The integration between interactive media and HOTS question could give a big impact on learning process in class room, especially on learning interest and student concept understanding. Android is a learning media that could save more information and questions like ebook. This study was conducted to determine the feasibility of an Android-based electronic book with High Order Thinking Skills to Help Students Analyze Amounts on Straight Motion Material. This research method was used in the ADDIE model (analysis, design, development, implementation, and evaluation). The electronic book was tested for validation by the validator with an average value of 3.94 and the module readability test with respondents of 25 students who obtained an average value of 96%. Based on the data obtained, it can be conclude that the electronic book has decent criteria.
The aim of this study was to determine the effect of using video-based media on the activities and learning outcomes of physics class X on the subject of temperature and heat at SMK Negeri 1 Grat. As a source of learning, technology is a tool to facilitate learning that is more interesting for students, among the many learning technologies, one of them is video media, which has advantages that are quite good for the implementation of learning. Experimental research used in this research is a quasi-experimental (Quasi Experimental Design) using the Nonequivalent Control Group Design. This design has a control group, but it cannot function to control external variables that affect the implementation of the experiment. Subject of this research are 25. There is a significant effect of using video-based learning media on students' learning activities. Obtained results, the responsibility of students when using video media with the OBS system application obtained an average of 62,25% at pretest and 82,67% at posttest, it can be concluded that students are more active in the experimental class than in the control class.
In implementing the project-based learning model, students are expected to improve their creative thinking. This research aims to develop a module through project-based learning to improve the creative thinking skills of vocational students. Employing a research and development design, the research involves a 4-D model with four stages, namely defining, designing, developing, and disseminating. Respondents in this study were teachers and students at SMKN 1 Grati, Pasuruan Regency, totaling 13 people. The research was carried out during the period August 1 – September 15, 2021. The results showed that the average value of the validation results for PjBL-based modules was 88.3% (very valid), and lesson plans were 80.3 (valid). Then, the average percentage of teachers’ responses to the modules that have been developed was 85% (very practical,) and of students’ responses was 78% (practical). Therefore, it can be concluded that the PjBL-based learning module developed in the research can be categorized as valid and practical.
Government policy on online learning as an effort to prevent the transmission of the spread of COVID-19 in schools, especially in classrooms. Therefore, this policy creates social restrictions and the exclusion of face-to-face learning systems and will temporarily be replaced by online learning through several digital platforms that have been selected by the teacher and each school. The purpose of this study was to determine the relationship between Activeness and Motivation on Online Learning in Students. This research uses quantitative and qualitative approaches, researchers distribute questionnaires in the form of google form. Based on the results of research on the relationship of online learning to student learning activeness and motivation in the activeness category, 64% who answered YES and 36% answered no respectively. In the category of motivation, it shows that 78.5% answered YES and 21.5% answered NO. Based on these results, it can be seen that activeness and motivation can influence students in online learning.
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