Educational Responsibility in the Deepfake Era

Author(s):  
Rebecca J. Blankenship

Choosing the right technologies to match student learning outcomes in today's technology-integrated classrooms presents educators with multiple instructional design challenges including selecting appropriate technologies to match desired student learning outcomes. As students continue to have broad access to information from a variety of web-based platforms, teachers are increasingly tasked with ensuring the information used to complete key assignments is authentic and from a verifiable resource. As such, the era of deep fakes in images, audio, videos, and digital texts is more prevalent than ever as numerous programs using artificial intelligence (AI) can significantly alter original content to fundamentally change the intent of original content. A discussion of educational and pedagogic responsibility in the era of deep fakes will serve as the primer for reform of the TPACK construct with recommendations for remediating student work in which deep fake resources were utilized.

Author(s):  
S Salmiati ◽  
Yuhandri Yunus ◽  
S Sumijan

The Covid-19 pandemic has a major impact on the world of education. Government policies to implement Distance Learning (PJJ) have an impact on learning in schools. Increasing ICT competence is needed to support the smooth running of PJJ. One of them is through ICT guidance activities during the Covid-19 Pandemic. SMP Negeri 1 Lengayang carried out online and face-to-face ICT guidance activities during the Covid-19 Pandemic. However, student learning outcomes in online and face-to-face learning have not shown maximum results. Various obstacles arise that affect student learning outcomes. Teachers have difficulty measuring the level of students' understanding of ICT guidance. Predicting the level of understanding of students is important as a measure of learning success during the Covid-19 Pandemic. This study aims to predict the level of understanding of students in online and face-to-face learning during the Covid-19 period, so that it can also help schools to take the right policies to improve the quality of learning for the future. This study uses the Backpropagation method of Artificial Neural Network (ANN). ANN is a part of artificial intelligence that can be used to predict. The data that is managed is a recap of the value of student cognitive learning outcomes during ICT guidance in online and face-to-face learning during the Covid-19 Pandemic. The results of calculations using the Backpropagation method with the Matlab application produce a percentage value for the level of student understanding, so that the accuracy value in prediction is obtained. With the results of testing the predictive accuracy of the level of understanding online and face-to-face with the 3-10-1 pattern, the best accuracy value is 95%. The prediction results can measure the level of students' understanding of learning during the Covid 19 Pandemic towards ICT guidance.


Author(s):  
Juriyah Juriyah

<p><em>This research was motivated by the low activity and student learning outcomes through the initial study of natural resources material in grade IV SD Negeri Ciputih 02 with less than optimal student learning outcomes. This study aims to analyze the impact of using the Who I quiz card media on the learning outcomes of students. The research was conducted in two cycles, each cycle consisting of two meetings and four stages, namely: planning, acting, observing, and reflecting. In the first cycle there were 4 students (30.8%) and 9 students (69.2%) who had completed, with a class average score of 71.53. The results of cycle II reached 12 students (92.3%) and 1 student (7.7%) who had not completed, with a class average score of 80.76. Learning with the application of the right media produces good learning outcomes. It is proven that in each cycle there is a significant increase in learning outcomes. The conclusion is that the use of quiz card media who I am can improve student learning outcomes on natural resources material in class IV semester II SD Negeri Ciputih 02, Salem District, Brebes Regency.</em></p>


2020 ◽  
Vol 3 (1) ◽  
pp. 49
Author(s):  
Ismearti Ismearti

This study aims to increase mathematics learning outcomes by using reality media for grade 1 students of SDN 005 Sunhai Alah, Kecamatan Hulu Kuantan in 2018/2019. Research is a class action research with three cycles, each cycle consisting of planning, implementation, evolution and reflection. Data collection techniques and tools in this study used descriptive analysis techniques for data that contained student work documents, a list of grades and an observation sheet. The results show what is meant by learning outcomes using reality media. Before the action, only 38% of students met the minimum completeness criteria. In cycle I Is an increase in student learning outcomes that is 53% of students reach the minimum completeness criteria. Furthermore, the second cycle of student learning outcomes increased to reach 74% of students achieving the minimum completeness criteria. Then cycle III 100% of students reach the minimum completeness criteria. Can be used to prove the use of reality media to improve student learning outcomes in mathematics learning at grade 1 SDN 005 Sunhai Alah, Kecamatan Hulu Kuantan.


2021 ◽  
Vol 2 (1) ◽  
pp. 70-78
Author(s):  
Zulkifli Zulkifli

The method has a very significant position in achieving the goals of Islamic education, therefore, the application of the right method greatly influences the success in the teaching and learning process. On the other hand, errors in implementing the method will be fatal. In the tajwid material, student learning outcomes at SMPN 13 Bintan are classified as low. This can be seen from the results of the assessment carried out by the teacher during grade VIII which stated that students who scored below the Minimum Completeness Criteria) were more than 50%. To solve this problem, try to find a solution to improve the learning outcomes of tajwid material by using the "COOPERATIVE LEARNING" technique, which is a learning technique that uses three stages of the process, namely, discussion and group work. The research implementation process was carried out for two cycles. Cycles 1 and 2, each cycle consisting of 2 meetings. Meeting 1 carried out the "Discuss" stage, while meeting 2 conducted the "Group work" stage. The technique of "COOPERATIVE LEARNING" has been proven to improve student learning outcomes of 20.46% mastery of concepts and 13.63% application. 100% of students stated that the technique was. fun and able to make the classroom atmosphere come alive so that students become motivated. "Cooperative Learning" technique also brings positive benefits to students' ability to express learning outcomes through words and critical thinking


2021 ◽  
Vol 10 (1) ◽  
pp. 152
Author(s):  
Nurambia Nurambia

Arts and Culture Education develops students' sense of taste, creativity, and aesthetic tastes in art, develops ethics, social awareness and cultural awareness of students in social life, and a love of Indonesian culture. One of the cultural art materials learned for the Upper Middle School level about two-dimensional art. But students in class X IIS 1 of SMA Negeri 1 Labuhan Deli increased the difficulty of learning two-dimensional art results to be low. Therefore this research was conducted which was intended to improve student learning outcomes using the Role Playing model. This research is a classroom action research (CAR) conducted in two cycles. The data collection technique used is a test of learning outcomes. Analysis of the data used is the equation of individual absorption and the percentage of classical absorption. The results of the study prove that an increase in student learning outcomes using role playing models in two-dimensional art material at SMAN 1 Labuhan Deli. This study suggests that teachers use learning models that support student learning outcomes, one of which is role playing models that has various advantages and uniqueness.Keywords: fine art, role playing.AbstrakPendidikan Seni Budaya berfungsi mengembangkan kepekaan rasa, kreativitas,dan cita rasa estetis siswa dalam berkesenian, mengembangkan etika, kesadaran sosial dan kesadaran kultural siswa dalam kehidupan bermasyarakat, serta rasa cinta terhadap kebudayaan Indonesia. Salah satu materi Seni Budaya yang dpelajari untuk tingkat Sekolah Menengah Atas adalah tentang seni rupa dua dimensi. Namun siswa di kelas X IIS 1 SMA Negeri 1 Labuhan Deli mengalami kesulitan sehingga hasil belajar seni rupa dua dimensi menjadi rendah. Oleh karena itu dilakukan penelitian ini yang bertujuan untuk meningkatkan hasil belajar siswa menggunakan model Role Playing. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang dilaksanakan dalam dua siklus. Teknik pengumpulan data yang digunakan adalah tes hasil belajar. Analisis data yang digunakan adalah rumus daya serap individu dan persentase daya serap klasikal. Hasil penelitian membuktikan bahwa terjadi peningkatkan hasil belajar siswa menggunakan model role playing pada materi seni rupa dua dimensi di SMAN 1 Labuhan Deli. Penelitian ini menyarankan agar guru menggunakan model pembelajaran yang mendukung hasil belajar siswa, salah satunya yaitu model role playing yang mempunyai berbagai kelebihan dan keunikan.Kata Kunci: seni rupa, role playing. Author:Nurambia : Sekolah Menengah Atas Negeri 1 Labuhan Deli References:A’la, M. (2011). Quantum Teaching. Yogyakarta: Diva Press.Anderson, H., & Britton, T. (2000). Stochastics Epidemic Models and their Statistical Analysis. New York: Springer-Verlag.Angkowo, R., & Kosasih, A. (2007). Optimalisasi Media Pembelajaran. Jakarta: Grasindo.Arikunto, Suharsimi. (2010). Prosedur Penelitian Suatu Pendekatan. Jakarta: Rineka Cipta.Dewi, T. A. (2017). Efektivitas Model Role Playing dalam Meningkatkan Kompetensi Mahasiswa Pada Mata Kuliah Manajemen Keuangan. JURNAL PROMOSI: Jurnal Pendidikan Ekonomi UM Metro, 5(1), 95–104. http://dx.doi.org/10.24127/ja.v5i1.850.Fauzi, H. D. (2015). Buku Guru Seni Budaya. Bandung: Yrama Widiya.Istarani. (2012). Model Pembelajaran Inovatif. Medan: Media Persada.Joyce, & Weil. (1992). Models of Teaching. USA: Allyn and Bacon.Tetty Khairiyah, D. (2013). Pengaruh Model Role Playing pada Pembelajaran Seni Rupa Terhadap Hasil Belajar Menggambar Siswa Kelas IV SDN 01 Baso. Serupa The Journal of Art Education, 2(1), ___ .Komaruddin. (2000). Model Pembelajaran Aktif. Bandung: Remaja Rosdakarya.Mulyasa, E. (2005). Menjadi Guru Profesional. Bandung: Remaja Rosdakarya.Ngalimun. (2014). Strategi dan Model Pembelajaran. Yogyakarta: Aswaja Pressindo.Rahmat. (2008). Model Pembelajaran Aktif. Jakarta: Balai Pustaka.Reigeluth, C. M. . (1983). Instructional Design Theories and Models: An Overview of Their Curent Status. London: Lawren Erlbaum Associates Publisher.Richey, R. C. (1986). The Theoretical and Conceptual Bases of Instructional Design. London: Kogan Page Ltd.Rohani, A. (2004). Pengelolaan Pengajaran. Jakarta: Rineka Cipta.Sagala, S. (2011). Konsep dan Makna Pembelajaran. Bandung: Alfabeta.Sanjaya, W. H. (2008). Strategi Pembelajaran Berorientasi Standar Proses Pendidikan. Jakarta: Kencana.Sapriya. (2002). Studi Sosial: Konsep dan Model Pembelajaran. Bandung: Buana Nusantara.Sari, J., Tarigan, N., Erdansyah, F., & Sumarsono. (2020). Pengaruh Penguasaan Prinsip Dan Unsur Seni Rupa Terhadap Hasil Belajar Menggambar Flora Di Smp Swasta Al-Ulum Medan. Gorga : Jurnal Seri Rupa, 9(1), 133–137. https://doi.org/10.24114/gr.v9i1.18308.Shoimin, A. (2014). 68 Model Pembelajaran Inovatif dalam Kurikulum 2013. Yogyakarta: Ar-Ruzz Media.Slameto. (2003). Belajar dan Faktor-Faktor yang Mempengaruhinya. Jakarta: Rineka Cipta.Suprijono, A. (2010). Cooperatif Learning Teori dan Aplikasi. Yogyakarta: Pustaka Belajar.Uno, H. B. (2003). Model Pembelajaran Menciptakan Proses Belajar Mengajar yang Kreatif dan Efektif. Jakarta: Bumi Aksara.Uno, H. B. (2009). Perencanaan Pembelajaran. Jakarta: Bumi Aksara.Wahyuni, S., Mering, A., & Isti, W. (2016). Penerapan Metode Role Playing pada Pembelajaran Seni Tari untuk Meningkatkan Kreativitas Siswa di SMP. Jurnal Pendidikan dan Pembelajaran Khatulistiwa, 5(11), ____ .Yoyok, R. M. (2008). Seni Budaya 3. Bogor: Yudhistira Ghalia Indonesia.


2019 ◽  
Vol 3 (01) ◽  
pp. 61-69
Author(s):  
Ewidarti Ewidarti

This research was motivated by the low learning outcomes of the students of SDN 03 Talang Maua. Among the contributing factors is the inappropriate delivery of material and inappropriate methods so that students are bored and not interested in this learning. Other consequences students are not brave and lazy when completing tasks and learning outcomes are low. One of the right ways is to use the Discussion method. The purpose of this study is to improve student learning outcomes in science learning through the use of discussion methods in class V semester II SDN 03 Talang Maua. This type of research is Classroom Action Research (CAR). The subjects of this study were students of class V SDN 03 Talang Maua. Based on the results of the study showed that the average learning outcomes in the first cycle was 63.47% and the average learning outcomes in the second cycle was 74.13%. This means that the learning outcomes of Natural Sciences through the use of the discussion method at SDN 03 Talang Maua increased compared to the learning outcomes of Cycle 1 with cycle 2.


2019 ◽  
Vol 1 (1) ◽  
pp. 22-25
Author(s):  
Admin JPTM

Course review horay is one type of cooperative learning. This learning is a test of the understanding of students who use boxes that meet the questions and are numbered to answer them. Students who get the right sign at the earliest immediately shout horror or other yells. The purpose of this study was to study the effect of the course horay review model on the learning outcomes. This study was a pre-experimental with one group pretest-posttest design. The sample of this study was the students of Motorcycle Business (TBSM) which 28 students. The results of the parametric hypothesis test using the t test two correlated samples obtained the value of t count > t table (4,44 > 2,01). Because t count = 4.44 is greater than t table = 2.06, this means that H0 is rejected and H1 is accepted, which means that it relates to the learning model influencing the course review horay model on student learning outcomes


2020 ◽  
Vol 4 (1) ◽  
pp. 51-68
Author(s):  
Nur Khotib

In general, students think that Mathematics is the most difficult subject than other subjects, most students are less interested in mathematics because mathematics is a science related to something abstract, so they are less motivated to learn mathematics. For this reason, it is necessary to have an activity that is concrete, interesting and fun in improving student learning outcomes in learning simple fractions through fraction card media for Grade VI students of SDN Temon, Trowulan District, Mojokerto Regency, 2018/2019 Academic Year. Fraction card media is a learning media that researchers created based on the concept of fractions using fraction cards made of bright colored paper and there are fraction numbers in the form of decimals on the left side and fraction forms that are equivalent to decimal fractions on the right side. The number of fraction cards that the researcher made were 36 cards. This research was conducted in the first semester of the 2018/2019 academic year with classroom action research techniques which were carried out in 2 cycles. Based on the data analysis carried out, it was concluded that in cycle I the percentage of student learning outcomes reached 69% and based on the conversion of the minimum completeness criteria set by SDN Temon, Trowulan District, Mojokerto Regency, the percentage of student learning completeness was in the sufficient category, so it is necessary for researchers to continue research in cycle II. In cycle II the percentage of student learning outcomes showed a significant increase, reaching 91%, so it can be concluded that fraction card media can improve student learning outcomes on simple fraction material.


2020 ◽  
Vol 2 (2) ◽  
pp. 91
Author(s):  
Wanti Dahlia Siregar ◽  
Lisnawaty Simatupang

The objectives of this study is (1) to determine whether the learning activities of students who were taught with the Problem Based Learning model were higher than those of students who were taught using the Direct Instruction learning model (2) to determine whether the learning outcomes of students who were taught with the Problem Based Learning model is higher than the learning outcomes of students who are taught with the Direct Instruction learning model (3) to determine whether there is a correlation between student learning activities and student learning outcomes. The research instrument consisted of test instruments and non-test instruments. The analysis technique used is the right side  test and correlation test or test (product moment). From the results of data analysis of learning outcomes obtained (1) student learning activities that were taught with the Problem Based Learning learning model (86,20) were higher than the learning activities of students who were taught with the Direct Instruction learning model (79,86) (2) learning outcomes students who are taught with the Problem Based Learning model (83.75) are higher than the learning outcomes of students who are taught with the Direct Instruction learning model (71.94) (3) there is a positive and significant correlation between student learning activities and student learning outcomes. taught by the Problem Based Learning model, the contribution of student learning activities to learning outcomes was 21.92% while 78.08% was caused by other factors.


Author(s):  
Dominggas Radjangolo ◽  
H Tuaputty ◽  
Ine Arini

Background: The use of the right learning model is an alternative to overcome the problem of students' low absorption of lessons, in order to improve the quality of teaching. In its implementation, an appropriate learning model is needed that is able to arouse students' motivation to learn. The use of the right learning model is to use Discovery Learning models and Problem Posing learning models. Method: This study aims to determine the differences in student learning outcomes taught using Discovery Learning models and Problem Posing learning models on the concept of the digestive system in the food of class VIII students of YPKPM Christian Middle School Ambon. Results: Based on the results of the study the use of the Discovery learning model the average value of cognitive aspects = 87.82, the affective aspect = 80.88, the psychomotor aspects = 90.4, the final value = 94.64, the final test value = 94. While the model Problem Posing learning the average value on cognitive aspects = 95.49, affective aspects = 93.76, psychomotor aspects = 93.32, final value = 93.90 and final test value = 96.17. With t count 2.04 and t table 2.01. Conclusion: Student learning outcomes in the problem posing learning model class are higher than students in the class of discovery learning models.


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