334,920 research outputs found

    Contextual Teaching : The Student Responses on Application Teaching Materials Using Linever (Lindo and Excel Solver)

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    Lecturers apply various models or learning strategies to the students which causes different student responses in joining the teaching learning process. However, the student responses only focus on their cognitive. It means that the lecturers only assess on the students’ achievement. Whereas the applicat ion different models or learning strategies have a purpose to achieve positive responses from the students. It is happened in learning linear program subject. In addition, there are also student responses on the teaching materials application for linear program subject based on contextual approach. Furthermore, the objective of the research is to describe student responses on the application of linear program teaching materials using contextual approach through Linever.Linever means that an acronym for Lindo and Excel Solver software. Moreover, textbook and student’ worksheets (LKM) are the teaching materials which are developed. The technique of data collection uses student responses questionnaires. The result of the research is the student responses on the linear program materials using contextual approach through Linever got 96.6%. In conclusion, this research had achieved the positive responses from the students in learning linear program subject. Keywords: Contextual Teaching, Student Response, Teaching Materials, Lindo and Excel Solve

    TECHNOLOGICAL INNOVATION OF LEARNING MOBILE-BASED LEARNING

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    The purpose of this study is to develop a software application m-learning with a focus on the development of m-Learning application features to accommodate all teaching and learning activities in the classroom. Generally speaking, the study activities referred to in this study are virtual communication between faculty and students, award to student assessment, process of tasks by students in an interactive and feedback on student progress assessment by the lecturer,  as well as view  student assessment results and so forth.The method used is a method of research and development (research and development), with the design of the chosen development is a model of Dick and Carey. The primary outcome will be generated in this study a software product development, it is in the process of media development will be equipped with special methods of software development using the Software Development Life Cycle (SDLC) with Waterfall-based model. The research result is the development of SDLC design to determine the courses, Analysis needs functional and non-functional requirements, the development process of the draft with the analysis of learning conditions, descriptive qualitative analysis, as well as development steps. The design results in the form of development with Waterfall Model Testing media expert, content expert Testing, Testing small groups, field trials. Interface design results in the form of accommodation throughout the teaching and learning activities in the classroom include the presentation of the material, discussion, assessment processes and virtual communications faculty and studentsKeyword: Models, Applications, Mobile Learning, development, featur

    Machinima interventions: innovative approaches to immersive virtual world curriculum integration

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    The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a human–computer interface, rather than showing real‐life actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In student‐generated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation

    Website-Based E-Learning Management System Case Study at SDN Cijantung 02

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    The development of information technology is increasingly sophisticated not only as a communication tool, but is used as a medium to support teaching and learning activities, many educational institutions including elementary schools have implemented information technology in the learning process through the web, one of which is known as e-learning. E-learning is education that uses an electronic system that supports the development of teaching and learning activities with internet media or other computer network media. With the existence of e-learning, the teaching and learning process becomes simple where students and teachers do not have to meet face to face. The method used is data collection methods, namely observation, interview and literature study. In this study, a waterfall model is used, one of the models in the SDLC (System Development Life Cycle). This waterfall model includes several stages in software development, such as: Analysis, Design, Coding, Testing, and Maintenance. This system is built using the PHP programming language with PHPMyadmin as administrator and MySQL for the database. The results of this study can be used and applied to support teaching and learning activities and can facilitate teachers and students, besides that students can access subject matter doing assignments or exercises via the web anytime anywhere according to their needs

    An approach to designing and developing an LMS framework appropriate for young pupils

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    The lifestyle of the new people generation, called in the scientific literature Generation Z, is closely related to the Internet, computer and information technology. Therefore, people and children belonging to this group can be viewed in terms of software technology as specific users who have high requirements regarding the functions and interface of the software applications, connectivity to social networks and instant communication via the Internet. This influenced not only on the teaching and learning methods but also on the software applications used in the learning process. In recent years, new theoretical teaching methods have emerged, and the number of electronic learning systems increased. However, students lack motivation for the learning process. This requires developing new conceptual models of training and learning software, tailored to the skills and preferences of the end-users. The young students up to 12 years of age: from kindergartens to preschools and primary schools are special users who have not been studied exhaustively. In order to present the problem related to the development of learning and training software thoroughly, the most commonly used standards and current trends, as well as the advantages and disadvantages of LMS platforms have been reviewed. Attention is drawn to the commonly used software design and development technologies. This is the reason to propose a strategy for developing a web-based e-learning management system according to the possibilities of young pupils as a specific user. Having in mind this strategy we described a software architecture, based on SCORM's specification, and we developed an LMS prototype. Its design was tailored to the skills of young children. The basic methodology used in the design and creation of the system we propose is user-centered design. The document is intended for developers, educators and scientists, studying child-computer interaction

    Agent Assistance: From Problem Solving to Music Teaching

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    We report on our research on agents that act and behave in a web learning environment. This research is part of a general approach to agents acting and behaving in virtual environments where they are involved in providing information, performing transactions, demonstrating products and, more generally, assisting users or visitors of the web environment in doing what they want or have been asked to do. While initially we hardly provided our agents with 'teaching knowledge', we now are in the process of making such knowledge explicit, especially in models that take into account that assisting and teaching takes place in a visualized and information-rich environment. Our main (embodied) tutor-agent is called Jacob; it knows about the Towers of Hanoi, a well-known problem that is offered to CS students to learn about recursion. Other agents we are working on assist a visitor in navigating in a virtual world or help the visitor in getting information. We are now designing a music teacher - using knowledge of software engineering and how to design multi-modal interactions, from previous projects

    Towards new technology : computerization for maritime education and training at the Philippine Merchant Marine Academy

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    The key to success of any maritime education and training programs in achieving its goals and objectives will depend upon how well various new technology is being used toward the learning process by every educator. This dissertation looks at the use of new technology in maritime education and training such as computer aided learning, to provide basic knowledge and understanding of the functions of the different parameters of computer systems. The paper describes the potential use of computer technology in MET, particularly in a developing country. Some models of computer aided learning (CAL) and computer based training (CBT) are also examined. It describes the overall process of learning and the use of different high-technology instructional materials. The dissertation also considers the integration of computers to new curricula and discusses the implementation of the same. The different models of CAL are studied to improve the system of teaching in the maritime field. In addition, the dissertation evaluates two leading maritime training software programs currently available in the market. Other maritime software programs are also investigated and discussed. In conclusion, proposals and recommendations are made to improve the training facilities and the teaching method at Philippine Merchant Marine Academy (PMMA) for every student in the field of maritime education and training. The use of computer technology at PMMA for education and training is a method of ensuring that the skills and ability of the trainees are vastly improved

    The importance of the student wellness in the new teaching/learning process

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    Nowadays, the European Higher Education Area means an important change in the teaching/learning process: it is necessary to involve more efficiently to the students. Moreover, university education has undergone a significant change to new models that encourage the active role of students in the teaching/learning process. This new framework includes the increase in the development and use of new Information and Communication Technology in education and the analysis of the academic performance of students and their sensation of engagement and burnout. In the case study in this paper, a new teaching methodology is implemented and it is based on a kit of new software interactive tools for Power Electronics. The main objective of this experience consists of the design, development and implementation of a new multimedia resources in order to use them in the teaching/learning process of the subject. To evaluate the benefits and drawbacks of this new methodology and the compliance with the objectives, several surveys have been designed, for both students and lecturers. These results are complemented with the study of the student stress levels, information that will be complemented with an in-depth analysis of the got marks of the students and with the sensation of engagement and burnout, measured in terms of academic stress.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂ­a Tec

    Using Building Blocks to Construct Effective Learning Objects

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    Technological developments over the past decade have had a strong impact on education bringing significant opportunities for changing teaching models. This has led to an interest in the development of shareable, scalable and reusable learning objects. This paper builds on the ideas of Parrish (2004) and other recognised theorists in this area who suggest that the production of educational materials needs to promote adaptive learning strategies. We broaden Parrish’s work by testing some of his propositions for object oriented instructional design in the domain of information systems. The contribution of this paper is an extended set of principles for creating multimedia building blocks and aggregating them into learning objects as well as engaging students in the development process. The principles can be used for creating and reusing multimedia building blocks for teaching in many discipline areas. We illustrate the use of these principles by developing and testing a set of learning objects for learning programming. We find that the high cost of creating learning objects noted by Parrish can be ameliorated by using readily available software and Web 2.0 technologies. This approach supports academics developing learning objects without involving professional educational designers and without the added overhead of learning complex software packages
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