This research was aimed to describe the application of e-learning at the Department of Educational Technology, Faculty of Education Science, Jakarta State University. This research used case study research method with multiple data collection. Research findings revealed that (1) there are 20 courses conducted using e-learning by 7 lecturers; (2) blended learning was used; (3) e-learning itself developed through analysis, design and development phases; (4) analysis phase including students characteristics analysis, e-elarning environment analysis and content analysis; (5) design phase including online leaerning design (designing content, discussion for online discussion forum, assignment for online assignment, and test item for online evaluation) and face-to-face learning design including deep discussion, case study, and demonstration and practices; (6) student acceptance on blended was high; (7) there were several barriers in implementing e-learning due to lack of policy and ICT infrastructure support; and (8) supporting factors of implementation e-learning were the high commitment from lecturers and students, and the familiarity of students toward ICT. Based on research findings, Department of Educational Technology was recommended to have a minimum standard of development and implementation of e-learning and to enhance ICT infrastructure support, esp. access adequate internet connectivity. References Chaeruman, U.A. (2008). Penerapan blended learning. Diakses melalui http://www.teknologipendidikan.net/2008/11/27/contoh-penerapan-blended-learning/ Clark, R.C. & Meyer, R.E. (2003). E-learning strategies: Design, delivery, implementation and evaluation. San Francisco: John Wiley & Sons, Inc. Dabbagh, N. & Bannan-Ritland, B. (2005). Online learning: Concept, strategies, and application. New Jersey: Pearson education, Inc. Gredler, M.E. (2011). Learning and instruction: Teori dan aplikasi. Terjemahan Tri Wibowo B.S. edisi keenam. Jakarta: Kencana Prenada Media Group. Holmes, B. & Gardner, J. (2006). E-learning concepts and practice. London: SAGE Publication, Ltd. Khan, B. (2005). Managing e-learning strategies: Design, delivery, implementation, and evaluation. USA: Idea Group, Inc. Miarso,Y. (2005). Menyemai benih teknologi pendidikan. Jakarta: Kencana. Morrison, G.R., Ross, S.M., & Kemp, J.E. (2007). Designing effective instruction. USA: John Wiley&Sons, Inc. Prawiradilaga, D.S. (2007). Prinsip desain pembelajaran. Jakarta: Kencana Prenada Media Group. Prawiradilaga, D.S & Siregar, E. (2004). Mozaik teknologi pendidikan. Jakarta: Kencana. Siregar, E., & Nara, H. (2010). Teori belajar dan pembelajaran. Ciawi, Bogor: Ghalia Indonesia. Wahono, R.S. (2008). Meluruskan salah kaprah tentang e-learning. Diakses melalui http://romisatriawahono.net/2008/01/23/meluruskan-salahkaprah-tentang-e-learning/ Yin, R.K. (2008). Studi kasus: Desain dan metode. Jakarta: PT. Grafindo Persada.
Blended learning is not just simply combining online learning with face-to-face learning. It is dynamic and context dependent. It can be viewed from different contexts and perspectives. Different context has different needs and characteristics. It needs different blend of blended learning. But, blended learning has one same ultimate goal, i.e. to determine the most appropriate blend to make optimum learning experience occur. Recent literatures and studies showed that e-learning and blended learning are synonymous with synchronous and asynchronous learning. Therefore, the purpose of this paper is to propose a conceptual model of blended learning design and its definition viewed from the perspective of those learning setting. This conceptual model, called quadrant of blended learning. It consists of four quadrants, i.e.: 1) quadrant 1: live synchronous learning; 2) quadrant 2: virtual synchronous learning; 3) quadrant 3: collaborative asynchronous learning; and 4) quadrant 4: self-directed asynchronous learning. As a conceptual model, it is expected that it can provide framework and idea for instructional designers in designing effective blended learning strategies.
Education is a place to introduce culture and micro, small and medium enterprises in areas far from the capital. In Technology Education Study Program, Universitas Negeri Jakarta has the vision to produce educators and education personnel in the field of learning to engineer based on academic principles and ethics. Engineering new media learning through augmented reality becomes a tool for lectures introducing SMEs. For this reason, researchers collaborated with material expert lecturers, design experts, media experts, and 30 students in developing augmented reality as a new learning application. The results of the review obtained from the instructional design experts were 3.20, material expert 3,30, and media experts 3.14. Based on the test results obtained from students in the one-to-one stage of 3.55; and at the small group stage of 3.23. Based on the results of the evaluation, it can be concluded that Augmented Reality can be implemented and used to introduce SMEs to college students. Students can use this product as material strengthening in engineering learning using new media applications
The tourism industry is one of the primary needs for the life of modern society today. Because of these factors, it makes the need for recreation or tourism increases. East Sakerta Tourism Village is one of the leading tourist destinations in the Kuningan Regency. This village has a long history and interesting community culture, but not many people know about it. This study aims to investigate the history of the East Sakerta Village as a popular tourist destination in West Java. The research method used is a qualitative method. This data collection method is carried out using the Focus Group Discussion (FGD) method. Primary data collection was carried out directly and purposive sampling by interviewing key people, namely the village government apparatus, tourism community leaders (kompepar), and the community. FGD method was used to find out about the history, legends, and culture of the East Sakerta Village. The results of FGD findings consist of the religion, the history of the village, the local culture, the historical sites, the myths and legend, and the philosophy of Sakerta Timur Village. The philosophy concept is "Tumaritis" which is a village in the Sundanese and Javanese puppet which has a philosophy of mutual protection, security, and prosperity.
Penelitian ini menghasilkan produk berupa konten mata pelajaran sosiologi yang dikembangkan kedalam berbagai format yaitu visual dan audio-visual dengan memanfaatkan media sosial Instagram. Pengembangan ini dimanfaatkan untuk mendorong peningkatan kinerja belajar peserta didik dan menambah media belajar yang variatif terhadap mata pelajaran sosiologi. Penelitian ini menggunakan tahapan model Dick and Carey, yaitu Asess Needs to Identify goal(s), Conduct Instructional Analysis, Analyze Learners and Contexts, Write Performance Objectives, Develop Assessment Instruments, Develop Instructional Strategy, dan pada tahap ketujuh, Develop and Select Instructional Materials menggunakan model pengembangan ke dua, yaitu Decide, Design, Develop and Evaluation (DDD-E). Nilai rata-rata yang diperoleh sebagai berikut: Ahli materi sebesar 3,84 kategori sangat baik, Ahli media pembelajaran sebesar 3,65 kategori sangat baik, sedangkan nilai rata-rata dari hasil uji coba one to one adalah sebesar 3,4 kategori sangat baik. Hasil tersebut menunjukan bahwa pengembangan konten di media sosial Instagram pada penelitian ini dapat memfasilitasi peserta didik mempelajari mata pelajaran sosiologi.
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