The learning model is a collection of activities that occur during the teaching and learning process with the objective of achieving the set goals. The brain-based online learning model developed is a solution to the students' learning problems. The majority of students struggle to interpret all of the learning materials they receive. This resulted in students' dissatisfaction with the learning materials. The purpose of this research is to develop a brain-based online learning process design based on the aforementioned problems. The Lee & Owens model of development was used in this development research. The stages of the Lee & Owens development model are analysis, design, development, implementation, and evaluation. The development research findings are as follows: (1) the media experts' assessment, which resulted in an 89.35% score with a valid category. (2) The assessment of the developed learning materials by material experts resulted in a score of 91.23% with a valid category. (3) expert evaluation, with an overall score of 86.35% for having a valid category. (4) The results of individual trials produced a percentage score of 88.5% with a valid category. (5) The results of small group trials indicated an overall percentage score of 81.60% of valid categories. (6) Field trials are classified as valid when they receive a percentage of 79.89%. The results of the development indicate that the brain-based online learning design is feasible for use.
Received: 11 August 2021 / Accepted: 27 October 2021 / Published: 5 November 2021
According to the results of interviews with teachers it is known that students experience difficulties in understanding action script material. This is because this material has a high level of complexity, it is proven that only 30% of students are able to achieve the learning objectives. This study aims to produce educational game media in terms of the feasibility and effectiveness of the media. The development model used is ADDIE (analyze, design, development, implementation, evaluation). Methods of data collection using interview techniques, questionnaires, and tests. From this study the results are based on validation with material experts and media experts by getting a very good category, so that the media can be said to be suitable for use in learning. The results of the post-test value of the experimental class and the control class were analyzed using the t-test obtained by t count = 4.584> t table = 2.038 which is a significant difference, so it can be concluded that the media is effectively used in learning.
This research was conducted to identify the values of Pancasila in business activities with case studies of cooperation and limited liability company in Indonesia. This research is a socio-legal studies that discuss the relationship values of Pancasila as the nation’s philosophy of life and economic law as the legal basis for the development of business activities in Indonesia. The results showed values of Pancasila very relevant to be applied in business activities, most of which have been accommodated in the laws and regulations governing business activities in Indonesia, but there are also some content of value that has not been accommodated. Penelitian ini dilakukan untuk mengidentifikasi tata nilai Pancasila dalam kegiatan usaha dengan studi kasus koperasi & perseroan terbatas di Indonesia. Penelitian ini merupakan kajian sosio-legal yang membahas keterkaitan nilai-nilai Pancasila sebagai falsafah hidup bangsa dan hukum ekonomi sebagai landasan bagi pembangunan hukum kegiatan usaha di Indonesia. Hasil penelitian menunjukkan nilai-nilai Pancasila sangat relevan untuk diterapkan dalam kegiatan usaha, yang sebagian besarnya telah diakomodir dalam peraturan perundang-undangan yang mengatur kegiatan usaha di Indonesia, namun terdapat pula beberapa kandungan nilai yang belum terakomodir.
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