The development of information and communication technology has brought a surprise and revolutionary challenge to the idea and practice of traditional education. Mobile internet technology has become the main promoter and accelerator to apply the concept of mobile learning. Mobile technology offers new opportunities to integrate face-to-face learning and online learning methods. We see a tendency to use blended learning scenarios by combining various forms of learning and integrating a variety of ways to access content using mobile technology. The objective of this study is to develop a mobile blended learning design that can systematically guide the instructor or lecturer in the lecturing processes. By combining the ideas of mobile learning and blended learning, mobile blended learning design has been developed. Implementing research and development (R&D) method, the mobile blended learning design has been constructed through designing process and validation by experts. This instructional design has feasibility to use in learning; therefore, it effectively increases the popularity of mobile blended learning
Dasar-dasar animasi adalah mata pelajaran kejuruan yang wajib ditempuh dan dikuasai oleh siswa SMK jurusan animasi. Multimedia interaktif menjadi solusi untuk meningkatkan aktivitas pembelajaran dan mampu memberikan visualisasi materi secara nyata. Penggunaan e-book yang monoton tidak dapat memberikan visualisasi nyata sehingga berdampak pada kurangnya kepahaman terhadap materi yang dipelajari, terutama materi animasi yang membutuhkan visualisasi. Kurangnya kepahaman terhadap materi dapat berdampak pada hasil belajar peserta didik. Penelitian ini berfokus menghasilkan multimedia interaktif yang valid dan layak digunakan dalam pembelajaran. Model pengembangan menggunakan model Lee dan Owens yang terdiri dari analisis, desain, pengembangan, implementasi dan evaluasi. Hasil validasi dari ahli materi mendapatkan tingkat kevalidan sebesar 70%, dari ahli media sebesar 85%, dan dari audiens sebesar 81,7%, sehingga multimedia interaktif yang dikembangkan dikatakan valid dan layak. Dari hasil implementasi berdasarkan pre-test dan post-test terdapat peningkatan hasil belajar. Hasil pre-test siswa mendapatkan nilai rata 46,8 dari 27 siswa dan mendapatkan nilai rata-rata 72,7 pada saat post-test.
Tujuan dari penelitian ini adalah menghasilkan media video animasi motion graphics pembelajaran pada mata pelajaran IPA materi benda tunggal dan campuran kelas V di SDN Pandanrejo 1 Kabupaten Malang. Model yang digunakan dalam peneletian ini adalah model Borg and Gall dengan melalui tujuh tahapan penelitian yaitu penelitian dan pengumpulan informasi awal, perencanaan, pengembangan format produk awal, uji coba awal, revisi produk, uji coba lapangan, dan revisi produk. Hasil validasi oleh ahli media diperoleh hasil keseluruhan 87,5%, ahli materi diperoleh hasil keseluruhan 83,3%. Sedangkan hasil uji coba pada siswa kelas V di SDN Pandanrejo 1 yaitu uji coba perorangan diperoleh 100%, uji coba kelompok kecil 97%, dan uji coba kelompok besar sebesar 97,3%. Selain itu berdasarkan tes hasil belajar siswa, jumlah siswa yang mencapai KKM mencapai tingkat persentase 81,39%. Dapat disimpulkan bahwa media video animasi motion graphics pembelajaran ini dikatakan valid dan layak untuk digunakan dalam proses pembelajaran.
The digitalization of society, changes in the structure of education, and increasingly rapid resources have accelerated the development of an open learning environment. The application of electronic learning and mobile learning raises several new problems such as alienating students from the real world, the difficulty of students focusing on learning goals, giving students opportunities to spend their learning time with entertainment, to the problem of increasing the cognitive load of students. Ubiquitous learning, as a continuation of the evolution of electronic learning and mobile learning, offers more than just the latest educational ideas or methods, where this system can accommodate students and their learning styles by providing adequate information anytime and anywhere based on their characteristics, needs, and desire to improve academic performance and productivity. The purpose of this study is to 1) develop the ubiquitous learning environment including the ubiquitous learning portal built with the Moodle LMS, and the ubiquitous learning course in the Instructional Media course 2) find out the feasibility of the ubiquitous learning environment that has been developed. This study used the R&D for Education model implementing some stages including analysis, design, development, and evaluation. All stages have been completed to make a portal and ubiquitous learning course in the Instructional Media course that meet the eligibility criteria as a source/instructional media and has feasibility to use in learning.
This research examines the effect of ubiquitous learning strategies using various self regulated learning on learning activeness and learning achievement of student in higher education. Quasi-experimental pretest-post tests non-equivalent control group design is selected to be the method of this research. The subjects of this research are 113 students. The instrument used to measure the students’ learning activeness is learning activeness questionnaires developed by researcher with reference to the theory of learning activeness by Sardiman, whereas objective test are to evaluate students’ learning achievement, and online self regulated learning questionnaire (OSLQ) as adapted from Barnard is utilized to measure the self regulated learning of the research subjects. The data is then analyzed through two-way MANOVA technique. The findings of the research conclude that: (1) there are significant differences in learning activeness and learning achievement between groups which learned using ubiquitous learning strategies and electronic learning strategies; (2) there are significant differences in learning activeness and learning achievement between students when integrated with high self regulated learning and low self regulated learning; (3) there is an interaction between ubiquitous learning and electronic learning strategies integrated with self regulated learning on learning activeness and learning achievement of students.
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