Addressing Online Student Learning Environments and Socialization Through Developmental Research

Author(s):  
Ruth Gannon Cook ◽  
Caroline M. Crawford

Keywords: Developmental Research, Distance Learning, Instructional Technology

2021 ◽  
Vol 6 (2) ◽  
pp. 120-134
Author(s):  
Winda Nur Febrianti Winda ◽  
Aninditya Sri Nugraheni Aninditya

ABSTRAK Penelitian ini bertujuan untuk mengetahui efektivitas perkembangan hasil belajar peserta didik kelas 6  melalui media google classroom di SD N Jarakan pada masa pandemi covid-19. Selain itu, penelitian ini juga bertujuan untuk mengetahui bagaimana perkembangan hasil belajar peserta didik melalui pembelajaran jarak jauh dengan google classroom serta mengetahui kendala apa saja yang ditemui dalam pembelajaran menggunakan media google classroom tersebut. Penelitian ini menggunakan metode kualitatif dengan jenis penelitian deskriptif kualitatif dan studi pustaka. Subjek dalam penelitian ini yaitu siswa kelas 6 SD N Jarakan. Objek dalam penelitian ini ialah efektivitas perkembangan hasil belajar peserta didik pada siswa kelas 6 di masa pandemi covid-19 dengan media Google Classroom. Teknik pengumpulan data melalui observasi, wawancara, dan hasil catatan lapangan. Hasil penelitian ini menunjukkan bahwa adanya peningkatan dalam pembelajaran peserta didik secara daring dengan Google Classroom. Walaupun terdapat kendala dalam penggunaannya, tetapi dengan media ini dirasa cukup untuk menyampaikan permbelajaran. Hal ini karena Google Classroom dianggap sebagai platform terbaik dimasa sekarang dalam pembelajaran secara daring. Kata kunci : Peserta didik, Pembelajaran Jarak Jauh, dan Google Classroom.      ABSTRACT This study aims to determine the effectiveness of the development of learning outcomes of grade 6 students through the google classroom media at SD N Jarakan during the Covid-19 pandemic. In addition, this research also aims to find out how the development of student learning outcomes through distance learning with google classroom and to find out what obstacles are encountered in learning using the google classroom media. This research uses qualitative methods with qualitative descriptive research and literature study. The subjects in this study were 6th grade students of SD N Jarakan. The object in this study is the effectiveness of the development of student learning outcomes in grade 6 students during the Covid-19 pandemic using Google Classroom media. Data collection techniques through observation, interviews, and field notes results. The results of this study indicate that there is an increase in online student learning with Google Classroom. Although there are obstacles in its use, this media is sufficient to convey learning. This is because Google Classroom is considered to be the best platform of the day for online learning. Keyword : Learners, Distance Learning, and Google Classroom.


2021 ◽  
Vol 9 (1) ◽  
pp. 19-27
Author(s):  
Olha Volodymyrivna Berestok ◽  

The article deals with the main strategies, methods and objectives of synchronous and asynchronous E-Learning Modes from a scientific and practical point of view. A detailed description of the synchronous and asynchronous online-learning at different historical stages is presented. The task of the distance education in light of the trends of modern society and its role in the implementation of professional and social aspirations of an student is shown. The basic problems of contemporary ICT, the difference and peculiarities of the synchronous and asynchronous methods of e-communication are determined. The general tendencies, content, sources, means, forms and methods of ICT implementation in terms of strict quarantine circumstances are highlighted. Certain ICT tools implemented by higher educational establishments to provide distance learning in the educational institutions are defined. The key ways of overcoming the contradictions that arise in the path of self-improvement of a student in the present are called. The application of ICT tools by the teaching staff as an essential and effective instrument to modernize the educational process is emphasized. Online-learning environments, namely synchronous and asynchronous ones, essential to provide distance education, are mentioned. Various forms of interaction involved in synchronous and asynchronous modes are pointed out. The current practices of synchronous and asynchronous e-learning/teaching in English language are established. The results of the case study of the effectiveness of a/synchronous environments towards better English language learning are evaluated. The analysis of the strategy used in distance learning is presented. The leading instruments and tools for synchronous and asynchronous online-learning are stressed on. The description of "high degree of interactivity" between participants who are separated from each other geographically and in time by asynchronous learning environments is provided. The basic measures for the introduction of distance learning technologies in the educational institution, which do not contradict the principles of pedagogy, but supplement and promote the development of the process of education, are formulated. The preferences of students as for methods used during remote education are noted. Basic challenges for teachers, institutions, and students, provided by both synchronous and asynchronous modes of distance learning, are described.


Author(s):  
Paul Rafael SIORDIA-MEDINA ◽  
Nadia Sarahi URIBE-OLIVARES ◽  
Sofía de Jesús GONZÁLEZ-BASILIO

The creation of virtual learning environments requires extensive pedagogical, methodological and technical knowledge that generates relevant training processes and contributes to the development of student learning. That is why this article presents a proposal for a theoretical framework from which environments and scenarios can be designed and developed based on the Internet habits of students and teachers. Various theoretical and author proposals are integrated that allow understanding the complexity of this great task not only for those who work in the non-school modality, but now for those who have had to make the transition from face-to-face to virtual, which has meant significant changes in their teaching practice, but not only for them, but the students have acquired new habits or reinforced those they already had in order to face the new challenges posed by changes in reality.


2021 ◽  
Vol 933 (1) ◽  
pp. 012022
Author(s):  
D P J Salamena ◽  
Y Cong ◽  
F Lin ◽  
F Ardisa ◽  
U Novella ◽  
...  

Abstract The Covid-19 pandemic is impacting entire countries. One of them is having an impact on CO2 emissions in Indonesia and Japan. The research project is focused on the use of transportation and electricity by Japanese Literature students of BINUS and Wakayama University Japan students before and during the pandemic. Concepts and methodologies, looking at the situation before and during a pandemic, using quantitative methods and approaches based on carbon footprint analysis. This study provides results showing that the use of electronics and transportation which has CO2 emissions is drastically reduced both in Indonesia and in Japan. However, Japan has higher CO2 emissions when compared to Indonesia which is influenced by certain factors, such as transportation mileage.


2022 ◽  
Vol 2 (2) ◽  
pp. 83-89
Author(s):  
Partonduhan aritonang Partonduhan aritonang ◽  
Parsaoran Tamba ◽  
Jemmy Charles Kewas

PENGARUH GAME ONLINE TERHADAP CARA BELAJAR MAHASISWA JURUSAN PENDIDIKAN TEKNIK MESIN UNIVERSITAS NEGERI MANADO Partonduhan Aritonang1, I. P. Tamba2, Jemmy Charles Kelas3 1,2,3Jurusan Pendidikan Teknik Mesin, Universitas Negeri Manado, Kab. Minahasa e-mail: [email protected], [email protected], [email protected]   ABSTRAK Mahasiswa Pendidikan Teknik Mesin Universitas Negeri Manado yang merupakan anak-anak perantau kini telah mendapatkan dampak yang sangat nyata dari permainan game online. Terbukti dari banyaknya mahasiswa yang ikut ambil bagian dalam permainan ini, dari hasil pengamatan peneliti selaku mahasiswa yang aktif mendapatkan banyak data bahwa mahasiswa Pendidikan Teknik Mesin Universitas Negeri Manado yang aktif bermain memiliki kemampuan cara belajar yang kurang aktif dalam pembelajaran. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif. Metode pengumpulan data yang digunakan yakni kuisioner atau angket. Teknik analisi data yang digunakan dalam penelitian ini yaitu analisis statistik deskriptif, Teknik Analisis Regresi dan pengujian hipotesis.Hasil dari penelitian ini yakni : bahwa pengaruh game online (X) terhadap cara belajar mahasiswa (Y) pada taraf t hitung > t tabel dan hasil uji korelasi rxy 0849. Game online berpengaruh signifikan terhadap cara belajar. Ini dapat dibuktikan dari hasil nilai Fhitung sebesar 4.113 dan nilai signifikansi Ftabel 0.00 < 0.05. Besarnya koefisien determinasi sebesar 0.79 atau 79%. Hal ini berarti 79% pengaruh game online terhadap cara belajar mahasiswa sedangkan untuk selebihnya 21% dipengaruhi oleh variabel lain yang tidak diteliti oleh penelitian ini.   Kata kunci : Game Online, Cara Belajar Mahasiswa THE INFLUENCE OF ONLINE GAMES ON HOW STUDENTS STUDYING MECHANICAL ENGINEERING AT MANADO STATE UNIVERSITY ABSTRACT Manado university's advanced mechanical engineering student who is a migrant child has now had a very real impact on online gaming. It is evident from the many students participating in the game that researchers as active university students have received a wealth of data that students studying engineering at manado state university who actively play have a learning ability that is less active in learning. The study USES a quantitative descriptive study method. The data collection method used was "questionnaire or angket." The data analysis used in the study are descriptive statistical analysis, regression analysis and hypothetical testing. The results of this study are: that how online games affect students' learning (y) at a level of t count > t tables and rxy 0849 cordating results. Online games significantly affect how to learn. This can be verified from the results of the ftable value of 4,113 and the significance of ftable 0.00. Critical coefficiencies by 0.79 or 79%. This means 79% of the impact online games have on student learning while for the rest 21% are affected by other variables not examined by this study. Key words : Game Online, student learning


2021 ◽  
Vol 49 (1) ◽  
pp. 17-21
Author(s):  
Péter Decsi ◽  
Ádám Bors ◽  
Péter Kocsor ◽  
Bálint Vörös ◽  
Barnabás Horváth ◽  
...  

Distance-learning has become widespread around the world. Many training areas such as engineering require the acquisition of practical rather than theoretical knowledge. In this paper, a framework is presented in the form of four pilot projects which is used for practical laboratory measurements in a distance-learning environment. Four demonstration devices consisting of an induction motor drivetrain, a magnetorheological clutch as well as a rolling resistance and an ultrasonicsensor were built and several examples of measurements presented.The system, based on accessible and user-friendly hardware, is cost-effective, simple to program and can be adapted to suit any application.


2003 ◽  
Vol 41 (1) ◽  
pp. 65-76 ◽  
Author(s):  
Ruth Beyth-Marom ◽  
Eran Chajut ◽  
Sonia Roccas ◽  
Lilach Sagiv

Sign in / Sign up

Export Citation Format

Share Document