Descriptors of Quality Teachers and Quality Digital Games

Author(s):  
Teddy Moline

Quality teachers and quality digital games (video and computer) are dynamic resources that experience ongoing changes based primarily on their interactions with learners. Characteristics of these resources have been, and will continue to be researched and identified in order to discover ways to improve student learning. This chapter uses the descriptors of one of these resources, quality teachers, to illustrate how the same characteristics are integral to effective digital games. North American youth now spend more time on digital gaming activities than they spend watching TV or reading (Greenberg, 2004; Prensky, 2005), prompting educators to become familiar with the ‘quality teacher’ traits of digital games that keep learners on task and learning. By using the descriptors of quality teachers to evaluate digital games, educators will gain a better understanding of why digital games are effective learning tools.

2018 ◽  
Author(s):  
Agustinus Jarak Patandean

This study aims to produce a physics-based tool of emotional intelligence that is valid, practical, and efficient to improve student learning motivation conducted in two trials. The research location is Junior High School Makassar City with Class VIII D sample of 30 students. The research indicators used are 1) ultimate learning tools, 2) practical learning tools, and 3) effective learning tools to improve students' learning motivation. Data were collected through later trials and analyzed descriptively. The result of the research shows that (1) the learning device is valid based on expert validation because all aspects of the invention are considered valid, (2) Learning tool is practical because all facets of the learning device components fully implemented, (3) learning tools are useful because Fulfilled student activity performed entirely, student response to learning device in active category, high student learning motivation.


2020 ◽  
Vol 9 (2) ◽  
Author(s):  
Natalia Peni ◽  
Ludovicus Carvallo ◽  
Melania Priska

This study aims to produce a chemistry learning model of problem solving by integrating ARCS strategies so that it is feasible to use to improve student learning outcomes in the University of Flores Biology Study Program. The development of the device uses the 4-D model that was tested on semester 2 students of the Biology Education Study Program 2019/2020 Academic Year. The research design used was one group pretest-posttest. Data collection techniques using research instruments, namely in the form of the validity of learning tools, the implementation of the learning plan, student responses, and student learning outcomes. Student learning outcomes data were analyzed using analysis prerequisite tests, which consisted of normality tests, homogeneity tests, and t-tests. The results showed that the device developed was valid. This is evidenced by the significance value of tcount<ttable, which is 0.000<0.05. Thus the developed learning tools can improve student learning outcomes on the subject matter of acid and base.    


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Herni Purnamawati ◽  
Atma Murni ◽  
Sehatta Saragih

This research is motivated by the lack of optimal learning outcomes of students due to the lack of learning devices that are considered being able to train students’ abilities in solving problems. The purpose of this study is to develop mathematics learning tools that meet the validity, practicality, and effectiveness requirements to improve the learning outcomes of grade VIII students of SMP / MTs on material number patterns. The development model used is the ADDIE model for designing learning systems. The instruments used were syllabus validation instruments, RPP, LKPD, practicality instruments and effectiveness instruments. The technique used is the technique of collecting observation data, interviews, questionnaire documentation and tests. Mathematics learning to use the MASTER Plan technique based on a scientific approach is already valid with the results of syllabus validation 84.25%, RPP 90.30%, LKPD 86.50%. This learning device fulfills the practical requirements for large group trials with an average of 93.52% results and an average student questionnaire response rate of 95.66%. The use of effective learning tools to improve student learning outcomes for KKM achievement is 83.33%.


Author(s):  
Shrinika Weerakoon

A common complaint from university lecturers is that students are ‘not interested’ and that it’s ‘difficult to get students engaged in learning’, portraying a passive student nature and student-blame culture. This paper draws on experiences at a university in a developing nation, Sri Lanka, where a student-led national insurrection led to thousands of student deaths, requiring universities to change teaching attitudes and the methods used to train those graduating. The article describes how a teaching-learning partnership evolved and was sustained to improve student learning and skills. Lecturer training-course comments and related student responses were analysed and lecturers were asked to use a 'script' when teaching. Initially, the script had only an 'Instructional Component', responding directly to staff complaints that students failed to follow, or followed poorly, guidance for effective learning. When that too failed, a further analysis led to the incorporation of a 'Motivational Component' to this script, which specifically clarified for students the partnership roles of teachers and students in order to bring about specified student learning benefits. This proved most effective in embedding a successful teaching-learning partnership, which engaged students and increased learning; it also changed lecturers' culture and their conceptions about student passivity.


2021 ◽  
Vol 11 (2) ◽  
pp. 149-157
Author(s):  
Nurul Fadillah ◽  
◽  
Nirwana Anas ◽  
Rora Rizky Wandini ◽  
◽  
...  

This study aims to develop Islamic Thematic Comics as a valid, practical and effective learning media. The methods used in this study were validation sheets, questionnaires and learning outcomes tests. The type of this research is R&R research with Borg and Gall research design. The results showed that the Islamic Thematic Comic product based on the value given by the valid validator obtained a value of 94.01% in the "Very Eligible" category, the practicality level obtained a value of 77.60% in the "Very Eligible" category and was declared effective with an increase in the value of 76.00 and after using Comics, which is 81.67. Based on the results of the tests carried out, it can be concluded that the development of Islamic Thematic Comics products to improve student learning outcomes is declared valid, practical, and effective. Keywords: Islamic, Thematic, Comic Media.


2019 ◽  
Vol 1 (1) ◽  
pp. 46
Author(s):  
Andika Bagus Nur Rahma Putra ◽  
Awalia Habibatuz Zahro ◽  
Amat Mukhadis ◽  
Nurul Ulfatin ◽  
Muhammad Ashar

The objectives of this study: (1) developing online learning innovations based on blended learning for interactive learning media era education 4.0; and (2) testing the attractiveness of the product being developed. The development of Quipper School learning tools follows the 4-D model (namely defining, designing, developing, and disseminating). The results of this study include: (1) quipper school has several advantages to help the learning process, including students being able to learn independently, learning that is fun and interesting through features, displaying material and varied videos, students can practice questions, and teachers can monitor the progress of student learning; (2) Quipper School media which is proven to improve student learning outcomes


2019 ◽  
Vol 15 (2) ◽  
pp. 97-106
Author(s):  
T Abdjul ◽  
N E Ntobuo ◽  
C Payu

This study aims to develop virtual laboratory-based learning in physics subjects to improve the learning outcomes of high school students. This research is a research development with a 4-D model (define, design, develop, and dissemination). The results showed that the learning tools developed were categorized very well based on expert validation. Practical learning tools are used with an average value for the implementation of the learning process categorized very well and the average response of students to virtual laboratory based learning is very good. Student learning activities increased significantly after participating in learning. This research produces a valid, practical and effective learning tool by utilizing virtual laboratory media to improve student learning outcomes.


2008 ◽  
Vol 11 (1) ◽  
pp. 9-11 ◽  
Author(s):  
Carolyn S. Potts ◽  
Sarah M. Ginsberg

Abstract In recent years, colleges and universities across the country have been called upon to increase the quality of education provided and to improve student retention rates. In response to this challenge, many faculty are exploring alternatives to the traditional “lecture-centered” approach of higher education in an attempt to increase student learning and satisfaction. Collaborative learning is one method of teaching, which has been demonstrated to improve student learning outcomes.


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