This study aimed to determine the impact of using the interactive e-book media on the students' learning outcomes in the historical topic of the social subject of the seventh class of junior high schools. This study employed the experimental research method involving 59 students in the control group and 59 students in the experimental group. The results showed that the mean score of the experimental group before using the e-book was 54.78 and the mean score after the treatment of using e-books was 81.69. This means that there has been an increase in the mean score by 26.91 after using the interactive e-book in the social subject. In addition, the results of the comparative test of the knowledge between the control and experimental groups showed that the experimental group had a mean score of 81.69 higher than the control group, which was 64.75 with the Sig. value of (2tailed) 0.000 < 0.05 which means that there are significant differences in the scores between the control group and the experimental group. Hence, the interactive ebook media is effective to be used to improve the students' knowledge in the social subject of the seventh class.
In implementing mobile learning system, students' needs and perceptions should be focused upon along with curriculum standards. Particularly in the context of higher education institutions in Indonesia, some schools authorities have refused to implement m-learning. Although m-learning is widely used in some schools and considered an effective educational tool, it is not yet fully utilised in most Indonesian schools. Therefore, the aim of this study is to investigate students' access to and perception of the use of mobile devices in learning, and to understand the potential for its implementation. This study is the result of a survey conducted on 61 students in a school which banned the use of mobile technology. It seeks to understand their potential accessibility by means of ownership, interaction time and the types of mobile application used and to find their perceptions through agreement and the reasons for adopting mobile learning in the classroom. The findings indicate that students are very familiar with mobile devices and their applications. The results also reveal that students have positive perceptions toward m-learning, and indicate that mobile technologies are widely used among them. This report can be taken as the basis for applying a mobile learning system in the classroom.
Nowadays, the changes of the world are entering era of industrial revolution 4.0, which is all aspects human life depend on digital technology. Preparing qualified graduates, gaining to compete globally, mastering technological developments are important for learning especially for the future of education in Indonesia. Science is one of the subjects that is related to technology which includes aspects of products, processes, scientific attitudes, and applications. Science as a product in the form a body of knowledge consist of concepts, principles, laws, and theories must be able to contribute in creative human formation for industrial generation 4.0. Thus, the direction of development and utilization of technology in science learning should be able to help students become a superior generation, innovative, and able to compete in all fields. Augmented Reality (AR), is one of the latest technologies in the 4.0 industrial revolution that is applied in the world of education. Augmented Reality is an application of combining the real world with cyberspace in two-dimensional and three-dimensional forms projected in a real environment at the same time and is very relevant to be applied in science learning. This research method uses literature review by searching for sources that are relevant to the object of this research. Thus Augmented Reality (AR) is one solution to fix the problem of science learning in the industrial revolution era 4.0 that is able to accommodate science learning.
This research is a Recearch and Development (R&D) by using ASSURE model. The purpose of this research is 1) produce interactive multimedia, which are appropriate with the students’ need 2) to enhance students’ vocabulary of Arabic language. The data were collected by observation, interview, questionnaire, and document. The result of this research is 1) test of media expert showed the product is considered very good, the result is 4.60, 2) expert of the material showed that multimedia interactive is considered good, with result 3,97 3) the test of one to one showed the average score of 4,26 means the product is considered very good, the test of small group evaluation showed the avarage score of 4,38 is considered very good, and the test of field evaluation showed the average score of 4,42 means the product is very good, the conclusion is product can be appliying in learning.
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