The study aims to find out the effectiveness of the discussion forum on Moodle based elearning to improve students learning participation. The study employs pre-experiment method with one group pretest-posttest design and analysis method uses non-parametric statistics with T-test. The study is conducted at Information Technology Department of Faculty of Education at University of Technology Yogyakarta. The research sample is taken from the fourth semester student of Information Technology Education Department who enroll theory course. Instrument used in this study is guided observation to observe students learning participation with 2 answer alternatives. The study result shows that discussion forum on Moodle based e-learning can improve students learning participation compared to discussion occurred in the conventional classroom or classical discussion with the significant result of improvement for about 37%.
The purpose of this study is to develop an interactive learning media in the form of an Augmented Reality (AR)-based flashcard that is used to introduce sexual education to children at the pre-operational stage or early childhood and determine its feasibility level.The research method used is the Research and Development (R and D) method. The stages of development using the Sugiyono model, namely: 1). Potential and problems, 2). Data collection, 3). Product design, 4). Product validation, 5). Design revision, 6). Product trial. Data collection techniques in this study are observation and questionnaires. Subjects at the product trial stage were 4 children. The data analysis technique used in this research is by using descriptive analysis techniques. There are three instruments used in this study, namely instruments for media experts, material experts and instruments filled out by parents.The results showed that AR-based Flashcard Sex Education for children in the pre-operational stage was considered very good by media experts with a score of 80.36%%. The results of the validation by material experts showed a score of 92.86% which means very good. The results of the trial on 4 early childhood children also showed very good results with a score of 92.05%. So based on the scores obtained, it shows that the AR-based Sex Education Flashcard is feasible and can be used as a learning medium.
Augmented Reality (AR)-based educational game "shape and color for kids" is developed to make it easier for children to learn English. This educational game contains combined content of nouns (flat shapes) and adjectives (colors) that are run on Android-based smartphones, so they can be played anywhere and anytime. This educational game with AR features is a technology that combines the virtual world and the real world so that it seems as if the information obtained is interactive and live-like. The research method used in this study is Research and Development (R&D). The results shows that the AR-based educational game "Shape and color for Kids" was considered very good by media experts with a score of 85.70%. The results of the validation by material experts showed a score of 88.65% which means very good. The results of the trial test on 4 preschoolers also showed very good results with a score of 90.35%. Therefore, based on the score obtained, it shows that the AR-based educational game "Shape and color for Kids" is feasible and can be used as learning media.
AbstrakPenelitian ini bertujuan untuk mengetahui kesesuaian antara pelaksanaan pembelajaran Program Studi (Prodi) DKV di ASRD MSD Yogyakarta dengan standar atau kriteria yang telah dirumuskan. Penelitian ini merupakan penelitian evaluasi dengan menggunakan model evaluasi kesenjangan.
The use of technology has become more inseparable as a part of the learning process in and out of the class. It offers various new tools that can be utilized by both learners and teachers. Microsoft Immersive Reader (MIR) is one of learning tools which equipped with various features to help students reading comprehension. In addition, to assist teacher in using technology in classroom, SMAR model serves as a framework which allows the teacher to assess their use of technology and determine the level of technology integration in their classroom. This study focuses on how to utilize MIR with SMAR model in reading class. The study was conducted at English Education Department. There were 1 lecturer and 35 students of the second semester who took part as repsondents. The data were gathered from observation and interview. The result shows that the lecturer gives psotive view that MIR will improve the quality of teaching and learning and also improve students’ motivation in learning reading. The students viewed the use MIR as motivating, and various features on MIR enabled them to understand the assigned reading topic much easier. Moreover, the reading assignment incorporating the use of MIR features encouraged them to actively participate in reading activities in a collaborative atmoshphere.
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