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2021 ◽  
Vol 6 (4(17)) ◽  
pp. 325-334
Author(s):  
Filduza Prušević-Sadović

We live in a time of intense social change. Technology is advancing every day and is leading to new ways of solving problems, ways of working, as well as the way of coming to knowledge. Digital games as part of modern technology, in addition to being fun, offer the possibility of a different learning concept. Playing digital games, if properly implemented in the teaching process, can have multiple positive effects. If we want to see the teaching of the future, we cannot do that by looking at the teaching of what it is now. We have to watch the children during they play video games. We will see that they are engaged, excited, active as they learn by crossing one level of the game after another. The digital environment has led to the phenomenon that today's children adopt information in a different way than their parents did. Instead of receiving information passively from beginning to end, which was made possible by previous learning technologies such as books, printed materials, television shows, today's children are in an interactive relationship with learning technologies. The application of digital games in teaching enables the encouragement of creativity in children, which is in contrast to the current way of working in schools in which students are mostly offered ready-made solutions. Learning through play is a controlled process of the personal activity of students through which solutions are found and answers to certain questions. The aim of this paper is to point out the influence of digital games on the effects of learning, on the motivation of students, as well as the ways in which they can be implemented in the teaching process. In this way, students' everyday experience in playing digital games, acquired outside of school, could be used for the purpose of transferring and acquiring new knowledge.


2021 ◽  
Vol 1 (2) ◽  
pp. 60-65
Author(s):  
Hangyan Yu

Critical thinking (CT) formation is a complex and abstract process that hasn’t been studied comprehensively by any existing learning model today. Connectivism, a new learning theory of the information era, provides brand new perspectives to learning, thus has gained considerable attention. The purpose of this study is to examine CT formation in the scope of cognitivism by contrasting this theory to the previous learning theories. This study used the key concepts of chaos, network model, ecology, flow inhibitors, and flow accelerators in connectivism to illuminate some areas of the formation of critical thinking that have not been examined fully. In the scope of connectivism, this study also provides constructive suggestions to teachers to facilitate students’ critical thinking cultivation, i.e., introducing some learning materials that might trigger students’ critical analyzing; evaluating students’ learning procedure from a network perspective; paying more attention to students’ CT disposition development and establishing healthy CT ecology, etc.


2021 ◽  
Vol 1 (3) ◽  
pp. 274-281
Author(s):  
AMIRUDDIN AMIRUDDIN

The purpose of this best practice is to find out how the implementation of the PAKEM approach to joint motion in improving the learning memory of class VIII A students of SMP Negeri 1 Anggaberi, Konawe Regency in the discussion of the types of human joints in the subject of Natural Sciences. The results of the learning activities indicate that the application of the Pakem learning approach with joint motion can improve the ability to remember the subject matter of the types of human joints in class VIII A students of SMP Negeri 1 Anggaberi. The results of the quiz on identifying the types of joints in humans before the application of the joint movement grip learning in previous learning activities showed the average percentage of ability to remember materials to identify materials only reached a value of 50%, still below the KKM value set for the types of joints in humans, and increased after learning activities that apply the gripping joint motion approach to the quiz results considering the material on identifying joints in humans, the percentage of analysis of quiz results reaches a value of 85%, above the KKM that has been set on the material for joint types in humans. ABSTRAKTujuan best practice ini adalah untuk mengetahui bagaimana implementasi pendekatan PAKEM  gerak sendi dalam meningkatkan daya ingat belajar  siswa  kelas  VIII A SMP Negeri  1 Anggaberi Kabupaten Konawe pada pembahasan materi  jenis-jenis sendi manusia, mata pelajaran Ilmu Pengetahuan Alam. Hasil kegiatan pembelajaran menunjukkan bahwa penerapan pendekatan belajar Pakem dengan gerak sendi dapat meningkatkan kemampuan mengingat materi pelajaran jenis-jenis sendi manusia pada siswa kelas VIII A SMP Negeri 1 Anggaberi. Hasil kuis mengidentifikasi jenis sendi pada manusia sebelum penerapan pembelajaran Pakem gerak sendi pada kegiatan pembelajaran sebelumnya menunjukkan rata-rata persantase kemampuan mengingat materi mengidentifikasi materi hanya mencapai nilai 50%, masih di bawah nilai KKM yang ditetapakan pada jenis sendi pada manusia, dan mengalami peningkatan setelah  kegiatan pembelajaran yang menerapkan pendekatan Pakem gerak sendi hasil kuis mengingat materi mengidentifikasi sendi pada manusia persentase analisis hasil kuis mencapai nilai 85%, di atas KKM yang telah ditetapkan pada materi jenis sendi pada manusia.


2021 ◽  
Vol 1 (2) ◽  
pp. 154-162
Author(s):  
SRI INDRIYATI

This study aims to describe the results of the ability to write short stories by utilizing serial image media through product creative learning models for class IX students at MTs Negeri 2 Banyumas. From the results of the initial conditions of learning to write short stories before using the media, it was found that the average ability of students in writing short stories was still far from the specified Minimum Completeness Criteria (KKM), which was a score of 72 and above. There are still many students who have not scored 72, which is 41.20%, while those who scored 72 and above are 58.22%. The inability of students to achieve this KKM requires an innovation, namely the use of serial image media through productive creative learning methods in learning to write short stories. So that there is an increase in the value of the results of writing short stories made by students using serial images, namely; the average ability to write short stories of students has increased from before when viewed from the percentage of previous learning outcomes, after using serial image media through productive creative learning methods, the results of learning to write short stories increased to 82.35%. From these results, it can be seen that there are still 17.65% of students who still get a score below 72, while others get a score of 72 and above. This proves that the use of serial image media through product creative learning methods can improve students' abilities in writing short stories. ABSTRAKPenelitian ini bertujuan untuk mendeskripsikan hasil kemampuan menulis teks cerpen dengan memanfaatkan media gambar berseri melalui model pembelajaran kreatif produk pada peserta didik kelas IX MTs Negeri 2 Banyumas. Dari hasil kondisi awal pembelajaran menulis teks cerpen sebelum menggunakan media ditemukan bahwa kemampuan rata-rata peserta didik dalam menulis cerpen masih jauh dari Kriteria Ketuntasan Minimum (KKM) yang ditetapkan, yaitu nilai 72 ke atas. Masih banyak peserta didik yang belum mendapat nilai 72 yaitu 41,20% sedangkan yang mendapat nilai 72 ke atas sebanyak 58,22%. Ketidakmampuan peserta didik dalam mencapai KKM ini membutuhkan sebuah inovasi, yaitu penggunaan media gambar berseri melalui metode pembelajaran kreatif produktif dalam pembelajaran menulis teks cerpen. Sehingga ada peningkatan nilai dari hasil menulis teks cerpen yang dibuat peserta didik dengan menggunakan media gambar berseri yaitu; rata-rata kemampuan menulis teks cerpen peserta didik sudah meningkat dari sebelumnya apabila dilihat dari prosentase hasil belajar sebelumnya, setelah menggunakan media gambar berseri melalui metode pembelajaran kreatif produktif hasil pembelajaran menulis teks cerpen meningkat menjadi 82,35%. Dari hasil tersebut dapat diketahui masih ada 17,65% peserta didik yang masih mendapatkan nilai di bawah 72, sedangkan lainnya mendapat nilai 72 ke atas. Hal ini membuktikan bahwa penggunaan media gambar berseri melalui metode pembelajaran kreatif produk dapat meningkatkan kemampuan peserta didik dalam menulis teks cerpen.


2021 ◽  
pp. 656-669
Author(s):  
Denise L Hope ◽  
Gary D Grant ◽  
Gary D Rogers ◽  
Michelle A King

Introduction: A gamified simulation was integrated as a capstone event for a new Australian undergraduate pharmacy programme. It aimed to consolidate previous learning and deliver an authentic activity aligned with self-determination theory to develop students’ professional identity and enhance their competence, confidence, and collaborative skills. Description: A full-environment immersive simulation was constructed in which teams of final-year pharmacy students competitively managed their own virtual pharmacies over an extended period. Gamification of the simulation aimed to enhance student motivation and engagement while recognising the consequences of clinical and professional decision-making. Evaluation: Four years of gamified simulation encouraged outstanding student attendance and engagement. The quantitative evaluation revealed high student satisfaction (mean 4.7 out of 5) of the host courses, while the qualitative evaluation revealed that intended outcomes were met through the delivery of authentic, consolidated learning and enhancement of student confidence and professional identity. Conclusion: An extended, gamified simulation may provide a transformative learning event.


Author(s):  
Rahmad Risan

The purpose of this study is to identify the use of quizzes for students during online learning. This research is descriptive qualitative research. Data will be collected through questionnaires and interviews on research subjects. The data collected will be analyzed qualitatively to describe the phenomena that occur in the field. Based on data from the research results, there are 47 students (29%) who chose E-learning quiz as a quiz that they often use.; 34 students (22%) who chose Quizizz; 30 students (18%) who chose Google Form Quiz; 23 students (14%) who chose quiz on the website as a quiz that they often get / use in learning; 19 students (11%) who choose Kahoot as a quiz that they often get / use in learning; and five students (3%) who choose Wondershare Quiz Creator as a quiz they often get / use in learning. This study proves that all types of quizzes are very helpful for students to review previous learning materials. In addition, this quiz can attract students to increase the duration of study at home.Keywords:  Identification,  Quiz, Online Learning


2021 ◽  
Author(s):  
Helena Cobos Rius ◽  
Driss Boumeggoti ◽  
Josep Fortó Areny ◽  
Betlem Sabrià Bernadó

Regarded as a social advancement tool, Previous Learning Recognition (RPL) processes' development in cross-border regions should enable the transferring of qualified and Higher Education graduated workforce across territories. Within the project LLL-Transversalis, French universities have been establishing RPL assessement events with international participants (Spanish and Andorran) in order to build a cross-border RPL system in the Pyrenees region. This paper exposes the characteristiques of these unique RPL processes and the results obtained. So far, eleven events have been developed, accrediting students in the domains of Engineering, Tourism and Management. Jurys were compounded on average of 7 members from both academic and professional worlds and observers from Spain and Andorra were present. Feedback from international participants is highly positive. Due to the economic and social crisis caused by Covid-19, cross-border and national RPL could turn out to be an effective way to galvanize human capital growth in the following years, hence the value of this project's actions. Taking advantage of mobility restrictions caused by the sanitary crisis, the first online cross-border RPL events will take place later this year, setting a starting point for further research and innovation on these practices in Spain and Andorra with the help of French institutions.


2021 ◽  
Vol 7 (3) ◽  
pp. 357
Author(s):  
Geterudis Kerans ◽  
Khristoforus Palli Ngongo

This study aims to improve students' social skills through a collaborative learning model in Basic Biology courses. This is a research and development (R&D) study. This research consists of six stages, namely: (1) a preliminary study which is evaluative and explorative in nature toward the previous learning model, (2) designing a conceptual model, (3) validating the model, (4) testing the conceptual model, (5) ) revising the results of trials model in order to obtain a final model, and (6) composing the research reports. The development of a collaborative learning model can improve students' social skills. The increasing of students’ social skills can be seen from the skills of students while working in groups, respecting each other's opinions, helping each other in completing assignments and reminding each other in making notes in each other's books and the distribution of tasks during presentations so that each group member has the opportunity to speak


2021 ◽  
Vol 2 (1) ◽  
pp. 33-46
Author(s):  
Syifa Nur Rakhmah ◽  
Lusa Indah Prahartiwi ◽  
Dea Kartika Aulia Arawi ◽  
Izzudin Ijtara’a

Abstract   The art of music in learning arts and culture is conveyed by the medium of sound or tone, either the human voice or the sound of a musical instrument. One of the learning materials for the art of music is ensemble music. An ensemble is playing music together using several musical instruments and then playing a song with a simple arrangement. A good learning process is needed. Teachers and teachers of SMP PGRI Babelan experienced obstacles in the delivery of ensemble musical instrument material. Less effective learning media has an impact on students' understanding of the material. Therefore, an alternative solution for technological innovation is to create interactive website-based learning media to make learning easier. The almusan educational web is designed using images, videos, including musical instruments simulators that will make it easier for students and teachers to understand and understand compared to previous learning methods. With the existence of musical instruments, it virtually increases students' interest in learning ensemble musical instruments with the concept of theoretical and practical assessment.   Keywords: Ensemble, Learning Media, Educational Website   Abstrak   Seni musik dalam pembelajaran seni budaya di sampaikan dengan media suara atau nada, baik suara manusia atau suara alat musik. Salah satu materi pembelajaran seni musik yaitu musik ansambel. Ansambel adalah bermain musik secara bersama – sama dengan menggunakan beberapa alat musik dan kemudian memainkan lagu dengan aransemen yang sederhana. Proses pembelajaran yang baik sangat di butuhkan. Guru maupun pengajar SMP PGRI Babelan mengalami kendala terhadap penyampaian materi alat musik ansambel. Media pembelajaran yang kurang efektif berdampak kurang nya siswa memahami materi. Maka dari itu solusi alternatif inovasi teknologi yaitu  menciptakan media pembelajaran berbasis website yang interaktif supaya memudahkan dalam pembalajaran. Web edukasi almusan dirancang dengan menggunakan gambar, video disertakan alat musik simulator yang akan memudahkan bagi siswa dan guru  untuk mengerti dan memahami dibandingankan dengan metode pembelajaran sebelumnya. Dengan adanya alat musik secara virtual meningkatkan minat siswa untuk memepelajari alat musik ansambel dengan konsep penilian teori dan praktek.   Kata kunci: Ansambel, Media Pembelajaran, Web Edukasi


2021 ◽  
Vol 5 (1) ◽  
pp. 23
Author(s):  
Rois Hidayah Darojat ◽  
Zukhaira Zukhaira

This research is motivated by the introduction of Arabic at the Kindergarten/RA level, but the lack of effective and attractive media for the introduction of Arabic vocabularies in visual forms to children. The purposes of this reasearch are: (1) analyzing the teachers’ needs for the Lauhul Qilab (Flip Chart) media, (2) designing the prototype of Lauhul Qilab (Flip Chart) media, (3) analyzing the results of expert validation and improvements to the prototype of Lauhul Qilab (Flip Chart) media, and (4) analyzing the SWOT of the previous learning media with Lauhul Qilab (Flip Chart) media for the introduction of Arabic vocabularies. This research uses a Research and Development method. The stages passed in this research consist of five stages which encompass potentials and problems, data collection, product design, design validation, and design improvements. The subjects incorporated in this research are teachers and children of Kindergarten/RA in Semarang. The results of this research are: (1) the teachers want the development of 3-dimensional visual media for the introduction of Arabic vocabularies in group B in the Kindergarten. (2) The Lauhul Qilab (Flip Chart) media prototype is shaped like a sitting calendar which contains a front page title, instructions usage, material, and developer profile. (3) The results of expert validation include the aspects of material feasibility, language feasibility, presentation feasibility, and graphic feasibility with an overall average value of 87.20 (very feasible). (4) The Lauhul Qilab (Flip Chart) is one of the means of 3-dimensional visual media for the introduction of Arabic vocabulary that can complement the media that have been used by previous teachers, and it can increase children's creativity and interest in learning Arabic.


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