Learning With Games and Digital Stories in Visual Programming

Author(s):  
Wilfred W. F. Lau

This chapter traces the recent development and the use of games and digital stories for engaging students in learning in visual programming environments. It reports on the application of game development-based learning and educational digital storytelling to engage students in learning in visual programming environments. The empirical findings support the positive effects of these two learning approaches on a range of student learning outcomes. Because many available visual programming tools are free of charge and provide a low-floor, high-ceiling learning environment, teachers should encourage students to venture into the programming world with these tools. Such practice is beneficial to student learning both within the computer science discipline and across disciplines.

Author(s):  
Yunita Yunita ◽  
Hidayat Hidayat ◽  
Harun Sitompul

This study aims to: (1) investigate the effect of Jigsaw cooperative learning on students learning outcomes; (2) find the difference in learning outcomes between high and low learning motivation and (3) find the interaction between learning approaches and learning motivation towards learning outcomes. The population of the study is students of grade IVa, IVb, IVc at SD Kasih Ibu Patumbak and the sample in this study is grade IVa with 35 students and grade IVb with 35 students. The results show that: (1) the average student learning outcomes of jigsaw cooperative learning is 28.40 while conventional is 24.14. Thus, students learning outcomes that get cooperative learning of jigsaw type are higher than conventional learning, (2) Students who have high motivation get an average value = 30.74, while low motivation is 22.72. Thus, it can be concluded that there are differences in student learning outcomes having high learning motivation and low learning motivation, and (3) students learning outcomes  taught by jigsaw cooperative learning are high learning motivation groups (32.94), and low learning motivation groups (24.58), while students taught with conventional learning are high learning motivation groups (28.40 ), and low motivation groups (20,95). Thus, there is no interaction between learning approaches and learning motivation towards learning outcomes.


2021 ◽  
Vol 8 (2) ◽  
Author(s):  
Farhanirahma ◽  
Lidiyatul Izzah ◽  
Muhamad Sofian Hadi

The purpose of this study is to improve student learning outcomes through a smartphone-based adaptive learning approach to 28 students from the 11th grade students in the 2020/2021 academic year. It is important to consider the educational context when evaluating the barriers to adopting adaptive learning approaches on digital platforms. The method used in this study is a quantitative method, everything observed was measured and converted into numbers so that statistical analysis techniques were possible. The author chose  a pre-experimental design with a pre-test post-test group design, in which a group of subjects is taken from a certain population and performed in a pre-test and then undergoes treatment one after another. After the treatment, the person received a posttest to measure the learning outcomes of the group. The grades given have the same weight. The difference between the results of the pretest and the post-test shows the results of the treatment performed. The results of this study were analyzed using the t-test by comparing the mean values of the pre-test and post-test. The results showed that the t-observation value (7.8) was higher than the t-table value (1.70562) at the 5% significance level. It can be concluded that the learning approach adaptive smartphone-based improves student learning outcomes in English subjects.


2021 ◽  
Vol 8 (3) ◽  
pp. 213-228
Author(s):  
Yerizon Yerizon ◽  
Atus Amadi Putra

The aim of this paper is to describe the research results on multiple intelligences in mathematics learning, using a descriptive approach. It also ascertains the influence of various learning models on mathematics learning outcomes based on students’ multiple intelligences. Student Teams-Achievement Divisions (STAD) and Team Games Tournament (TGT) learning models improved learning outcomes for students possessing logical-mathematical, kinesthetic, and interpersonal intelligences. Furthermore, Group Investigation (GI) and Numbered Head Together (NHT) learning models improved student learning outcomes with logical-mathematical intelligence. Two Stay Two Stray (TSTS) learning model with peer tutors improved student learning outcomes with linguistic, logical-mathematical, and interpersonal intelligences. Team Assisted Individualization (TAI) and Jigsaw learning improved student learning outcomes with linguistic intelligence. Also, TSTS and NHT learning models improved student learning outcomes with logical-mathematical, and interpersonal intelligences. Keywords: compound intelligence, learning model, mathematics


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
N F. T Bagania

Based on research conducted in class V SD Inpres Wailan it was found that the teaching teacher only centered on the lecture method or the teacher center where the teacher only explained the material in front of the class and the learning process only led to memorization that was not accustomed to learning to directly interact with teaching aids so that students could easily forget and in class students look passive. The role of the teacher has not yet fully carried out active and creative learning in involving students and has not used a variety of concrete teaching aids and learning approaches that have not varied. The classroom action research model used is a collaborative form proposed by Kemmis and Mc. Taggart. This class action research was carried out to improve student learning outcomes in grade V SD Inpres Wailan on science subjects by conducting experiments and observations on the teaching aids provided and to prove that forces can change the shape of motion and shape of an object by applying the Inquiry learning model. With the implementation of the inquiry learning model a significant change occurs, wherein the increase in student learning outcomes ie the results achieved in the first cycle are 70% and the second cycle reaches 90% and students have an active role, independent, in learning but in the sense that the teacher is still the student's guide and facilitator. In this case, the implementation of this action can be said to be successful. So that the results of this class action research can be concluded that learning science by applying the inquiry learning model about the concept of style can improve student learning outcomes in grade V SD Inpres Wailan


JURNAL PETIK ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 80-86
Author(s):  
Hermawan Sa

Abstract - This research aims to determine the effect of e-learning on student learning outcomes in the Introduction to Information Technology (PTI) course in the Informatics Study Program, Faculty of Computer Science, Dehasen University Bengkulu. This research is a quasi experimental study in the form of pretest and posttest. The population was 60 students as a sample. Data obtained by documentation techniques and knowledge tests. The documentation technique is used  to obtain data and information in the form of the number and student learning outcomes, while the knowledge test is given at the beginning (pre-test) and at the end (post-test) of the meeting. The collected data were analyzed using descriptive statistics. The analysis showed that the average student learning outcomes for the experimental class pre-test were 77.87, with a standard deviation of 7.18. The average pre-test student learning outcomes for the control class were obtained 74.27 with a standard deviation of 7.02. While the post-test average student learning outcomes in the experimental class obtained 84.67 with a standard deviation of 7.51 and the average student learning outcomes for the control class were 80.93 with a standard deviation of 5.43. There is a significant difference in student learning outcomes in the introductory information technology course between groups treated using conventional methods and groups treated using E-Learning in the Informatics study program, Faculty of Computer Science, Dehasen University, Bengkulu. Keywords,: E-Learning Effect,Learning outcomes  Abstrak - Penelitian ini bertujuan untuk mengetahui pengaruh e-learning terhadap hasil belajar mahasiswa pada mata kuliah Pengantar Teknologi Informasi (PTI) Program Studi Informatika Fakultas Ilmu Komputer Universitas Dehasen Bengkulu. Penelitian ini merupakan penelitian quasi experiment dalam bentuk Pretest dan posttest. Populasi berjumlah 60 orang mahasiswa sebagai sampel. Data diperoleh dengan teknik dokumentasi dan tes pengetahuan. Teknik dokumentasi digunakan untuk memperoleh data dan informasi berupa jumlah dan hasil belajar mahasiswa, sedangkan tes pengetahuan diberikan pada awal (pree tes) dan akhir (post tes) pertemuan. Data yang terkumpul dianalisis dengan menggunakan statistik deskriptif. hasil analisis menunjukkan bahwa rata-rata hasil belajar mahasiswa untuk pre-test kelas eksperimen sebesar 77,87, dengan standar deviasi 7,18. Rata-rata hasil belajar mahasiswa pree-tes untuk kelas kontrol diperoleh 74,27dengan standar deviasi 7,02. Sedangkan post-tes rata-rata hasil belajar mahasiswa kelas eksperimen diperoleh 84, 67 dengan standar deviasi 7,51 dan rata-rata hasil belajar mahasiswa kelas kontrol diperoleh 80,93 dengan standar deviasi 5,43. Terdapat perbedaan yang signifikan hasil belajar mahasiswa pada mata kuliah pengantar teknologi informasi antara kelompok yang diberi perlakuan menggunakan metode konvensional dengan kelompok yang diberi perlakuan dengan menggunakan E-Learning pada program studi Informatika Fakultas Ilmu Komputer Universitas Dehasen Bengkulu. Kata Kunci,: Pengaruh E-Learning, Hasil Belajar


Author(s):  
Nurrahmah Nurrahmah

Teachers still use many conventional methods. Finally, the students' participation is inactive to find concepts and determine their own solutions. Therefore, a constructivist approach to the material of the circle was applied to the students of SMP Negeri 1 Langgudu Kabupaten Bima. The constructivist approach is one of the learning approaches that enable students. The purpose of the research is to improve the understanding of student learning concepts and activities through the application of constructivist approach. The study was conducted with classroom action research procedures. Implemented two cycles that include: the planning, implementation, observation, and reflection. The subjects of this study are students of class VIII - A semester II junior high school consisting of 33 students. The research instrument used is 1) Test the learning outcomes given at the end of the learning cycle. 2) The observation sheet, used to obtain a direct description of the learning activities of mathematics through a constructivist approach. The data analyzed is mastery learning. The indicators are the increase in the average score of student learning outcomes, as well as student learning activities in each cycle. The results showed an increase in the average score of student learning outcomes in the first cycle is 58.97 with 'percentage mastery' 34.38%. In the second cycle, the average score of student learning outcomes of 84.36 with the percentage of '90.9% completeness. Student learning activities in the first cycle with an average score of 3.73 (active category), on the second cycle average score of 4.22 (active category). This value has been in accordance with research indicators that is an increase in the average score of student learning outcomes. It can be concluded that constructivist learning has increased the understanding of the concept of circle in students


2021 ◽  
Vol 4 (1) ◽  
pp. 128-141
Author(s):  
Siti Romzah

This study aims to determine whether nor not there is an increase in learning outcomes in storytelling material with effective sentences through the application of the Communicative Language Approach to Grade 5 students of SD Negeri Airlangga I/198 Surabaya, and to find out how much improvement in learning outcomes in storytelling materials with effective sentences through the application of this approach. Communicative Language for Grade 5 students of SD Negeri Airlangga I/198 Surabaya. Teachers are required to be able to adapt, choose and integrate various types of approaches and learning approaches in delivering material. This aims to make it easier for students to accept the material presented and avoid student boredom, so it is hoped that using the Communicative Language Approach in this thematic learning can improve understanding of Storytelling Materials with effective sentences for Class 5 students of SD Negeri Airlangga I/198 Surabaya. Action research was carried out in two learning cycles by applying the Communicative Language Approach and student learning outcomes on storytelling material with effective sentences as the object of research. Based on the explanation of the results of the research and discussion, it can be concluded that there is an increase in learning outcomes of storytelling materials with effective sentences through the application of the Communicative Language Approach to the 5th Graders of SD Negeri Airlangga I/198 Surabaya.


Author(s):  
Indah Syasmita ◽  
Deni Setiawan ◽  
Daulat Saragi

This study aims to: (1) Know the differences in the learning outcomes of KDP students who are taught with the ethno pedagogical approach compared to students who are taught with the conventional approach; (2) Knowing the difference in Civic education learning outcomes of students who have high interpersonal intelligence compared to students who have low interpersonal intelligence; (3) Knowing the interaction between learning approaches and interpersonal intelligence in influencing student learning outcomes Civic education in Pelangi Medan Private Elementary School located on Jl. Bayangkara No. 417 Medan. The population in this study was the fifth grade students at Pelangi Private Elementary School, totaling 54 people. Class V / a as many as 27 students and V / b as many as 27 students. Collecting data in this study through interpersonal intelligence questionnaires and Civic education learning outcomes test instruments. Hypothesis testing is done by the Two Way Anova test. The results showed that: (1) The learning outcomes of Civic education students who were taught with the ethno pedagogical approach were higher than the learning outcomes of Civic education students who were taught with conventional approaches (Fcount = 21.164 and a value of sig. 0.000> 0.05); (2) Civic education learning outcomes of students who have high interpersonal intelligence are higher than those of students who have low interpersonal intelligence (Fcount = 6.756 and sig. 0.012> 0.05); (3) There is an interaction between learning approaches and interpersonal intelligence in influencing student learning outcomes Civic education (Fcount = 7.054 and sig. 0.011> 0.05).


Author(s):  
Serhat Altıok ◽  
Erman Yükseltürk

The purpose of the study is to analyze pre-service IT teachers' views on seminar which is supported by The Scientific and Technological Research Council of Turkey (TUBITAK) related to current methodologies and tools in K-12 computer programming education. The study sample consisted of 44 pre-service IT teachers who study as 3rd or 4th undergraduate program at Department of Computer Education and Instructional Technology in 21 different universities. The data is collected through a Students’ Perceptions about Kid’s Programming Language Questionnaire consisting of 27 five-point Likert-type items, grouped under three factors. The collected quantitative data were analyzed using descriptive statistics such as means, standard deviations. The results of the study indicated that almost all visual programming tools have positive effects on students’ views, Small Basic is not as effective as other tools. It is due to this situation that Small Basic tool is text-based in contrast to the other block-based features.


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