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2022 ◽  
Vol 2022 ◽  
pp. 1-7
Author(s):  
Shuo Zhou

Mobile learning has become an efficient way to meet the needs of work learning in the epidemic situation because of its convenience, flexibility, and freedom. This paper studies and discusses the impact of mobile learning on learning education and preschool education in the epidemic. A mobile learning community resource sharing algorithm is used to explore the speed of the online learning community to obtain learning resources. The advantages of online learning are analyzed by comparing the speed of learning resources obtained in ordinary groups. In this research, the random offloading algorithm (ROA) is proposed to analyze the student response. The results revealed that majority of the students believed that mobile learning helps in learning subjects to a greater extent.


2022 ◽  
Vol 8 (1) ◽  
pp. 156-162
Author(s):  
Salsabila Syifaunnida ◽  
Agus Kamaludin

The chemistry practicum activity in school is impossible due to the COVID-19 pandemic, whereas practicum is very important to train soft skills and understanding of chemistry materials. This research aimed to develop 5-e learning cycle-based simple chemistry practicum guideline module for students of class XI. The development model used was a 4-D development model. The quality of the product was assessed by one material expert, one media expert, five reviewers (chemistry teachers of high school), and responded by ten students of high school. The instruments used in the research were product quality assessment sheets using a Likert scale and student response sheets, in the form of a questionnaire, using the Guttman scale. The characteristics of the developed practicum module were in the form of a practicum module for hydrocarbons, thermochemistry, reaction rates, and chemical equilibrium, using simple tools and chemicals; being combined with the 5-e learning cycle model. The quality assessment on the practicum module, which was carried out by one material expert, media experts, and reviewers, gained 88.89. 95.83. and 94.00%. All assessments got a score with Very Good score. From these results, it can be concluded that the developed product is feasible to be used as a practicum guideline.


2022 ◽  
Vol 2 (1) ◽  
pp. 31-37
Author(s):  
Nuryadi Nuryadi ◽  
Ahmad Fitriadhy ◽  
Nafida Hetty Marhaeni

Education and culture play an important role in developing the noble values of a nation that have an impact on the formation of human character. However, the reality is that cultural values and character are increasingly eroding based on current phenomena. For this reason, it is necessary to have teaching materials that integrate character and cultural education to prevent this from being eroded. One that can bridge between culture and character-based education is ethnomathematics. For this reason, this study aims to develop teaching materials in the form of the friend app application to improve student character education through good quality puppet characters seen from the criteria of validity and practicality. This type of research is Research and Development (R&D) which refers to the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). This research was conducted in class VIII SMP Negeri 2 Godean. In addition to students, the source of data in this study is a validator. The instruments used were the KaWan app, material expert validation questionnaire, media expert validation questionnaire and student response questionnaires. The results showed that the validity aspect was categorized as very good from the material expert and media expert validator and the practicality aspect was categorized both for small-scale trials and large-scale trials. So, KaWan apps based on character education for wayang figures to improve character education are declared suitable for use. This research will still be continued to achieve the effective criteria.


2022 ◽  
Vol 6 (1) ◽  
pp. 234-247
Author(s):  
Armi Parlusi Putri ◽  
Susda Heleni ◽  
Atma Murni

This research is a development research (R&D) with the aim of producing an interactive mathematics learning media based on Articulate Storyline that meets the valid and practical requirements to assist grade IX students of SMP/MTs in understanding geometry transformation material and facilitating student learning independence. This development research uses the Borg and Gall development model which consists of ten stages, but in this study only reached stage seven, namely: (1) potential and problems; (2) data collection; (3) product design; (4) design validation; (5) design revision; (6) product trial; and (7) product revision. Researchers explore potentials and problems through interviews, observations, questionnaires, and literature studies. Learning media and guidebooks were validated by three validators. The instrument used was a learning media validation questionnaire and a learning media guide book validation questionnaire. The average value of learning media validation is 3.37 with a very valid category and the average value of guide book validation is 3.52 with a very valid category. The learning media was tested on six students of class IX SMP, the instruments used were student response questionnaires and student learning independence questionnaires. The product trial result was 0.96 with a very practical category and very well facilitated student learning independence of 84.33%.


2022 ◽  
Vol 6 (1) ◽  
Author(s):  
Windi Yuliani

 DEVELOPMENT OF PICTURE STORY BOOKS AS LEARNING MEDIA Windi [email protected] UniversityABSTRACTThe background of this research is that the level of the education unit which is considered the basis for the cultivation of knowledge is at the elemntary school. Education pursued in basic education will be the foundation for the next education process. This study aims to develop a picture book of “Batu Belah Batu Betangkup” and to find out the feasbility of the picture story book. This picture book product is made using the cup studio paint application. The research method used is the 4D model consisting of four stages, namely difine, design, development, and dessiminate. Data collection was carried out using a questionnaire, the research instrument used had gone through a validation process with a validator. The type of data generated is quantitative data which is analyzed using the assessment criteria guidelines to determine the quantity of the product. Validation results from experts state that the pictorial story book product “Batu Belah Batu Betangkup” developed by the researher is very suitable for use. Expert assessment of product design with an average percentage pf 88,91% with a very feasible category, assessment of linguists with an average percentage of 95,8% with a very decent category, and field users based on the product with an average percentage of 95,83% and language assessment with an average percentage of 95,5% in the very feasible category and the student response product frial obtained 91,5% with the very good category.


2022 ◽  
Vol 16 (1) ◽  
pp. 16-21
Author(s):  
Tuti Kurniati

Teachers must have competency standards in carrying out their duties. The competencies that must be possessed by professional teachers are pedagogic competence, professional competence, personal competence and social competence. In order for students to master the four competence and basic skills of teaching it is necessary to develop modul materials based on instructional approach learning. The purpose of this research is to develop modul materials. Ths research following 3D model of Thiagarajan which consists of the definition stage, the design stage and the development stage.  The result of the research shows are the validity of the material aspect is 97.5% and the media is 87.5% in valid criteria. Practicality based on the value of the student response questionnaire in the individual trial was 95.8% and the small group test wa 89.6% which was considered very practical.


2022 ◽  
Vol 1 (3) ◽  
pp. 148-156
Author(s):  
Sulastri Sulastri ◽  
Sukestyarno YL ◽  
Nurhasanah Nurhasanah

Educational games are simulation-based media designed to simulate existing problems so that the essence of knowledge is obtained that can be used to solve problems. This study aims to produce a Character Education Strengthening device product in the form of a syllabus, teacher guide book, student guide book assisted by appropriate educational games, which have a level of product validity and practicality. Obtaining the product begins with conducting a preliminary study through literature studies, learning observations, testing to validators, limited-scale trials, revisions, products, main-scale trials, and final products. This study uses the type of research and development with the flow of Borg & Gall with stages from preliminary studies to field trials. The data collection instruments used were validation sheets, student response questionnaires, teacher responses, and observation sheets for the teacher's ability to use the product. The results showed that the product development in the form of a syllabus supplement obtained a score of 82.75%. At the same time, the product development of the Character Education Strengthening guidebook for teachers got a validation value from the validator of 84.66%. It obtained a validation value from the validator of 81.23%. Experimental test data for student responses scored 83.80%, and teacher responses reached 86.90%. It means that the development product falls into the very valid, very practical, and feasible.


2022 ◽  
Vol 2 (3) ◽  
pp. 122-133
Author(s):  
Marzuki Ahmad ◽  
Dwi Putria Nasution ◽  
Sabri Sabri

This study aims to describe the ability to understand mathematical concepts, activities and student responses in learning mathematics with realistic mathematics education approach. To achieve this goal, a quasi-experimental study was conducted with one group pretest posttest design. The population of the study was the eighth grade students of SMP Negeri 4 Angkola Timur, sampling by purposive sampling, namely class 8-2, totaling 26 students. Research activities include the stages of giving the Pre-test followed by learning for 3 meetings which then ends with a final test. Through research conducted using the Paired Samples Test, a significance of 0.00 < 0.05 was obtained, which gave the decision that the initial hypothesis was accepted. Of the 9 aspects of learning activities studied in the application of realistic mathematics education, the overall average value of the percentage of all activities met the active criteria. Furthermore, the average overall student response to being happy, new, interested and understanding/interested in the implementation of realistic mathematics education is 91.11% ≥ 85%. Thus it is concluded that: 1) The implementation of a realistic mathematics education approach has a significant positive influence in learning students' ability to understand mathematical concepts; 2) Student activities in learning mathematics with realistic mathematics education approach are effective; 3) Student responses to learning activities with realistic mathematics education are in the positive category.


2022 ◽  
pp. 903-915
Author(s):  
Funda Ergulec ◽  
Özge Misirli

In this chapter, a game-based student response system, Kahoot!, is investigated. The purpose of the chapter was to analyze instructors and pre-service teachers' perspectives about the use of this platform. The advantages and disadvantages of integrating this tool in the classroom was investigated. Pre-service teachers' feedback and instructors' experiences using Kahoot! in higher education classrooms indicate that pre-service teachers welcome the use of these kind of games. Kahoot! can be used not only to increase student participation in the classroom but also as a formative assessment tool. Kahoot! can provide an engaging learning environment and adds active participation in the classroom by appealing even the most introverted students. In addition, immediate feedback feature of this game-based learning platform provides opportunities for instructors to tailor their instruction based on student understanding on games.


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