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2022 ◽  
Vol 8 (1) ◽  
pp. 239-246
Author(s):  
Fajryani Simal ◽  
Dahlia Mahulauw ◽  
Marleny Leasa ◽  
John Rafafy Batlolona

This study aimed to analyze the correlation between self-awareness, mitigating learning loss, and student science learning outcomes during the COVID-19 pandemic. Data was collected using a correlational study, a questionnaire, and data analysis using linear regression using the SPSS 16.00 application. The analysis results found that the correlation value or R correlation between self-awareness and learning outcomes was 0.020. The coefficient of determination (R2) was 0.000. In contrast, the regression between learning loss and learning outcomes was R, which was -0.073, the coefficient of determination (R2) was 0.005. The self-awareness regression coefficient on the correlation between self-awareness and learning outcomes is 0.018 or only 0.02%, so the equation becomes Y = 83,287 + 0.018X. In the correlation between self-awareness and learning outcomes, the regression coefficient of learning loss is -.119 or only <0, so the regression equation formed is Y = 94.480 -.199X. Therefore, it can be concluded that self-awareness has no correlation with students' cognitive learning outcomes, and there is no correlation between learning loss mitigation and student learning outcomes during the COVID-19 pandemic


2022 ◽  
Author(s):  
Muayyed J. Juma

Using multimedia inside the English as a foreign language (EFL) lassroom has been anticipated by several researchers and educators recently as a new necessary component of language learning. This is ascribed on the one hand to the continuous advancements in the new technological devices that might be used in presenting the various types of multimedia inside the classroom, and, on the other hand, to the fact that learners have started to acquire new modes of cognitive learning preferences due to their excessive daily use of these devices. This study investigates the appropriateness and practicality of using some animated or dynamic graphs and YouTube movies in teaching the pronunciation of English to Iraqi-Arabic learners of English as a foreign language. The two groups of the subjects who participated in this case study were taught using two different methods of teaching with and without using multimedia. Unlike those who were part of the control group, subjects belonging to the experimental group performed much better in their posttest results (62.31% of the experimental group average percentage and 47.09% of the control group average percentage).


2022 ◽  
Vol 4 (3) ◽  
pp. 111-131
Author(s):  
Christina Long Iluzada ◽  
Robin L. Wakefield ◽  
Allison M. Alford

College instructors desiring classrooms free from learning distractions often enforce personal-technology-use policies to create what they think is an optimal learning environment, but students tend not to favor restrictive personal technology policies. Which type of personal technology classroom environment maximizes student satisfaction, learning, and attention? We surveyed 280 business communications students in two types of classrooms: a personal technology-restricted environment and a free-use environment. We evaluated student perceptions of cognitive learning, sustained attention, and satisfaction with the course as well as the technology policy governing their classrooms. Students believed they achieved greater cognitive learning in non-restricted personal technology classrooms and perceived no significant difference in sustained attention. Although students may be more satisfied with a free personal-technology-use policy in the classroom, overall satisfaction with the course did not significantly differ according to the classroom environment. We discuss the importance of sustained attention and policy satisfaction for enhancing student course satisfaction in classrooms with both technology policy types.


2022 ◽  
Vol 12 (1) ◽  
pp. 26
Author(s):  
Alberto Ferriz-Valero ◽  
Ove Østerlie ◽  
Salvador García-Martínez ◽  
Salvador Baena-Morales

The ubiquity of digital technology in society and school demands that teachers and students explore various pedagogical approaches to make use of those technologies in a fruitful way in order to enhance students’ educational outcomes. One approach emerging in the field of physical education (PE) is the pedagogical approach called flipped classroom (FC). The first purpose of this study was to assess the effects of the application of an FC approach on 284 Spanish secondary PE students regarding learning of the conceptual content of the activity itself, in this case volleyball. The second purpose was to assess how this intervention affected their motivation from an SDT perspective. Through a quantitative approach, positive results were found regarding the positive development of autonomous motivation and cognitive learning among students following an FC approach. These results were compared to a control group following a traditional approach to PE, highlighting the relevance of the methodology applied. The findings of the present study would be valuable for policymakers and stakeholders looking to promote the integration of digital technology into PE as part of enhancing the outcomes of PE for all students and thus contributing to quality and sustainable education.


2022 ◽  
Vol 7 (02) ◽  
pp. 568-580
Author(s):  
Saryandi Saryandi

This research conducted to find out the effect of the demonstration method on the results of learning mathematics during the online pandemic in the fourth grade of SDN Cilaku, Serang City.  The type of research used by the researcher is experimental research, the experimental method with the type of true experiment.  The form taken is Pretest-Posttest Control Group Design.  The instrument used in this study was a test in the form of 30 multiple choice questions as well as student and teacher documentation.  The student population studied in this study were 81 students with 40 students in class IV A and 41 students in IV B.  Based on the results of the study, it can be seen that the results of cognitive learning in Mathematics before being treated using the demonstration method and tested using a pretest, the average value is 46.76.  This value is included in the low category and the majority of students' pretest learning outcomes are 39 students in the low group or can be presented to 45.50%, which is possible because children are less interested in the usual lecture method used by the teacher.  Meanwhile, after being treated using the demonstration method and doing a posttest, it can be seen that the average value changed to 73.82, and this is included in the fairly high category.  The largest value is 100 (very high category).  And the lowest value is 45.00 (very low category).  The majority of students' posttest learning outcomes are in the high category, which is 45% or as many as 19 students.  So it can be concluded that this research has the effect of using the demonstration method on learning outcomes of Mathematics in the material of flat shapes in fourth grade students of SDIT Insantama Cilegon because it has an increase in the value of learning outcomes as much as 70%.


2022 ◽  
pp. 1619-1638
Author(s):  
Man-Wai Chu ◽  
Teresa Anne Fowler

The use of computer games in education has been increasing in popularity during the past decade. Game-based learning environments are designed to teach specific knowledge content and skill-based learning outcomes using game elements. One main reason for using game-based learning environments is to increase student motivation and engagement while teaching learning outcomes. Many of the game-based learning environments are designed so that students will reach maximum flow, which is defined as students being so completely immersed in that game that they do not notice that they are learning. These learning environments have been shown to improve many behaviour and cognitive learning outcomes. While game-based learning has many benefits, some educational researchers have indicated that it is often very costly to develop a complex game-based assessment to teach a few learning outcomes. Hence, in some cases it is more beneficial to approach the use of computer games in education using gamification.


2022 ◽  
Vol 22 (1) ◽  
pp. 142-145
Author(s):  
Subhransu Mohan Nanda ◽  

In the present study, to test the knowledge level of veterinary students on ICT, one hundred and seventy-one items were initially constructed on the basis of promoting thinking rather than rote memorization. It was designed in a manner that could differentiate the well-informed veterinary students from less informed ones. The scores of the respondents were subjects to item analysis to find the item difficulty index and item discrimination index. In the final selection, a total of 34 items with difficulty index between 30 and 80 and discrimination index ranging from 0.30 to 0.55 were selected. The reliability of the knowledge test developed was tested using split half technique. The coefficient of correlation value in split half test was 0.89, which was found to be significant at 1 per cent level of significance. It was found that, the developed knowledge test scale of Veterinary students on ICT was highly stable and can be used for measurement.


2021 ◽  
Vol 5 (4) ◽  
pp. 612
Author(s):  
Dian Nazelliana

SDN Beji Timur 3 is an elementary school in the Depok area. The delivery of cognitive learning material in this school using conventional methods has an effect on the effectiveness of student learning at school. Learning activities have two important elements in the form of teaching methods and learning media and the two are interrelated. The process of selecting teaching methods is also adapted to the learning media. Several aspects need to be considered in relation to the objectives of learning activities, types of tasks. Another aspect is the response of students during learning activities including student characteristics. Learning media has the main function as a tool for educators to teach that is influenced by climate, conditions, and the environment. Efforts to improve effective learning methods to accelerate the learning process so that learning materials are delivered interestingly at the right time. This study answers this learning problem by creating an Android-based learning media application to explain material about the introduction of human anatomy.


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