2,620,108 research outputs found

    Exploring Digital Media & Learning

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    Summarizes the foundation's grantmaking on digital media and learning. Highlights foundation-funded research on digital media's effects on youth as well as their potential to enhance learning experiences and enable collaborations among institutions

    EFEKTIVITAS MEDIA PEMBELAJARAN DIGITAL PADA MATA PELAJARAN KEKUATAN BAHAN DAN KOMPONEN MESIN MATERI RODA GIGI DI SMK MUHAMMADIYAH 1 BANTUL

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    Tujuan penelitian ini adalah : 1) Mengetahui Pengetahuan siswa sebelum dan setelah diberikan perlakuan pembelajaran dengan menggunakan media pembelajaran digital, 2) Mengetahui pengetahuan siswa sebelum dan setelah diberikan perlakuan pembelajaran tanpa menggunakan media pembelajaran digital, 3) Mengetahui perbedaan pengetahuan siswa yang diberi perlakuan pembelajaran dengan menggunakan media pembelajaran digital dengan siswa yang pembelajaran tanpa menggunakan media pembelajaran digital, 4) Mengetahui besarnya efektivitas media pembelajaran digital dalam meningkatkan pengetahuan siswa. Metode penelitian yang di gunakan dalam Penelitian ini adalah Quasi Experimental, dengan desain penelitian Nonequivalent Control Group Design. Penelitian dilaksanakan di SMK Muhammadiyah 1 Bantul dengan populasi kelas XI program keahlian Teknik Mesin, terdiri dari 4 kelas jumlah 156 siswa dan sampel penelitiannya adalah siswa TP3 (kelas kontrol) dan kelas TP 4 (kelas eksperimen) dengan jumlah 78 siswa. Data diperoleh dari nilai awal (pretest) sebelum perlakuan dan nilai akhir (posttest) setelah diberikan perlakuan. Data yang diperoleh diolah dan dianalisis dengan menggunakan uji-t. Hasil penelitian menunjukkan bahwa: 1) Terdapat perbedaan pengetahuan siswa kelas eksperimen sebelum dan setelah mengikuti pembelajaran dengan media pembelajaran digital, yaitu 47,69 menjadi 75,08. 2) Terdapat perbedaan pengetahuan siswa kelas kontrol sebelum dan setelah mengikuti pembelajaran tanpa media media pembelajaran digital yaitu 46,97 menjadi 65,44. 3) Peningkatan pengetahuan siswa kelas eksperimen lebih besar atau lebih cepat daripada peningkatan pengetahuan siswa kelas kontrol yaitu 75,08 > 65,44. 4) Besarnya selisih laju peningkatan kelas eksperimen lebih besar 8,92 sehingga menunjukkan penggunaan media pembelajaran digital memberikan kontribusi positif dan lebih efektif dari pada yang tidak menggunakan media pembelajaran digital

    “Contemporary Latinx Media” Digital Humanities Research Project

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    As part of the “Contemporary Latinx Media” Digital Humanities Research Project, students explore and analyze different aspects related to the representation of Latino/as in contemporary digital media. Using the digital platform Scalar, the students produced a digital research essay as the final project of the course

    From analogue to digital scholarship: implications for science communication researchers

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    Digital media have transformed the social practices of science communication. They have extended the number of channels that scientists, media professionals, other stakeholders and citizens use to communicate scientific information. Social media provide opportunities to communicate in more immediate and informal ways, while digital technologies have the potential to make the various processes of research more visible in the public sphere. Some digital media also offer, on occasion, opportunities for interaction and engagement. Similarly, ideas about public engagement are shifting and extending social practices, partially influencing governance strategies, and science communication policies and practices. In this paper I explore this developing context via a personal journey from an analogue to a digital scholar. In so doing, I discuss some of the demands that a globalised digital landscape introduces for science communication researchers and document some of the skills and competencies required to be a digital scholar of science communication

    Digital Media and Youth: Unparalleled Opportunity and Unprecedented Responsibility

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    Part of the Volume on Digital Media, Youth, and Credibility This chapter argues that understanding credibility is particularly complex -- and consequential -- in the digital media environment, especially for youth audiences, who have both advantages and disadvantages due to their relationship with contemporary technologies and their life experience. The chapter explains what is, and what is not, new about credibility in the context of digital media, and discusses the major thrusts of current credibility concerns for scholars, educators, and youth

    Digital Literacy Circulation: Adolescents and Flows of Knowledge about New Media

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    The aim of this paper is to discuss the output of an empirical research on digital skills in order to develop a typology of skills circulation among young digital users. Relying on research on digital literacy in media studies and on users in STS, in this article we start criticizing the concepts of \u201cdigital divide\u201d, \u201cdigital inequalities\u201d and \u201cdigital competencies\u201d. Then, we present the principal results of a research study involving 50 adolescents in Italy about how they acquired their competences in the use of digital media. This gave us the opportunity to focus on the digital skills of young people and the development of their abilities in using digital media. The research outlines the patterns of circulation in digital competences among young people in relation to family, school and peer group, defining four kinds of \u201cflows\u201d: parental flow (involving fathers and mothers), peer flow (connected to friends and people of the same age), educational flow (referring to formal education) and technological flow (involving technological devices, such as computers, laptops, smartphones, tablets, etc.). The aim is to understand the interactions between digital skills and the social, institutional and technological conditions that influence the youth\u2019s digital literacy for the everyday use of digital media

    A Public Voice for Youth: The Audience Problem in Digital Media and Civic Education

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Students should have opportunities to create digital media in schools. This is a promising way to enhance their "civic engagement," which comprises political activism, deliberation, problem-solving, and participation in shaping a culture. All these forms of civic engagement require the effective use of a "public voice," which should be taught as part of digital media education. To provide digital media courses that teach civic engagement will mean overcoming several challenges, including a lack of time, funding, and training. An additional problem is especially relevant to the question of public voice. Students must find appropriate audiences for their work in a crowded media environment dominated by commercial products. The chapter concludes with strategies for building audiences, the most difficult but promising of which is to turn adolescents' offline communities -- especially high schools -- into more genuine communities

    PENGARUH MEDIA DIGITAL TERHADAP PRESTASI BELAJAR SISWA PADA STANDAR KOMPETENSI MENGELAS DENGAN PROSES LAS BUSUR METAL MANUAL DI SMK N 2 PENGASIH KULON PROGO

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    Penelitian ini bertujuan untuk (1) mengetahui prestasi belajar siswa sebelum dilaksanakan proses pembelajaran dengan Media Digital program Adobe Professional Flash CS3, (2) mengetahui prestasi belajar siswa setelah dilaksanakan proses pembelajaran dengan Media Digital program Adobe Professional Flash CS3, (3) mengetahui peningkatan prestasi belajar siswa setelah diberi perlakuan dengan Media Digital program Adobe Professional Flash CS3, (4) mengetahui pengaruh Media Digital program Adobe Professional Flash CS3 terhadap prestasi belajar siswa. Penelitian ini merupakan penelitian eksperimen yang termasuk dalam kuasi eksperimen dengan desain Pretest Postest Non Equivalent Control Group Design dan merupakan penelitian populasi yang meliputi kelas II MP1 sebagai kelompok eksperimen dan II MP2 sebagai kelompok kontrol yang terdiri dari 31 dan 32 siswa. Metode pengumpulan data dalam penelitian ini adalah teknik tes. Validasi instrumen yang digunakan adalah Face Validity yang dikonsultasikan oleh orang yang ahli dibidangnya (Expert Judgment). Analisis reliabilitas menggunakan reliabilitas internal belah dua dengan menggunakan metode Spearman Brown. Teknik analisis data yang digunakan adalah analisis deskriptif dengan Persentase. Hasil penelitian menunjukkan (1) prestasi belajar kelompok eksperimen dengan kelompok kontrol sebelum dilaksanakan proses pembelajaran dengan Media Digital program Adobe Professional Flash CS3, yaitu 40.2 dan 42.8 dari total nilai maksimum 100, (2) prestasi belajar pada kelompok eksperimen dan kelompok kontrol setelah dilaksanakan proses pembelajaran dengan Media Digital program Adobe Professional Flash CS3 adalah 87.7 dan 70.3 dari total nilai maksimum 100, (3) Terdapat peningkatan prestasi belajar yang lebih besar pada kelompok eksperimen dibandingkan kelompok kontrol setelah dilaksanakan proses pembelajaran dengan Media Digital program Adobe Professional Flash CS3, pada kelompok eksperimen terjadi peningkatan 118.41% sedangkan kelompok kontrol terjadi peningkatan 64.64%, (4) terdapat pengaruh yang lebih baik dengan menggunakan Media Digital program Adobe Professional Flash CS3 dibanding dengan media konvensional terhadap prestasi belajar siswa. Pada kelompok yang diberi Media Digital program Adobe Professional Flash CS3 terdapat peningkatan nilai prestasi belajar 118.41% atau memiliki kenaikan nilai prestasi sebesar 47.5, sedangkan pada kelompok yang pembelajarannya menggunakan media konvensional selisih nilai prestasi belajarnya sebesar 27.5 atau memiliki peningkatan sebesar 64.64%

    The Pedagogy of Digital Storytelling in the College Classroom

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    In the fall of 2008, Rachel Raimist and Walter Jacobs collaboratively designed and taught the course “Digital Storytelling in and with Communities of Color” to 18 undergraduate students from a variety of disciplines. Candance Doerr-Stevens audited the class as a graduate student. This article examines the media making processes of the students in the course, asking how participants used digital storytelling to engage with themselves and the media through content creation that both mimicked and critiqued current media messages. In particular, students used the medium of digital storytelling to build and revise identities for purposes of rememory, reinvention, and cultural remixing. We provide a detailed online account of the digital stories and composing processes of the students through the same multimedia genre that the students were asked to use, that of digital storytelling
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