classroom (GCC) awarded by the Office of Global Strategies for delivery during Fall 2016.  The GCC we have planned involves a six-week, four-phased, fully online group project between University of Balamand, Lebanon and GMU that is designed to expose students to international perspectives on instructional technology topics and engage them in highly interactive learning activities for the six-week period.  The collaborative classroom centers on the development of an instructional technology integration product such as a lesson, tutorial, or e-learning module, and involves global learning outcomes that foster student examination of systematic cultural issues impacting technology integration in various educational settings. In addition to knowledge-based global outcomes, there are affective global outcomes attained through multi-cultural learning activities that emphasize experiential, collaborative learning and intercultural communication.  A global skills instrument will be used to assess student intercultural skills development. In summary, the poster will be organized to include sections that visually describe the following GCC components:  1) course and student details, 2) GCC design goals, strategies, assignments, 3) global learning outcomes implementation, 4) global skills inventory integration, 5) four-phased, group project learning design, 6) technology integration, and 7) team teaching approach.


2021 ◽  
Vol 2 (2) ◽  
pp. 131-144
Author(s):  
Misroh Sulaswari ◽  
Nahrul Faidin ◽  
Muh Sholeh

Purpose of this paper is to explain behaviorism learning theory and its application in social studies learning. Using the literature study method through research studies regarding the implications and application of behaviorism learning theory to various learning in schools. Based on the literature review in this paper, it is found that behaviorism learning theory is very suitable to be applied to learning that requires habituation. Behaviorism theory views that the success of a learning is a change in behavior in a positive direction. In addition, behaviorism theory also prioritizes the mechanism for the formation of learning outcomes through stimulus and response procedures. The learning outcomes achieved are the emergence of the desired behavior through practice and repetition so that learning habits are formed. The application of behaviorism learning theory in social studies learning activities depends on several things, such as the learning objectives, the nature of the learning materials, the characteristics of the students, the available media and learning facilities. Through behaviorism theory, social studies learning needs to be linked to situations and conditions that are relevant to the daily lives of students.Tujuan dari tulisan ini adalah untuk menjelaskan teori belajar behaviorisme dan penerapannya dalam pembelajaran IPS. Menggunakan metode studi literature melalui kajian penelitian mengenai implikasi dan aplikasi teori belajar behaviorisme terhadap berbagai pembelajaran di sekolah. Berdasarkan kajian literatur pada tulisan ini menemukan bahwa teori belajar behaviorisme sangat cocok diterapkan kepada pembelajaran yang membutuhkan pembiasaan. Teori behaviorisme memandang bahwa keberhasilan dari suatu pembelajaran adalah adanya perubahan tingkah laku ke arah positif. Selain itu, teori behaviorisme juga mengutamakan mekanisme terbentuknya hasil belajar melalui prosedur stimulus dan respon. Hasil belajar yang dicapai adalah munculnya perilaku yang diinginkan melalui latihan dan pengulangan sehingga terbentuk kebiasaan belajar. Penerapan teori belajar behaviorisme dalam kegiatan pembelajaran IPS tergantung dari beberapa hal seperti, tujuan pembelajaran, sifat materi pembelajaran, karakteristik peserta didik, media dan fasilitas pembelajaran yang tersedia. Melalui teori behaviorisme maka pembelajaran IPS perlu dikaitkan dengan situasi dan kondisi yang relevan dengan kehidupan sehari-hari peserta didik.


2021 ◽  
Vol 14 (2) ◽  
pp. 111
Author(s):  
Imamul Khaira Khaira ◽  
Evi Susilawati ◽  
Refli Renaldi

Abstrak: Di Era Society 5.0 seperti sekarang ini, penggunaan teknologi dalam kegiatan pembelajaran menjadi elemen kunci bagi suksesnya proses pembelajaran yang dilakukan dosen di kelasnya. Pembelajaran yang memadukan teknologi dan kemampuan pedagogi dosen yang diselaraskan dengan isi materi pembelajaran yang berkualitas tentunya akan mempengaruhi pengetahuan mahasiswa dalam pencapaian hasil belajar mereka yang maksimal. Oleh karenanya, penelitian ini bertujuan mengimplementasikan rancangan pembelajaran berbasis Technological Pedagogical and Content Knowledge (TPACK) untuk meningkatkan hasil belajar matakuliah Ekonomi Kesehatan. Penelitian ini berbentuk Penelitian Tindakan Kelas dengan mengintegrasikan data penelitain kualitatif dan kuantitatif. Subjek penelitian ini adalah mahasiswa semester III Program Studi Ilmu Kesehatan Masyarakat Fakultas Ilmu Kesehatan Universitas Haji Sumatera Utara pada tahun pelajaran 2021.2. dengan jumlah mahasiswa 17 orang. Data dalam penelitian ini diperoleh dari hasl observasi dosen dalam megimplementasikan rancangan pembelajaran berbasis TPACK, hasl observasi  aktivitas belajar mahasiswa dosen dalan mengikuti pembelajaran berbasis TPACK,  dan instrumen tes hasil belajar mahasiswa. Temuan penelitian ini menunjukkan bahwa terdapat peningkatan hasil belajar mahasiswa pada mata kuliah Ekonomi Kesehatan dengan mengimplementasikan rancangan pembelajaran berbasis TPACK.  Kata Kunci: Rancangan Pembelajaran Berbasis TPACK, Hasil Belajar Matakuliah Ekonomi Kesehatan Abstract: In the Era of Society 5.0 as it is today, the use of technology in learning activities is a key element for the success of the learning process carried out by lecturers in their classes. Learning that combines technology and lecturers' pedagogical abilities that are aligned with the content of quality learning materials will certainly affect students' knowledge in achieving their maximum learning achievements. Therefore, this study aims to implement a learning design based on Technological Pedagogical and Content Knowledge (TPACK) to improve learning outcomes for the Health Economics course. This research is in the form of Classroom Action Research by integrating qualitative and quantitative research data. The subjects of this study were third semester students of the Public Health Study Program, Faculty of Health Sciences, Universitas Haji Sumatera Utara in the academic year 2021.2. with 17 students. The data in this study were obtained from the observations of lecturers in implementing TPACK-based learning designs, observations of student learning activities of lecturers in participating in TPACK-based learning, and test instruments for student learning outcomes. The findings of this study indicate that there is an increase in student learning outcomes in the Health Economics course by implementing a TPACK-based learning design. Keywords: TPACK-based Learning Design, Learning Achievements of Health Economics Course


Author(s):  
Abdiel Ginting ◽  
Harun Sitompul ◽  
Keysar Panjaitan

Abstrak: Penelitian ini bertujuan untuk Untuk menghasilkan media video pembelajaran perakitan personal komputer yang berkualitas dan layak dijadikan acuan bagi siswa, mudah dipelajari, dipahami dan dapat digunakan secara individual, Untuk mengetahui keefektifan penggunaan media video pembelajaran pada mata pelajaran Produktif Teknik Komputer dan Jaringan pada materi perakitan komputer. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Hasil penelitian menunjukkan: uji ahli materi berada pada kualifikasi sangat baik (92,27%), uji ahli desain pembelajaran berada pada kualifikasi sangat baik (93,53%), uji ahli media pembelajaran berada pada kualifikasi sangat baik (92,67 %), uji coba perorangan berada pada kualifikasi sangat baik (89,58%), uji coba kelompok kecil berada pada kualifikasi sangat baik (91,11%), dan uji coba pada lapangan terbatas berada pada kualifikasi sangat baik (97,28%). Produk akhir dari pengembangan video ini dilanjutkan dengan uji keefektifan produk. Penelitian dilakukan pada peserta didik kelas X. Metode yang digunakan dalam penelitian ini adalah metode kuasi eksperimen. Sampel penelitian sebanyak 70 peserta didik yang terdiri dari 35 peserta didik sebagai kelas eksperimen yang diajar menggunakan video, dan 35 peserta didik lainnya sebagai kelas kontrol yang diajarakan tanpa menggunakan media video. Hasil pengujian hipotesis menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar peserta didik yang dibelajarkan menggunakan video dengan hasil belajar peserta didik yang dibelajarkan tanpa menggunakan video. Hal ini ditunjukkan berdasarkan hasil pengolahan data diperoleh thitung = 8,77 > ttabel = 1,99, dengan dk = (n1 + n2 – 2) pada taraf signifikansi a 0,05. Dari hasil tersebut dapat disimpulkan bahwa hasil belajar peserta didik yang dibelajarkan dengan menggunakan video sebesar 83,66% lebih tinggi dari pada peserta didik yang dibelajarkan tanpa menggunakan video sebesar 69,46%..Kata Kunci: pengembangan media video pembelajaran, media pembelajaran, teknik komputer dan jaringan, hasil belajar merakit komputer Abstract :This study aims to produce video learning media of personal computer assembly that is qualified and deserves to be used as a reference for students, easy to learn, understood and can be used individually, To know effectiveness of using video learning media on subjects Productive Computer Engineering And Network on computer assembly materials. This type of research is a development research using the Borg and Gall product development model combined with the instructional design model from Dick and Carey. The result of the research shows that: the material expert test is in very good qualification (92.27%), the test of the learning design is in very good qualification (93,53%), (92.67%), individual trials are in excellent qualifications (89.58%), small group trials are in excellent qualifications (91.11%), and Trials on limited field are in excellent qualification (97.28%). The end product of this video development is followed by product effectiveness test. The research was conducted on class X students. The method used in this research is quasi-experimental method. The sample of the study were 70 students consisting of 35 students as experimental class taught using video, and 35 other students as control class which was taught without using video media. The result of hypothesis testing shows that there is a significant difference between the learners' learning result which is learned by using the video with the learning result of the learners which is learned without using video. This is shown based on the result of data processing obtained tcont = 8,77 a  ttable = 1,99, with dk = (n1 + n2 - 2) at significance level a 0,05. From these results can be concluded that the learning outcomes of learners who were taught by using the video of 83.66% higher than the learners who were taught without using video of 69.46%.Keywords : development of learning video media, instructional media, computer and networking techniques, learning result of assembling computer


2020 ◽  
Vol 3 (2) ◽  
pp. 140-154
Author(s):  
Ni Luh Suartini

This study aims to improve the activities and student learning outcomes of Class IX-G SMP Negeri 5 Amlapura Semester I Academic Year 2018/2019.  The subjects in this study were 22 st grade students, amounting to 22 people;  consisting of 8 male students;  and 14 female students, in the first semester of the 2018/2019 school year.  This study uses a class action research design through two stages.  Student learning activity data is collected by observation sheets, and learning outcome data is collected by multiple choice tests.  Both types of data were analyzed by quantitative descriptive methods.  Before the two stages are carried out, the initial observation activities are conducted by the students' learning activities, and analyzing the questions of UTS Indonesian Language Class IX semester I of academic year 2018/2019.  The activity was carried out to determine the level of initial activity and student learning outcomes before the implementation of the Problem Based Learning model.  The results of this study indicate that the application of the Problem Based Learning design can increase learning activities and Indonesian language learning outcomes of Class IX-G SMP Negeri 5 Amlapura semester I of 2018/2019, namely in the initial observation of low student learning activities, increasing  from an average of 59,77 and completeness 13,63% in the first stage, in the second stage the average student learning activity was 81.25 and the completeness level was 86,36%.  While student learning outcomes increased from an average of 68,18, absorbency of 68,18%, and classical completeness level of 50,00% at initial reflection, increased to an average of 69,09, absorptive capacity of 69,09%, and the level  classical completeness was 59,09% in stage I. In stage II it increased to an average of 77,27, absorbency 77,27%, and classical completeness rate 90,91%. Based on these results the researchers formulated suggestions;  (1) Students are expected to be able to utilize this Learning design to improve their learning activities and outcomes;  (2) Other teachers can apply this learning design, by examining the weaknesses of the results of this study;  (3) Schools can make consideration material as one of the learning design that can be developed to solve learning problems in class;  (4) Other researchers can make the results of this study a relevant research study.


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