process learning
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2022 ◽  
pp. 330-351
Author(s):  
Esra Telli ◽  
Fırat Sarsar ◽  
Martha Cleveland-Innes

This chapter presents a theoretical understanding of emotional presence in online learning. Research findings show that emotions have a crucial influence on successful online learning. The increasing rate of online courses, especially in higher education, makes us reconsider how necessary emotional presence is to participate in the learning process. Learning is not only a teaching or assessment process, but also a social and emotional process. It is therefore crucial to understand how students engage in online learning, and how lecturers and students perceive their emotional presence. This chapter also highlights the importance of emotions expressed by both students and lecturers in online learning.


2021 ◽  
Vol 9 (3) ◽  
pp. 251-256
Author(s):  
Iffa Ichwani Putri ◽  
◽  
Nurul Fauziah ◽  
Yelifra Sari

This study aims to determine the ECL of prospective teacher students during lectures. ECL is obtained from the mental effort of students in attending lectures or teaching and learning processes because it will affect the process of constructing students' cognitive schemas from the information received during the learning process. Learning activities are effective and efficient if the ECL of students is in the low category. Data collection was carried out on biology education students who attended group lectures for pedagogic courses and biological science content in the odd semester 2020/2021. This is a descriptive study which was conducted in March-September 2021, with the determination of the sample, namely purposive random sampling. ECL was measured using a mental effort questionnaire in each course in the learning process. The data obtained were analyzed in the conversion of low to high scores, then compared between semester levels to provide an overview of student ECL. The results showed that the mental effort of prospective teacher students was in the low category. The ECL of prospective biology education teacher students is low.


2021 ◽  
Vol 1 (2) ◽  
pp. 239-247
Author(s):  
KHOIRIYATUL FARIDA

  In essence, every learning process will always be related to the emphasis on mastering certain competencies by students through learning experiences. This implies that in the learning process, learning experiences should be created that are activating students and innovative learning. On the one hand, learning outcomes as a component in learning assessment are not only seen from the number of numbers, but also related to the learning process. If the learning process can run well, the learning outcomes of students can also be better. The results of this Classroom Action Research with two cycles have shown that the application of Problem Based Learning is proven to be able to increase the activity of students which leads to an increase in learning outcomes of Islamic Religious Education and Morals, especially in the Basic Competence of Understanding the Meaning of Manners, Courtesy and Shame in Students. Class IX D SMP Negeri 5 Ponorogo Academic Year 2021 / 2022 . This is based on observations of the learning process which has increased student activity from cycle-1 to cycle-2 and also an increase in student learning outcomes so that classical completeness can be achieved from cycle -1 by 50% to cycle-2 by 88%. ABSTRAKPada hakekatnya setiap proses pembelajaran akan selalu berkaitan dengan penekanan terhadap penguasaan kompetensi tertentu oleh peserta didik melalui pengalaman belajar. Hal ini mengandung pengertian bahwa dalam proses pembelajaran hendaknya diciptakan pengalaman belajar yang bersifat mengaktifkan peserta didik dan pembelajaran yang inovatif. Di satu sisi hasil belajar sebagai salah satu komponen dalam penilaian pembelajaran tidak hanya dilihat dari adanya deretan angka , tetapi juga terkait dengan proses pembelajarannya. Jika proses pembelajaran dapat berjalan dengan baik maka hasil belajar peserta didik juga dapat menjadi lebih baik. Hasil Penelitian Tindakan Kelas dengan dua siklus ini telah menunjukkan bahwa penerapan Problem Based Learning terbukti dapat meningkatkan keaktifan peserta didik yang bermuara pada peningkatan hasil belajar Pendidikan Agama Islam dan Budi Pekerti terutama pada Kompetensi Dasar Memahami Makna Tata Krama, Sopan Santun dan Rasa Malu pada Peserta Didik Kelas IX D SMP Negeri 5 Ponorogo Tahun Pelajaran 2021 / 2022 . Hal ini didasarkan pada pengamatan proses pembelajaran yang mengalami peningkatan keaktifan peserta didik dari siklus-1 ke siklus-2 dan juga adanya peningkatan hasil belajar peserta didik sehingga ketuntasan secara klasikal dapat tercapai dari siklus -1 sebesar 50 % ke siklus – 2 sebesar 88%.


2021 ◽  
Vol 7 (2) ◽  
pp. 115-122
Author(s):  
Prihartini Khoirun Nissa ◽  
Benedikta Lorenza Dheanti

The development of information and communication technology (ICT) based on education can be an opportunity to improve the learning process. Learning in the pandemic era Covid-19 needs media that help teachers and students enthusiasm for learning. The lessons with e-learning are flexible and easy to use. Microsoft Sway 365 is one of the e-learning that can be used because of the features such as presentation, text, images, video, and sound. This study aims to produce e-learning using Microsoft Sway on Dynamic Fluid. This study uses an R&D method with the 4D model but only defines, designs, and develops stages. Media experts and material experts validated the e-learning. The validity test result from content experts showed that the e-learning using sway was feasible with 77.7% and from media experts was feasible with 77.5%. The study concludes that e-learning with Microsoft Sway is flexible, easy to use, can support physics learning with fun, and feasible to be used as a teaching medium that helps students in explanatory activities.


2021 ◽  
Author(s):  
Farshid Rahmani ◽  
Kathryn Lawson ◽  
Alison Appling ◽  
Samantha Oliver ◽  
Chaopeng Shen

2021 ◽  
Vol 5 (1) ◽  
pp. 724
Author(s):  
Suryani M. Laune ◽  
Asri Arbie ◽  
Abd. Wahidin Nuayi

ABSTRAKPenelitian ini dilakukan disekolah SMA Negeri 4 Gorontalo dan bertujuan untuk menghasilkan perangkat pembelajaran yang berkualitas dengan menggunakan model Team Based Learning pada proses pembelajaran daring. Perangkat pembelajaran dikembangkan menggunakan model pengembangan ADDIE. Hasil penelitian terhadap perangkat menunjukan bahwa perangkat tersersebut berkualitas. Perangkat pembelajaran ini valid untuk digunakan dengan sedikit revisi Hal ini dapat dilihat berdarkan rata-rata hasil validasi dengan nilai 3,0-3,4. Efektivitas perangkat pembelajaran dapat dilihat dengan peningkatan hasil belajar siswa yang terdiri dari ranah kognitif pada pertemuan satu sampai pertemuan ketiga diperoleh N Gain iRat 0,66, 0,59, 0,51 dengan kriteria N Gain Sedang,  pada tRat diperoleh N Gain 0,7, 0,66, dan 0,61 untuk ranah sikap dengan rata-rata persentase sebesar 80,44%, serta rata-rata persentase ranah keterampilan sebesar 80,17%, dan hasil pengamatan aktivitas peserta didik selama tiga kali pertemuan yaitu sebesar 81,85% dengan kriteria sangat baik. Perangkat pembelajaran dikatakan praktis dilihat berdasarkan rata-rata hasil persentase keterlaksanaan selama tiga kali pertemuan yaitu sebesar  95%,  serta hasil angket respon guru dan peserta didik terkait perangkat pembelajaran pada proses pembelajaran daring mendapatkan respon positif. Kata kunci: hasil belajar; perangkat pembelajaran; team based learning. ABSTRACTThis research was conducted at Gorontalo State High School 4 and aims to produce quality learning tools using the Team Based Learning model in the online learning process. Learning tools are developed using the ADDIE development model. The results of research on the device showed that the device was of quality. Learning devices are said to be valid for use with a slight revision this can be seen based on the average validation result with a value of 3.0-3.4. The effectiveness of learning devices can be seen by the improvement of student learning outcomes consisting of cognitive realms at meetings one to the third meeting obtained N Gain iRat 0.66, 0.59, 0.51 with the criteria N Medium Gain, on tRat obtained N Gain 0.7, 0.66, and 0.61 for the realm of attitude with an average percentage of 80.44%, as well as an average skill realm percentage of 80.17%,  and the results of observation of student activities during three meetings, namely 81.85% with excellent criteria. The learning device is said to be practically seen based on the average results of the percentage of implementation during three meetings, which is 95%, as well as the results of teacher and student response questionnaires related to learning devices in the online learning process get a positive response. Keywords: learning outcomes; learning devices; team based learning.


2021 ◽  
Author(s):  
◽  
Brenda Saris-Brandon

<p>The focus of this thesis is on visual communication design (VCD) students’ engagement with creative design process learning within a transnational context. The context is an international partnership between a higher education institution in New Zealand and Hunan City University (HNCU) in China. The Chinese government is currently positioned in a third wave of an internationalisation strategy which encourages cooperative agreements with foreign or overseas institutional partners situated within Chinese universities. For design institutions in particular, the Made in China government initiative has led universities to actively engage with design education approaches imported from the west. The aim for Chinese institutions is to encourage student creativity in order to build on government aspirations to move China from a manufacturing, to an innovation and design led economy.   Cultural historic activity theory (CHAT) was used to analyse data from a VCD studio classroom at HNCU in China. A three-level hierarchy of artefacts model was developed for the analysis, which by extention offers a CHAT approach for creative design scenarios. The study had two phases. The first comprised two project-based case studies exploring how creative design process learning occurred when the students were exposed to design thinking. Students were organised into dyads to foster collaborative work for the projects, a branding project, and a cultural project involving illustration design. Data gathered through video stimulated recall interviews with eight dyad participants (sixteen VCD students) and 200 written reflections were analysed. The second phase of the research focused on understanding the cultural and historic pedagogical context. Eight semi-structured interviews were conducted with local teachers at HNCU, and observations were undertaken in Chinese language medium classrooms.  Underpinning the findings, are the ways in which Chinese design education practices at HNCU are shaped by an interweaving of Confucian thought within contemporary social and political tenets (e.g., striving for perfection). The analysis revealed that familiar and unfamiliar learning practices, including previous models encountered by students in the classroom, together with an adjustment to new practices, directly impacted student actions. Imported educational practices resulted in tensions and contradictions between step-by-step and iterative design thinking processes, and collaboration within the division of labour. Non-creative and creative activity outcome conclusions were drawn, and it is argued that a fresh perspective emerged.   A creative craft practice situated within its historic and cultural context exists at HNCU. Key to the idea of creative craft practice is that historic and current sociocultural contexts participate in the creative process and contextual elements such as materiality, and teaching practices which use imitation, repetition and precedents, are assembled. The practice contained deeply intertwined student object-oriented motives of product over process, and productions of excellence or perfection. Over time, the efficacy of these motives, alongside drawing from examples for conceptual development, led to enhanced student agency and engagement. This overall finding challenges the creativity deficit belief about students from China, and the originality syndrome imposed on VCD students. The contribution is timely owing to a dearth of studies about graphic or VCD education in general and the potential influence of transnational teaching on creative design process learning in China.</p>


2021 ◽  
Author(s):  
◽  
Brenda Saris-Brandon

<p>The focus of this thesis is on visual communication design (VCD) students’ engagement with creative design process learning within a transnational context. The context is an international partnership between a higher education institution in New Zealand and Hunan City University (HNCU) in China. The Chinese government is currently positioned in a third wave of an internationalisation strategy which encourages cooperative agreements with foreign or overseas institutional partners situated within Chinese universities. For design institutions in particular, the Made in China government initiative has led universities to actively engage with design education approaches imported from the west. The aim for Chinese institutions is to encourage student creativity in order to build on government aspirations to move China from a manufacturing, to an innovation and design led economy.   Cultural historic activity theory (CHAT) was used to analyse data from a VCD studio classroom at HNCU in China. A three-level hierarchy of artefacts model was developed for the analysis, which by extention offers a CHAT approach for creative design scenarios. The study had two phases. The first comprised two project-based case studies exploring how creative design process learning occurred when the students were exposed to design thinking. Students were organised into dyads to foster collaborative work for the projects, a branding project, and a cultural project involving illustration design. Data gathered through video stimulated recall interviews with eight dyad participants (sixteen VCD students) and 200 written reflections were analysed. The second phase of the research focused on understanding the cultural and historic pedagogical context. Eight semi-structured interviews were conducted with local teachers at HNCU, and observations were undertaken in Chinese language medium classrooms.  Underpinning the findings, are the ways in which Chinese design education practices at HNCU are shaped by an interweaving of Confucian thought within contemporary social and political tenets (e.g., striving for perfection). The analysis revealed that familiar and unfamiliar learning practices, including previous models encountered by students in the classroom, together with an adjustment to new practices, directly impacted student actions. Imported educational practices resulted in tensions and contradictions between step-by-step and iterative design thinking processes, and collaboration within the division of labour. Non-creative and creative activity outcome conclusions were drawn, and it is argued that a fresh perspective emerged.   A creative craft practice situated within its historic and cultural context exists at HNCU. Key to the idea of creative craft practice is that historic and current sociocultural contexts participate in the creative process and contextual elements such as materiality, and teaching practices which use imitation, repetition and precedents, are assembled. The practice contained deeply intertwined student object-oriented motives of product over process, and productions of excellence or perfection. Over time, the efficacy of these motives, alongside drawing from examples for conceptual development, led to enhanced student agency and engagement. This overall finding challenges the creativity deficit belief about students from China, and the originality syndrome imposed on VCD students. The contribution is timely owing to a dearth of studies about graphic or VCD education in general and the potential influence of transnational teaching on creative design process learning in China.</p>


2021 ◽  
Vol 12 ◽  
Author(s):  
Liuxia Pan ◽  
Ahmed Tlili ◽  
Jiaping Li ◽  
Feng Jiang ◽  
Gaojun Shi ◽  
...  

Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into the following categories: infrastructure, resources, theoretical guidance, teacher’s capabilities and acceptance of GBL. In order to solve the above problems, the study constructs a technology enhanced GBL model, from the four parts of learning objective, learning process, learning evaluation, and smart classroom. In addition, this study adopted the Delphi method, inviting a total of 29 scholars, experts, teachers and school managers to explore how to implement GBL in smart classrooms. Finally, the technology enhanced GBL model was validated and the utilization approaches were provided at the conclusion part.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Anchal Patil ◽  
Jitender Madaan ◽  
Vipulesh Shardeo ◽  
Parikshit Charan ◽  
Ashish Dwivedi

PurposePharmaceutical donations are a practical approach to increase medicine availability during disasters such as disease outbreaks. However, often donated pharmaceuticals are inappropriate and unsuitable. This convergence of inappropriate pharmaceuticals is a severe operational challenge and results in environmental hazards. This study explores the pharmaceutical supply chains (PSCs) during a disease outbreak to relieve the negative impact of the material convergence problem (MCP).Design/methodology/approachThis study adopts a situation-actors-process learning-action-performance (SAP-LAP) linkage framework to understand the PSC dynamics. The problem-solving component of the SAP-LAP analysis provides the strategies catering to MCP. The findings from the SAP-LAP helped to develop the causal loop diagram (CLD). This study conducts several experiments on the proposed strategies by integrating CLD into a stock and flow diagram. Later, a disease outbreak case study accessed the pharmaceutical donations effect on PSC performance.FindingsThe study synthesises and evaluates propositions and strategies to incorporate circular economy (CE) principles in PSC. This study proposed two strategies; one to sort and supply and the other to sort, supply and resell. The reuse policy improves humanitarian organisations' finances in the simulation study. This study verified the operational improvement of PSC by reducing the transport and storage burden due to MCP.Originality/valueThis study comprehensively approaches the issue of drug donation and uniquely produced several propositions for incorporating a CE perspective in PSC. The study also proposed a unique simulation approach to model the donation arrivals in response to a disease outbreak using susceptible, exposed, infectious and recovered modelling.


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