The Covid-19 pandemic is increasing, and the online learning system can facilitate learning and make it easier for students and teachers. This research intends to assess the effects of Blend Learning on the learning outcomes of Computer and Basic Network courses during the Covid-19 Pandemic. This study employs literature research, with data collected from various publications and books assessed in light of existing issues. According to the findings of this study, there are a number of issues from the perspectives of teachers, students, and parents. During the current pandemic, teachers must be able to adapt to blended learning methods. Changes to the learning environment will impact students' psychological issues. Students suffer the stigma that learning activities school must take place at educational facilities; if they occur at home, it is assumed that they are on vacation. It is difficult and time-consuming to adapt to the fact that not all parents are able to use IT and internet-based work gadgets. Due to the fact that each student has a distinct learning style, this obstacle can be circumvented through the use of a combination of learning material.
The WHO announced that more than 52 million people tested positive for Covid-19, and 1.2 million died in the second week of November 2020. Meanwhile, Indonesia recorded 463 thousand individuals with 15,148 deaths that were confirmed positive. Strategy against pandemics by incorporating socialization. However, learning that was initially bold as a technique became controversial due to the briefness of the adaptation process. a wide continuum of social reactions has resulted in the sudden transition from face-to-face learning to bold learning on a large scale. This research focuses on public opinion on online learning during the Indonesian COVID-19 pandemic in early November 2020. The analysis was carried out on Twitter by mining document-based text that was interpreted using the Naïve Bayes algorithm. The results show that online learning has a positive sentiment of 30 percent, a negative sentiment of 69 percent, and a neutral 1 percent over the period. Due to community dissatisfaction about online learning, a significant amount of negative sentiment is created. Some tweets indicate disappointment with the words' stress 'and' lazy 'in the conversation being high-frequency words.
This research aims to improve social interaction and learning achievement in Computer and Network learning materials in Grade X-9 Vocational High School 1 Padang students using the Team Assisted Individualization learning model with modules. This research is a Class Action Research consisting of two cycles. Each Cycle consists of action planning, action execution, observation, and reflection. This study's subject was Grade X-9 Vocational High School 1 Padang Year 2019/2020, which numbered 38 students. Data sources come from teachers and students. The data validity technique used in this study is a triangulation technique that tests the validity of data by utilizing outside means of data to check or benchmarking data methods. The analysis technique also refers to Miles and Huberman analysis models performed in three components: data reduction, data presentation, conclusion drawing, and verification. Data collection instruments through questionnaires, tests, observations, and interviews. The data analysis techniques used are qualitative and quantitative descriptive analysis. The results showed that the Team Assisted Individualization learning model with modules could improve: (1) social interaction increased from 47.37% to 71.05%, and (2) cognitive aspect learning achievement by 34.21% increased to 65.79%. While the affective aspect is learning in (Cycle I) reached the target of 81.58%.
<span lang="EN-US">Applied augmented reality works by detecting imageries or pictures, normally called markers, by using smartphone camera that detects these preplaced markers. Augmented reality has seen wide application in various fields, one of them is education. In the field of education, augmented reality is utilized to make learning process more engaging and attractive. Starting from the problem that learning computer networks on introduce to network device which is currently still delivered conventionally. So, this research makes a solution to this problem by developing learning media using augmented reality (AR) technology, which is a technology that combines two-dimensional or three-dimensional virtual objects into a real environment and then projects these virtual objects in real time. The purpose of this research is to build AR-based applications in learning computer network devices in order to increase understanding, generate motivation and student interest. The methodology used in this research consist of Envisioning Phase(Problem Identification, Planning Phase(Planning), Developing Phase(Design), Stabilizing Phase(Testing), Deploying Phase(Implementation). This study uses 31 students as sample and the data was analyzed using the SUS(System Usability Scale). The result show </span><span lang="EN-US">evaluates the usability using SUS of 31 respondents and it can be concluded that this AR application can be accepted by these students in its use with </span><span lang="EN-US">SUS Score obtained was 78.5</span>
Metaverse merupakan inovasi teknologi ruang virtual tiga dimensi yang saat ini sedang membuat penasaran banyak orang baik dari perkembangannya yang sangat pesat serta implementasinya yang mulai banyak digunakan dalam berbagai sektor kehidupan. Studi penelitian ini membahas tentang tantangan dan peluang metaverse dalam dunia pendidikan, serta bagaimana aplikasinya dalam dunia pendidikan. Metode penelitian yang digunakan adalah studi literatur dengan mengumpulkan data pustaka dari berbagai sumber jurnal ilmiah yang relevan dengan topik yang dibahas. Desain penelitian yang digunakan adalah narrative review. Pengumpulan data dirangkum dari artikel jurnal internasional, jurnal nasional terakreditasi dan non akreditasi, prosiding, tesis maupun skripsi dari tahun 2017-2022. Hasil penelitian menunjukkan bahwa popularitas Metaverse telah mencapai puncaknya dalam beberapa bulan terakhir dan akselerasi teknologi metaverse di dunia pendidikan sudah terlihat dengan adanya aplikasi media pembelajaran digital berbasis augmented reality maupun virtual reality. Metaverse diyakini dapat mengatasi batasan-batasan yang ada di dalam dunia pendidikan, seperti keterbatasan kapasitas kelas karena pandemi, keterbatasan jarak dan waktu untuk masuk ke kelas, dan lain-lain. Dengan konsep dunia virtual, pembelajaran secara online dapat dilakukan dengan lebih interaktif tanpa menghilangkan pengalaman belajar siswa. Metode belajar di mana saja dan kapan saja menjadi konsep menarik yang disenangi banyak generasi Z saat ini. Metaverse diprediksi akan memasuki banyak bidang kehidupan manusia dalam 10-15 tahun mendatang.Metaverse is a three-dimensional virtual space technology innovation that is currently making many people curious, both from its very rapid development and implementation, which is starting to be widely used in various sectors of life. This research study discusses the challenges and opportunities of the metaverse in the world of education, and how it is applied in the world of education. The research method used is literature study by collecting library data from various sources of scientific journals that are relevant to the topics discussed. The research design used is a narrative review. Data collection is summarized from international journal articles, accredited and non-accredited national journals, proceedings, theses and theses from 2017-2022. The results show that the popularity of Metaverse has reached its peak in recent months and the acceleration of metaverse technology in the world of education has been seen with the application of digital learning media based on augmented reality and virtual reality. Metaverse is believed to be able to overcome the limitations that exist in the world of education, such as limited class capacity due to the pandemic, limited distance and time to enter class, and others. With the concept of a virtual world, online learning can be done more interactively without losing the student learning experience. The method of learning anywhere and anytime is an interesting concept that is favored by many generation Z today. Metaverse is predicted to enter many areas of human life in the next 10-15 years.
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