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2022 ◽  
Vol 7 (1) ◽  
pp. 59-72
Author(s):  
Shera Jouflin ◽  
Mohd Hanafi Bin Mohd Yasin

Tahap persekitaran fizikal bilik darjah memberi kesan kepada pelaksanaan proses pendidikan. Kajian ini dijalankan bagi mengenal pasti indeks keselesaan bagi persekitaran fizikal pembelajaran Program Pendidikan Khas Integrasi (PPKI), indeks keselesaan guru dalam pengajaran dan pembelajaran serta cadangan-cadangan penambahbaikan bilik darjah PPKI di daerah Kota Kinabalu. 80 orang sampel guru PPKI telah dipilih secara pensampelan bertujuan. Soal selidik kajian diadaptasi daripada Inventori Kesejahteraan dan Keselesaan Pembelajaran (IKKP) dan Inventori Persekitaran Fizikal Bilik Darjah (IPFBD). Penyebaran soal selidik dilakukan secara atas talian melalui “Google Form”. Statistical Package for the Social Science (SPSS) versi 26 digunakan untuk menganalisis dapatan kajian secara analisis deskriptif. Dapatan kajian menunjukkan indeks keselesaan persekitaran fizikal bilik darjah PPKI daerah Kota Kinabalu adalah tinggi (M=3.94, SP=0.627) dan Indeks keselesaan guru terhadap pengajaran dan pembelajaran turut mencatat indeks yang tinggi (M=3.90, SP=0.688). Analisis pada soal selidik terbuka mendapati keselesaan persekitaran bilik darjah dapat ditingkatkan melalui penambahbaikan pada aspek perabot, ruang pembelajaran, bilangan murid, pencahayaan, kualiti udara dan warna dinding bilik darjah. Kajian ini adalah berasaskan Teori Kebajikan Sosiologikal Allardt dan Universal Design Learning (UDL). Implikasi daripada kajian ini, pemegang taruh boleh membuat penilaian dan penyelenggaraan pada fizikal bilik darjah PPKI bagi mewujudkan persekitaran pembelajaran yang kondusif.


2022 ◽  
pp. 385-409
Author(s):  
Pejman Sajjadi ◽  
Olga De Troyer

Empirical research that draws a framework on how the theory of MI could be incorporated in (learning) games is non-existent. Furthermore, the theory of MI fits well into the concept of individualization, as it distinguishes between individuals in terms of their abilities. In light of this, the chapter reports on the first evidence-based set of mappings between this theory and fundamental constructs of games known as mechanics. These mappings can be utilized by designers in the individualization paradigm of player-centered game design as guidelines on what mechanics to include in their design when targeting an audience with specific MI profiles. Such individualization can potentially positively affect the game experience of players while establishing the proper frame for affecting learning. As such, these mappings, available in form of a recommendation tool, act as guidelines on how to design (learning) games while considering the intelligences of the target audience.


2022 ◽  
Vol 13 (1) ◽  
pp. 84-102
Author(s):  
Alil Rinenggo ◽  
Intan Kusumawati ◽  
Zaenul Stiyawan ◽  
Sutiyono Sutiyono

This writing aims to describe the roles and strategies of the families, communities, schools, and state for anti-corruption education. Techniques for data collection was literature studies. The results of the study show that anti-corruption education in the family, school, community and state must be put into effects together. The role of the families is to educate children by example, habits, and dialogue. The employed strategy is to make use of the religion, society and culture, socialization and education, as well as the economy. People need to learn about corruption to improve the bureaucracy, understand their rights and obligations as smart and good citizens, and fully cooperate and commit. Schools need to design learning modules by developing anti-corruption values, such as core values, attitude values, and work ethic values. The strategy used by the school is to develop an environment-based anti-corruption PPKn learning model through cooperative learning. The state needs to implement a culture of shame in the government, include anti-corruption education in basic to higher education, and formulate social sanctions for corruption.


2022 ◽  
pp. 662-704
Author(s):  
Mario Martinez-Garza ◽  
Douglas B. Clark

The authors apply techniques of statistical computing to data logs to investigate the patterns in students' play of The Fuzzy Chronicles and how these patterns relate to learning outcomes related to Newtonian kinematics. This chapter has two goals. The first goal is to investigate the basic claims of the proposed two-system framework for game-based learning (or 2SM) that may serve as part of a general-use explanatory framework for educational gaming. The second goal is to explore and demonstrate the use of automated log files of student play as evidence of learning through educational data mining techniques. These goals were pursued via two research questions. The first research question examines whether students playing the game showed evidence of dichotomous fast/slow modes of solution. A second research question investigates the connection between conceptual understanding and student performance in conceptually-laden challenges. Implications in terms of game design, learning analytics, and refinement of the 2SM are discussed.


2021 ◽  
Vol 2 (2) ◽  
pp. 147
Author(s):  
Ari Ariansyah ◽  
Sugiatno Sugiatno ◽  
Bistari Bistari

This research aimed to determine how to overcome student learning barriers in the material of one-variable linear equations using didactical design with scaffolding in class VIII of SMP Negeri 4 Sungai Raya. The form of research used in this study was didactical design research. The data source of this study were students of class VIII B of SMP Negeri 4 Sungai Raya and the data were the initial and final test answer sheets and the results of interviews. The results showed that didactic design with scaffolding can overcome student learning barriers. Before being given a didactical design with scaffolding students were not able to made mathematical models in the form of story problems, students were not able to equivalent and classify similar terms, the incompatibility of the problem solving steps ordered by the completion steps done by students, students cannot solve the problem comes to the simplest form, and students made mistakes in calculating the value of a count operation. After being given a didactical design with scaffolding students have been able to make mathematical models in the form of story questions, students have been able to equivalent and classify similar terms, the problem solving steps ordered with the completion steps done by students are appropriate, students can already solve the problem to the simplest form, and students are able to calculate the value of a calculated operation correctly even though there are a few operating errors in some problems. Keywords: Didactical Design, Learning Obstacles, Scaffolding


Author(s):  
Ahmad Marzuq ◽  
Ninuk Lustiyantie ◽  
Uwes Chaeruman ◽  
Ihwan Rahman Bahtiar ◽  
Puti Zulharby

This article aims to describe the application of learning the Arabic Language Learning Media course that combines blended-learning, project-based learning and the OLSi Model (Own it, Learn it and Share it). The learning outcomes of this course is the ability of students to design learning media in accordance with the material and learning objectives set out in the lesson plan. Blended-learning is combined to adapt to the conditions of distance learning carried out during the covid-19 pandemic. Project-based learning is expected to encourage students to produce good learning media products. The Own it, Learn it and Share it (OLSi) model aims to foster a sense of belonging in students towards the course, encourage independent learning processes and produce certain products that can be shared with others outside the classroom. Mixed learning, project-based learning and the OLSi model are quite effective in increasing students' motivation, sense of belonging and responsibility in achieving the learning objectives of the Arabic Language Learning Media course.


Author(s):  
N. Lazaryan

The article discusses innovations in educational technology that have replaced traditional Methods of learning. Innovation involves all facets of the didactic process. Types Organization, content and learning technologies, teaching and learning. BasicInteractive learning technologies, design learning technologies, computer technologies Forms and methods of interactive technology learning are identified and described. In particular: the problem of lecture activities, seminar - discussions, educational discussions, "brainstorming "assault, didactic games, etc.


2021 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Septian Nur Ika Trisnawati

Lack of optimized in using infrastructure and media to support a learning process is the basic of this research. The aims of the research is to understand the student’s learning result, develop and describe the effectiveness of Learning management system schoology as learning media in IPA (Science) subject in terms of student learning outcomes, in X grade of Business Management program SMK Muhammadiyah Delanggu. The methodology of this research is using Research and Development Method (RnD), with design learning model ADDIE (Analysis – Design – Development – Implementation – Evaluation).The try out of the research show indicated that Learning management system schoology media effective to increase score of student learning, it can be seen from the pretest average student learning value 44,85 become 88,79 in posttest with significance (α) 5% or 95% level of trust.


Author(s):  
María Gloria Del Río-Cidoncha ◽  
Rafael Ortiz-Marín ◽  
Alfonso Martínez-Del Río ◽  
Juan Martínez-Palacios
Keyword(s):  

2021 ◽  
Vol 11 (2) ◽  
Author(s):  
Padhila Angraini ◽  
Rully Charitas Indra Prahmana ◽  
Masitah Shahrill

Geometry is one of the essential mathematics materials, such as square and rectangle. However, most elementary school students experience difficulty in understanding it due to the abstractness of the geometric material. Furthermore, teachers teaching in the remote areas of Indonesia still encounter problems exploring this abstract material to make students understand caused by the limited learning resources. On the other hand, students in remote areas are familiar with traditional games, such as Macanan. Hence, the objective of this study is to design learning activities utilizing Macanan game in assisting students understand the concept of the perimeter and area of squares and rectangles for fourth-grade students. A design research approach was implemented and performed at one of the elementary schools in Jambi, Indonesia. The research results presented that Macanan could be a context for a starting point in this learning design of both square and rectangular learning. Employing this context, it would be fun, enjoyable, and easy to understand the perimeter and area of squares and rectangles for students. This game could be a context for teachers in remote areas in teaching geometry and be a reference for identifying other contexts which can make mathematics learning easy in remote areas.


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