Online learning is the key to the implementation of learning in the Covid 19 pandemic and the New Normal era. The purpose of this study was to determine the effectiveness of the e-learning course on subjects ‘Learn and Learning’ with Moodle-based for prospective teachers in Indonesia. This research was conducted using the Berg and Gail development method. The development instruments were validated by experts, and further product development was carried out in an integrated and simultaneous manner by the Higher Education Research Consortium Team (KRUPT) from Padang State University, Malang State University, Jakarta State University, Medan State University and Surabaya State University. This product is declared valid by the Expert, both in content, design and IT. Tests were limited during the Covid 19 pandemic and data collection was carried out online. Data collected in the form of an online questionnaire to student respondents (n = 40). Based on respondent questionnaire data, this product was declared to be very suitable for online learning, reaching 3.967 which indicated the highly acceptance level. Based on this research, it was concluded that e-learning products for subjects with learning and learning subjects could be widely used in the Educational Personnel Education Institution in Indonesia.
This study aims to uncover and describe the transformation of the meaning of learning at the millennial generation mindset. The research approach used is a qualitative research method through a naturalistic phenomenological design. The research subjects consisted of 80 students at the State University which consisted of 3 groups of students from 7 faculties whose average age was 19-24 years: 1) active in student organizations (Ormawa), 2) active in Student Activity Units (UKM) ), and 3) students who are not active at all only attend lecture activities. The data comes from the results of interviews and observations that are analyzed through the stages of synthesis and selection of data, data display, data verification and conclusion, then tested its reliability through cross-checking data sources, comparison of results of literature review, extension of research time, academic feasibility audits through experts, and confirmation to the data source about the accuracy of the meaning of information. The results of this study provide an understanding that there is a transformation of the meaning of learning in the mindset of the millennial generation which is based on changes in students' self as learners and the learning transformation environment in higher education that can support changes in learning outcomes. Changes in students' self as learners in the form of: 1) Self Change, Self Experience, Creativity, motivation, orientation, maturation. A learning transformation environment in higher education that can support changes in learning outcomes, in the form of: 1) Innovation, 2) technology-based, 3) creative and 4) positive condition
This study aims to describe learning problems related to efforts to increase creativity and independence of student learning. The learning innovation developed is a model of transformative learning based on the principle of learning transfer, which positions the lecturer as a learning facilitator and students as the subject of learning. The method used is research and development (R & D). The results of this study conclude that transformative learning based on transfer of learning can create the flexibility of students to actualize and express in learning so as to produce creativity and independence of learning.
Proses belajar mengajar anak usia dini yang mengacu pada proses dasar "Belajar sambil Bermain dan Bermain sambil Belajar", sehingga diperlukan pembelajaran yang atraktif dan memberikan kesempatan pada anak untuk aktif, kreatif, dan menyenangkan. Tujuan dari penelitian pengembangan ini adalah untuk menghasilkan alat permainan ritatoon yang dapat meningkatkan kemampuan kognitif anak usia dini. Metode penelitian yang digunakan melalui prosedur Borg and Gall yang dipilih dan disesuaikan dengan kondisi di lapangan melalui 7 langkahyang dilaksanakan di TK LAB UM kota Malang di kelas A1 dan A2. Hasil dari penelitian pengembangan ini berupa produk alat permainan ritatoon tentang binatang peliharaan sebagai media stimulasi kemampuan kognitif anak usia dini. Berdasarkan data hasil uji coba, disimpulkan bahwa alat permainan ritatoon dapat digunakan dalam mengembangkan kemampuan kognitif anak kelompok A di TK LAB UM Kecamatan Lowokwaru Kota Malang.
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