From Content Expert to Content Curator

Author(s):  
Melanie N. Burdick ◽  
Heidi L. Hallman
Keyword(s):  
Author(s):  
Shyam Prabhakaran ◽  
Renee M Sednew ◽  
Kathleen O’Neill

Background: There remains significant opportunities to reduce door-to-needle (DTN) times for stroke despite regional and national efforts. In Chicago, Quality Enhancement for the Speedy Thrombolysis for Stroke (QUESTS) was a one year learning collaborative (LC) which aimed to reduce DTN times at 15 Chicago Primary Stroke Centers. Identification of barriers and sharing of best practices resulted in achieving DTN < 60 minutes within the first quarter of the 2013 initiative and has sustained progress to date. Aligned with Target: Stroke goals, QUESTS 2.0, funded for the 2016 calendar year, invited 9 additional metropolitan Chicago area hospitals to collaborate and further reduce DTN times to a goal < 45 minutes in 50% of eligible patients. Methods: All 24 hospitals participate in the Get With The Guidelines (GWTG) Stroke registry and benchmark group to track DTN performance improvement in 2016. Hospitals implement American Heart Association’s Target Stroke program and share best practices uniquely implemented at sites to reduce DTN times. The LC included a quality and performance improvement leader, a stroke content expert, site visits and quarterly meetings and learning sessions, and reporting of experiences and data. Results: In 2015, the year prior to QUESTS 2.0, the proportion of patients treated with tPA within 45 minutes of hospital arrival increased from 21.6% in Q1 to 31.4% in Q2. During the 2016 funded year, this proportion changed from 31.6% in Q1 to 48.3% in Q2. Conclusions: Using a learning collaborative model to implement strategies to reduce DTN times among 24 Chicago area hospitals continues to impact times. Regional collaboration, data sharing, and best practice sharing should be a model for rapid and sustainable system-wide quality improvement.


Author(s):  
Kadek Adi Sidiantara . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
Gede Aditra Pradnyana, S.Kom., M.Kom. .

Permainan Tradisional “Adu Gangsing” adalah salah satu jenis permainan tradisional yang diwariskan sejak lama oleh nenek moyang kita. Penelitian ini bertujuan untuk (1) menghasilkan rancangan dan mengimplementasikan hasil rancangan film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu), (2) Untuk mengetahui respon masyarakat terhadap hasil akhir film dokumenter “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dengan model cyclyc strategy. Model ciclyc strategy terdiri dari tahap brief (riset awal dan penawaran ide), tahap 1 (pengumpulan data dan analisis kebutuhan film), tahap 2 (pra-produksi), evaluasi peneliti, tahap 3 (produksi dan pasca produksi), evaluasi uji ahli (ahli media dan ahli isi), tahap 4 (burning, desain poster, dan desain DVD), outcome (publikasi film) dan uji respon penonton. Hasil penelitian menunjukan bahwa film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) dalam kriteria sangat baik. Simpulan yang didapatkan yaitu perancangan film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) telah berhasil dilaksanakan dengan model cyclic strategy dengan menggunakan tahapan produksi film. Film dokumenter Permainan Tradisonal “Adu Gangsing” sudah berhasil masuk dalam kategori sangat baik sesuai dengan hasil uji ahli isi dan media. Serta berdasarkan analisis terhadap 30 orang responden yang berasal dari kalangan masyarakat khususnya generasi muda dinyatakan bahwa film dokumenter ini mendapatkan total presentase sebesar 90,59% yang masuk kategori sangat baik.Kata Kunci : Kata kunci: Permainan Tradisional, Adu Gangsing, Film Dokumenter, Cyclic Strategy. Traditional games "Adu Gangsing" is one type of traditional game that has been inherited for a long time by our ancestors. This study aims to (1) produce designs and implement the results of the documentary documentary "Adu Gangsing" Traditional Games in Buleleng (as a timeless heritage), (2) To find out the public response to the final results of the documentary "Adu Gangsing" "In Buleleng (as a timeless cultural heritage) The type of research used in this study is research with a cyclyc strategy model. The Ciclyc strategy model consists of a brief stage (initial research and idea offering), stage 1 (data collection and film needs analysis), stage 2 (pre-production), researcher evaluation, stage 3 (production and post-production), expert test evaluation ( media expert and content expert), stage 4 (burning, poster design, and DVD design), outcome (film publication) and audience response test. The results of the study show that the documentary film "Adu Gangsing" Traditional Games in Buleleng (as a timeless cultural heritage) is in very good criteria. The conclusions obtained were the design of the documentary film "Adu Gangsing" Traditional Games in Buleleng (as a timeless cultural heritage) that has been successfully implemented with a cyclic strategy model using the stages of film production. The documentary film "Adu Gangsing" Traditional Games has successfully entered the excellent category according to the results of the content and media expert test. And based on the analysis of 30 respondents from the community, especially the younger generation, it was stated that the documentary film received a total percentage of 90.59% which was in the excellent categorykeyword : Keywords: Traditional Games, “Adu Gangsing”, Documentary Film, Cyclic Strategy


2019 ◽  
Vol 7 (5) ◽  
pp. 556-563 ◽  
Author(s):  
Zul Anwar ◽  
Basuki Wibawa ◽  
Nurdin Ibrahim

Purpose: This study aims to develop language teaching materials as a learning resource for fourth-grade students in elementary school. Methodology: The approach used in this study is library research that is operationalized by the development method. The procedure of development research according to Gall and Borg consists of ten steps, namely; (1) research and information collecting), (2) planning, (3) developing preliminary form of product), (4) preliminary field testing, (5) main product revision, (6) main field testing, (7) operational product revision, (8) operational field testing, (9) final product revision, (10) dissemination and implementation. Main Findings: The results showed that the instructional materials developed were suitable to be used as learning resources with the results of content expert validation 84.5%, media expert validation 77.2%, instructional design expert validation 83.2%. The results of trials one to one by learner 80.8%, 85.4% small group, and 85.8% field trial. Implications: Based on the results of the test it was concluded that the teaching materials developed were suitable to be used as learning resources. The products of this study can be used to apply the concept of resource-based learning and improve the quality of local subject learning in the Sasak Alus language in elementary school.


Author(s):  
Disa Evawani Lestari

<p>Along the era of rapid technology advancement on the performance of <em>Artificial I</em></p><p>Along with the era of rapid technology advancement on the performance of <em>Artificial Intelligence</em> (henceforth AI), there have been intense discussions and debates among educationists about the future of human teachers and AI teachers. When information can be accessed easily amidst the rapid development of online learning, it is intriguing to listen to students’ perspectives on the roles they expect from their teachers, especially in learning English subjects, when abundant resources are available and accessible online within their fingertips in social media platforms and online learning websites. In short, to identify what cannot be fulfilled online. To serve that purpose, 160 students from a private university in Indonesia were recruited as research participants. They are from 16 different study programs recruited as participants through a purposive sampling method to see if findings are bound to study program types. Data were collected through an online questionnaire and an interview. The results indicated that the students perceive their teachers as someone to guide their learning by providing good online resources and immediate feedback rather than expecting their teachers to be a content expert or to have a linguistic performance like native teachers.</p>


BIOEDUKASI ◽  
2018 ◽  
pp. 90
Author(s):  
Siti Nailatul Farkhah ◽  
Wachju Subchan ◽  
Mochammad Iqbal

This research aimed at determining the validity of interactive multimedia on the nerve system material that had been developed and finding out the students’ response to the interactive multimedia. This was a developmental research (Research and Development) followed by a small group test on the eleventh-grade students of SMAN Ambulu totaling 9 students. The students were selected based on their ability level; 3 students with high ability level, 3 students with moderate ability level and 3 students with low ability level. The data collection techniques used were experts' validation sheets and questionnaires. The design of the interactive multimedia in this research was 4D (define, design, develop and disseminate) model developed by Thiagarajan (1974). The developmental procedure of 4D consists of 4 stages: (1) define, (2) design, (3) develop and (4) disseminate. The results showed that the validity of the developed interactive multimedia reached 82.9% according to the content expert, 86.3% based on the learning expert, 88,3% based on the learning media expert, and 82.7% based on the teacher’s (user) perspective. The results of small group test revealed that the legibility and the level of difficulty were 81.99% or in the good category,  and student response score was 83.55%, it means that student had positive response toward the use of developed media in their learning.   Keywords: interactive multimedia, 4D, expert validity.


2016 ◽  
Vol 6 (1) ◽  
Author(s):  
Ivan Lauren ◽  
Fauziyah Harahap ◽  
Tumiur Gultom

This research was aimed to develop a Genetics Practical Guidance book Based on Science Process Skills which feasible empirically according to content and design expert. This Genetics Practical Guidance book was developed integrated to 11 components of science process skills in each practicum activity. This science process skills allowed students to explore the information in the form of facts and concepts of science. This study was conducted from April 2016 to August 2016. This research and development used Borg and Gall model. However this study was limited to validation from content expert and design expert. Validation to content experts was carried out to assess the feasibility of the contents, feasibility of the presentation, and the feasibility of science process skills components on the product. Validation of design experts carried out to assess the feasibility of the design of cover, cover typography, content design and content illustration on practical guidance book. Data validation was analyzed descriptively qualitative.The result shown that according to conten experts the product has average percentage of 88.2% with very good criteria, where as validation from design expert shown the average percentage of 88.3% with very good criteria. As the conclusion Genetics Practical Guidance book based on Science Process Skills is feasible empirically based on content and design expert to be continue to the next steps.


2021 ◽  
Vol 56 (3) ◽  
pp. 436-445
Author(s):  
Ismail Thoib

This study aims to develop a critical collaboration-oriented constructivist learning model to improve students' social-spiritual skills. It boosts the urgency that most educators currently believe the online learning model does not improve students' social and spiritual skills. The development is carried out using the Assure model developed by Smaldino, Russell, Heinich, and Molenda. The developed model followed six steps, namely: (1) analyzing the characteristics of students, (2) setting learning objectives, (3) selecting media, methods, and materials, (4) utilizing teaching materials, (5) involving students in learning activities, and (6) evaluation and revision. The research process was carried out at UIN Mataram, involving one content expert, one design expert, five students in individual trials, nine students in small group trials, and 40 students in field trials. The results show that the developed learning model had theoretical feasibility of 96.4% for the material and 96% for the learning design. At the same time, the results of the empirical feasibility test showed that the product was empirically feasible with a feasibility level of 85.87% in individual trials, 90.12% in small group trials, and 94.25% in field trials. This study ends with the suggestions to implement the developed learning model in different fields of studies as the discussion of this model is rare while the impacts are beneficial. The discussion on its application and effects on learning achievements and attitudes in different fields of studies will contribute to a broader understanding of the same topic.


Author(s):  
Tom Hapgood

This chapter discusses the reasoning behind the lack of the expected authoring of digital learning objects. It argues that the creation and dissemination of learning objects by university faculty have not occurred as a result of technical hurdles and frightening acronyms, lack of organizational procedures, unclear legal and ownership issues, and the ineffectiveness of “selling” the idea to faculty as part of the promotion and tenure process. The technology, interfaces and storage devices have been in place for some time, waiting for the learning object authors to publish their work. The Pachyderm 2.0 software is discussed as a tool for faculty to utilize. The author hopes that discussing and enumerating the obstacles to learning object authoring and dissemination, combined with the proposal of using the Pachyderm software along with a model of working with organizational information technology (IT) staff, will assist all involved in circulating successful digital learning objects.


2017 ◽  
Vol 1 (5) ◽  
pp. 285-291 ◽  
Author(s):  
Sarah J. Schlesinger ◽  
Michelle Romanick ◽  
Jonathan N. Tobin ◽  
Donna Brassil ◽  
Rhonda G. Kost ◽  
...  

Introduction and MethodsThe Rockefeller Clinical Scholars (KL2) program began in 1976 and transitioned into a 3-year Master’s degree program in 2006 when Rockefeller joined the National Institute of Health Clinical and Translational Science Award program. The program consists of ∼15 trainees supported by the Clinical and Translational Science Award KL2 award and University funds. It is designed to provide an optimal environment for junior translational investigators to develop team science and leadership skills by designing and performing a human subjects protocol under the supervision of a distinguished senior investigator mentor and a team of content expert educators. This is complemented by a tutorial focused on important translational skills.ResultsSince 2006, 40 Clinical Scholars have graduated from the programs and gone on to careers in academia (72%), government service (5%), industry (15%), and private medical practice (3%); 2 (5%) remain in training programs; 39/40 remain in translational research careers with 23 National Institute of Health awards totaling $23 million, foundation and philanthropic support of $20.3 million, and foreign government and foundation support of $6 million. They have made wide ranging scientific discoveries and have endeavored to translate those discoveries into improved human health.ConclusionThe Rockefeller Clinical Scholars (KL2) program provides one model for translational science training.


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