learning effectiveness
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2022 ◽  
Vol 12 ◽  
Author(s):  
Hong-Ren Chen ◽  
Wen-Chiao Hsu

Flipped learning could improve the learning effectiveness of students. However, some studies have pointed out the limitations related to flipped classrooms because the content of the flipped course does not vary according to the needs of the students. On the other hand, adaptive teaching, which customizes the learning mode according to the individual needs of students, can make up for some of the shortcomings of flipped teaching. This study combines adaptive teaching with flipped teaching and applies it to face-to-face classroom activities. The purpose of this research is to explore whether the implementation of flipping and adaptive learning in a computer programming course can improve the learning effectiveness of students. The experimental subjects of this study are the sophomore students in the Department of Information Management. The flipped classroom with adaptive instruction has been realized in the limited course time. This study uses questionnaires to collect pre- and post-test data on the “learning motivation” of students. The learning effectiveness was evaluated based on the students' previous programming course (C language) and the semester scores of this course. Research results show that the post-test “learning motivation” has improved overall compared with the pre-test, and the learning effect is significant. The results of this research not only prove the effectiveness of modern teaching theories in programming courses but also lay the foundation for future teaching design.


2022 ◽  
Vol 8 (1) ◽  
pp. 183-187
Author(s):  
Dei Gratia Kanthi Nabella ◽  
Kusumawati Dwiningsih

This study was conducted to know the worthiness of learning media mobile learning (M-Learning) is increasing students' learning effectiveness. Research and Development (R&D) has adapted the method used. The research was conducted involving 26 students and three validators. The validator consists of 1 lecturer as a media expert lecturer, one material expert, and one chemistry teacher. Based on the study results, the results obtained media validity of 93%, and the effectiveness of the media in terms of increasing student scores as much as 41.9%. So that the android-based M-Learning product developed can be said to be feasible and can be implemented in chemistry learning on voltaic cell sub materials.


Author(s):  
Yudho Ramafrizal S ◽  
Teni Julia Somadi

The title of this study is the Effect of Student Reading Literacy Level on Learning Effectiveness (Survey on Introduction of Accounting Class X Accounting at SMK Negeri 3 bandung academic year 2021-2022). This research aims to (i) find out the level of student read literacy in Introduction of Accounting of class X Accounting at SMK Negeri 3 bandung (ii) to know the level of learning effectiveness Introduction of Accounting of class X Accounting at SMK Negeri 3 bandung (iii) knowing the magnitude of the influence of students' reading literacy levels on the effectiveness of learning in Introduction of Accounting of class X Accounting at SMK Negeri 3 bandung. In this study the authors used quantitative approach methods using survey research methods, with a population of 30. To seek influence, The data analysis used is a simple linear regression analysis using IBM SPSS Statistics Version 24.0,descriptive analysis ofreading literacy level with a weight of 37.97 and an average value of 3.80, and theeffectiveness of learning with a sum weight of 40.03 and an average value of 4.00, on a simple linear regression test there is a regression coefficient value obtained is 0.580, and the determination coefficient valueis obtained the number R (correlation coefficient) or the relationship number between variable X to variable Y of 0.557 or 55.7%. The amount of contribution made by the variable level of reading literacy can be seen from the number in R Square which is 0.310 which means that the level of reading literacy affects the effectiveness of learning by 31.0%. While the other 69.0% was influenced by other factors outside of the research conducted.


Sensors ◽  
2022 ◽  
Vol 22 (1) ◽  
pp. 389
Author(s):  
Chi-Yi Tsai ◽  
Yu-Cheng Lai

Programming is a skill that requires high levels of logical thinking and problem-solving abilities. According to the Curriculum Guidelines for the 12-Year Basic Education currently implemented in Taiwan, programming has been included in the mandatory courses of middle and high schools. Nevertheless, the guidelines simply recommend that elementary schools conduct fundamental instructions in related fields during alternative learning periods. This may result in the problem of a rough transition in programming learning for middle school freshmen. To alleviate this problem, this study proposes an augmented reality (AR) logic programming teaching system that combines AR technologies and game-based teaching material designs on the basis of the fundamental concepts for seventh-grade structured programming. This system can serve as an articulation curriculum for logic programming in primary education. Thus, students are able to develop basic programming logic concepts through AR technologies by performing simple command programming. This study conducted an experiment using the factor-based quasi-experimental research design and questionnaire survey method, with 42 fifth and sixth graders enrolled as the experimental subjects. The statistical analysis showed the following results: In terms of learning effectiveness, both AR-based and traditional learning groups displayed a significant performance. However, of the two groups, the former achieved more significant effectiveness in the posttest results. Regarding learning motivation, according to the evaluation results of the Attention, Relevance, Confidence, and Satisfaction (ARCS) motivation model, the AR-based learning group manifested significantly higher levels of learning motivation than the traditional learning group, with particularly significant differences observed in the dimension of Attention. Therefore, the experimental results validate that the proposed AR-based logic programming teaching system has significant positive effects on enhancing students’ learning effectiveness and motivation.


2021 ◽  
Vol 42 (6) ◽  
pp. 721-740
Author(s):  
Yun Hyun Pack ◽  
Na Ya Choi ◽  
Bokyung Kim

Objectives: This study investigates the effects of teaching material presentation methods and young children's visual and auditory working memory capacity on their learning effectiveness. It also suggests effective instructional design and teaching-learning methods suitable for children’s information processing characteristics.Methods: Participants included 86 five-year-old children enrolled in kindergartens in Seoul, Gyeonggi, Incheon, and Daejeon. Three categories of teaching materials with different presentation methods were created. Participants were randomly assigned to one of the category groups, and participated in learning activities. After the activities, learning effectiveness, working memory, and attention were measured. Data were analyzed using SPSS 20.0.Results: Results indicated that children’s learning effectiveness differed according to the teaching material presentation method. Higher learning effectiveness was observed when auditory and visual information was presented concurrently rather than sequentially, but learning was not affected by the sequential order. The groups with larger auditory working memory capacity and larger visual working memory capacity achieved higher learning effectiveness than did their respective counterparts. Additionally, learning effectiveness was greater for children with larger auditory working memory capacity when presented with auditory information before visual, and for those with larger visual working memory capacity when presented with visual information before auditory.Conclusion: The study results enhance foundational knowledge related to individual differences in young children's visual and auditory information processing abilities. Moreover, this study has practical implications for developing instructional materials and proposals suitable for young children’s individual information processing characteristics.


2021 ◽  
Vol 12 ◽  
Author(s):  
Ping Wang ◽  
Teng Ma ◽  
Li-Bo Liu ◽  
Chao Shang ◽  
Ping An ◽  
...  

To solve the problem that lack of interaction in online courses affects motivation and effectiveness of students’ learning, smart interactive tools were introduced into the online Neurobiology course. This study aimed to evaluate the students’ satisfaction with online teaching mode and assess the academically higher and lower performing students’ learning effectiveness in the online course optimized with smart interactive tools compared to face-to-face learning. Descriptive statistics and independent t-tests were used to describe student samples and determine the differences in students’ satisfaction and performance. Reflections of students’ satisfaction revealed that about 65.8% were satisfied with the learning involvement and about 60.5% were satisfied with the class interaction. Almost two-thirds of the class agreed that the smart interactive tools applied in the online course could help them attain their learning goals better. Among all the smart interactive functions, the class quiz was the most effective one in helping students grasp the main points of the course. No significant differences were found between the two teaching modes in the overall and academically higher or lower performing students’ final exam average scores. Compared to each band score of such two teaching modes, no one failed to pass the final exam in the online course, however, three lower-performing students who were taught in the traditional course failed. This study suggested that optimized online teaching with smart interactive tools could produce the same learning effectiveness for the academically lower-performing students as for the higher-performing students. Meanwhile, the instructors could know the learning status in which each student was and perform personalized guidance and improve exam passing rate accordingly.


2021 ◽  
Vol 4 (2) ◽  
pp. 263-276
Author(s):  
Trinovandhi Setyawan ◽  
Nurcholis Istiawan

This study aims at determining university students’ perceptions on the use of Virtual Learning Environment (VLE) in Scouting Course, specifically focusing on the learning effectiveness and interactivity aspects. VLE based learning has been implemented in the even semester of 2020 during the pandemic of Covid-19. This descriptive qualitative study took 40 students of Physical Education, Health, and Recreation Study Program of IKIP Budi Utomo Malang as the research sample. The results of the questionnaire analysis showed positive perception from the students in regard to Scouting Course using VLE, seen from the aspects of learning effectiveness (76.2%) and learning interactivity (80.4%). However, there were some challenges in achieving a more conducive virtual learning environment. For instance, the unstable network conditions, lack of students' initial knowledge of ICT, incompatible devices with the default system of VLE application, and one-way learning (predominantly assignments). Nevertheless, further research on the effectiveness of other VLE applications and student learning strategies are suggested.


Author(s):  
Ritanjali Panigrahi ◽  
Praveen Ranjan Srivastava ◽  
Prabin Kumar Panigrahi ◽  
Yogesh K Dwivedi

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