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The Extent at Which Undergraduate Students Use the Internet for Reading 大学生使用网络阅读的程度
Pub Date : 2021-12-01 DOI: 10.23887/ijerr.v4i3.41631
O. Obielodan, A. Onojah, Adenike Aderogba Onojah, O. O. Ogunlade, K. Aliu
This study aims to investigate the extent at which undergraduate students use the internet for reading. The study specifically, (i) Examine the extent at which undergraduate students use the internet for reading, (ii) Investigate the difference on the extent of the use of internet for reading of male and female undergraduate students, (iii) Examine the difference of extent of the internet usage on reading of undergraduate students based on areas of specialization. The study was a descriptive research of survey type. A structured questionnaire designed by the researcher was used in data collection. A simple random sampling technique was used to select 150 respondents that were involved in this study from the University of Ilorin, Ilorin, Nigeria. Frequency count, mean and percentages were used to answer the research questions. Hypothesis one was tested with independent t-test while hypothesis two was tested using Analysis of Variance (ANOVA). All hypothesis were tested at 0.05 level of significance. The findings established that Undergraduates always use the internet for reading online news, E books, Email, Health information, Jokes, Comic strips, Fashion, Food/Nutrition and Sales information. Also, there was no significant difference between the extent of the internet usage on reading of undergraduate students based on gender and areas of specialization. It was however recommended that there is a need for extensive training program organized at regular interval so that all categories of users can improve their efficiency in the use of the internet.
本研究旨在调查大学生使用网际网路阅读的程度。具体而言,本研究(i)检验本科生使用互联网进行阅读的程度,(ii)调查男女本科生使用互联网进行阅读的程度的差异,(iii)根据专业领域检验本科生使用互联网进行阅读的程度的差异。本研究为调查型描述性研究。数据收集采用研究者设计的结构化问卷。采用简单的随机抽样技术,从尼日利亚伊洛林的伊洛林大学选择参与本研究的150名受访者。使用频率计数、平均值和百分比来回答研究问题。假设一采用独立t检验,假设二采用方差分析(ANOVA)检验。所有假设均在0.05水平上进行显著性检验。调查结果表明,大学生经常使用互联网阅读在线新闻、电子书、电子邮件、健康信息、笑话、连环漫画、时尚、食品/营养和销售信息。此外,不同性别及专业的大学生在阅读上使用互联网的程度亦无显著差异。然而,有人建议有必要定期组织广泛的培训方案,以便各类用户都能提高他们使用互联网的效率。
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引用次数: 0
E-Summary Teaching Materials with Hannafin & Peck Models for Training Participants in the Human Resources Development Agency 人力资源开发机构培训参与者的汉纳芬与派克模型电子摘要教材
Pub Date : 2021-12-01 DOI: 10.23887/ijerr.v4i3.40131
Pauline Tricia Andriani, I. G. W. Sudatha, I. K. Suartama
This study aims to describe the design of electronic teaching materials packaged in e-summary form, and to determine the validity of e-summary teaching materials according to experts and product trials. This type of research is development research using the Hannafin & Peck model. The types of data in this study are quantitative and qualitative data. The research data collection used the document recording method and the questionnaire method. The data analysis technique used is descriptive quantitative analysis technique, and descriptive qualitative. The results of the study (1) The design of this e-summary teaching material consists of three stages, namely the needs analysis stage, the design stage, the development and implementation stage. And at each stage it passes through the evaluation stage. (2) The validity of the development of e-summary teaching materials is measured through (a) the results of the content/content expert review by obtaining a percentage of 93.3% being in very good qualification, (b) the results of the e-summary linguist review being 87.5% being on good qualifications (c) the results of the review of individual trials show that the percentage of the overall subject is 97.1% with very good qualifications and (d) the results of the small group trial review show that the percentage of the overall subject is 96.3% with very good qualifications. . In general, the research results show that e-summary is valid with very good quality and is suitable for use in the learning process in creative thinking training. Suggestions that can be given from the results of this study are that this e-summary teaching material can be used optimally in the learning process so that it can increase the training participants' self-study motivation and make it easier to understand the training material.
本研究旨在描述以电子摘要形式包装的电子教材的设计,并根据专家和产品试验来确定电子摘要教材的有效性。这种类型的研究是使用Hannafin & Peck模型的发展研究。本研究的数据类型分为定量数据和定性数据。研究资料收集采用文献记录法和问卷调查法。使用的数据分析技术是描述性定量分析技术和描述性定性分析技术。(1)本电子摘要教材的设计分为三个阶段,即需求分析阶段、设计阶段、开发实施阶段。每个阶段都要经过评估阶段。(2)电子摘要教材开发的有效性是通过(a)内容/内容专家评审的结果来衡量的,获得了93.3%的非常好的资格百分比;(b)电子摘要语言学家审查的结果为87.5%为良好资格;(c)个别试验审查的结果显示,整体受试者的百分比为97.1%,具有良好资格;(d)小组试验审查的结果显示,整体受试者的百分比为96.3%,具有良好资格。总的来说,研究结果表明电子摘要是有效的,质量很好,适合在创造性思维训练的学习过程中使用。从本研究的结果可以得出建议,该电子摘要教材可以在学习过程中得到最佳的利用,以提高培训参与者的自学动机,并使其更容易理解培训材料。
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引用次数: 1
Extent at Which Vocational Guidance Influence Career Decision of Vocational and Technical Students 职业指导对高职学生职业决策的影响程度
Pub Date : 2021-12-01 DOI: 10.23887/ijerr.v4i3.41634
A. Onojah, O. Obielodan, Adenike Aderogba Onojah, O. S. Koledafe, Faruq Adebayor Ishola
Personal guidance centers on problems of personality, physical and emotional development, interpersonal relations and similar matters. But vocational guidance given to students may or may not influence their career after graduation. This study thus examined extent at which vocational guidance influence career decision of vocational and technical students. This is a descriptive research design of the survey type. 220 technical students were sampled all technical education students in Ilorin metropolis. Frequency count and mean were used answer the research questions and Hypothesis was tested with t-test at 0.05 level of significance. The findings established that vocational guidance has been able to influence career decision making of vocational and technical education students to a high extent. Also, there was no significant difference in the impact of vocational guidance on career choice of junior and senior vocational and technical education students. It was therefore recommended that Vocational and Technology Education students should be exposed to the importance of guidance services and what counseling is all about in order for them to make good career decisions.
个人指导以人格问题、身心发展问题、人际关系问题和类似问题为中心。但是,给学生的职业指导可能会影响他们毕业后的职业生涯,也可能不会。本研究旨在探讨职业指导对高职学生职业决策的影响程度。这是一个调查型的描述性研究设计。抽样220名技术学生,均为伊洛林大都市区技术教育学生。采用频率计数和平均值回答研究问题,采用0.05显著性水平的t检验进行假设检验。研究结果表明,职业指导能够在很大程度上影响职业技术教育学生的职业决策。职业指导对初高中职业技术教育学生职业选择的影响也无显著差异。因此,建议职业技术教育的学生应该了解指导服务的重要性,以及咨询的全部内容,以便他们做出正确的职业决定。
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引用次数: 0
Designing Context-Based Video Instruction in Enhancing the Conceptual Understanding of Grade XI Students 设计基于情境的视频教学提高高一学生的概念理解
Pub Date : 2021-12-01 DOI: 10.23887/ijerr.v4i3.41635
Russel T. Soltura
This study generally aims to design context-based video instruction in accordance to TPACK framework in order to enhance the conceptual understanding of the students with regards to cell biology. The current study assessed the level of conceptual understanding of 73 Grade 11 student-respondents of Quezon Science High School in cell biology prior to the utilization of context-based video instruction. It sought to test the significant difference between the pretest and posttest scores in the said discipline. This study identified the level of acceptability of the context-based video instruction as perceived by the student-respondents in terms of learning objectives, accuracy, appeal, clarity, and usability. The respondents are enrolled in STEM strand of Senior High School, S.Y. 2020 – 2021. Questionnaires and the context-video instruction were developed and validated to assess and evaluate the research objectives of this study. The topics in cell biology obtained an overall MPS value of 31.15%. It means that the student-respondents have specific misconceptions about the different concepts in the said topic prior to the utilization of the said learning digital resources. The appropriateness of the language, general appearance of the teacher, quality of video, lighting, animation, and video transitions were some of the parameters considered in designing the video lectures. The overall t-value of 59.57 is greater than the tabular value of 1.99. It implies that the developed context-based video instruction in enhancing the conceptual understanding in cell biology is a valid tool in the teaching-learning process. Furthermore, the developed context-based video instruction in enhancing the conceptual understanding is commendable for use in terms of learning objectives, clarity, accuracy, appeal, and usability.
本研究的总体目标是根据TPACK框架设计基于情境的视频教学,以增强学生对细胞生物学的概念理解。本研究评估了奎松科学高中73名11年级学生在使用基于情境的视频教学之前对细胞生物学概念理解的水平。它试图测试上述学科的测试前和测试后分数之间的显著差异。本研究确定了学生受访者在学习目标、准确性、吸引力、清晰度和可用性方面对基于上下文的视频教学的可接受程度。受访者就读于2020 - 2021年S.Y.高中STEM专业。问卷和情境视频教学的开发和验证,以评估和评估本研究的研究目标。细胞生物学主题的总MPS值为31.15%。这意味着学生受访者在使用所述学习数字资源之前,对所述主题中的不同概念有特定的误解。语言的适当性、教师的总体形象、视频的质量、灯光、动画和视频过渡是设计视频讲座时考虑的一些参数。总体t值为59.57,大于表中值1.99。这表明基于情境的视频教学在提高细胞生物学概念理解方面是一种有效的教学工具。此外,开发的基于上下文的视频教学在提高概念理解方面,在学习目标,清晰度,准确性,吸引力和可用性方面值得称赞。
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引用次数: 0
JARET: A Human Assistive A.I. Agent for Goal Review and Time Management JARET:用于目标回顾和时间管理的人类辅助人工智能代理
Pub Date : 2021-12-01 DOI: 10.23887/ijerr.v4i3.41630
Andrew Schwabe
Many students do not set goals or plan their time weekly (due to lack of ability, perceived difficulty, and other reasons) resulting in procrastination, stress, and lower academic performance. This paper presents the design methodology and considerations for a human assistive AI agent that helps students review and plan for study goals, reducing a large abstract problem into a set of simpler review tasks.  J.A.R.E.T. (Just A Recommender Engine for Time) uses key principles from Self-Regulated Learning and Cognitive Load Theory in an interactive system that guides students through focused goal review and planning tasks, then uses a constraint satisfaction AI agent to assemble a proposed calendar schedule designed to help achieve the student’s goals.  The AI agent uses hard and soft constraints with a value function designed and searches for a best fit that follows constraints while trying to also fit student preferences.  Results show that the design is able to reliably build recommended solutions when constraints and preferences are reasonable and not overly restrictive.
许多学生没有设定目标或每周计划自己的时间(由于缺乏能力、感知困难和其他原因),导致拖延、压力和学习成绩下降。本文介绍了一种人类辅助人工智能代理的设计方法和考虑因素,该代理可以帮助学生复习和计划学习目标,将大型抽象问题简化为一组更简单的复习任务。J.A.R.E.T. (Just A Recommender Engine for Time)将自我调节学习和认知负荷理论(Cognitive Load Theory)中的关键原则运用到一个互动系统中,引导学生完成重点目标审查和任务规划,然后使用约束满足人工智能代理来组合一个旨在帮助学生实现目标的拟议日历时间表。人工智能代理使用硬约束和软约束以及设计的价值函数,并搜索遵循约束的最佳匹配,同时尝试满足学生的偏好。结果表明,当约束和偏好合理且没有过度限制时,设计能够可靠地构建推荐解决方案。
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引用次数: 0
Interactive Learning: The Use of Multimedia with Hybrid Models in Balinese Language Subjects for Grade VII Students 互动学习:多媒体与混合模式在七年级巴厘语课程中的运用
Pub Date : 2021-12-01 DOI: 10.23887/ijerr.v4i3.40280
I. Suryadharma, I. Jampel, I. K. Sudarma
The cultural shift in the era of globalization has greatly influenced the Balinese culture which is deeply ingrained for the Balinese. Therefore, innovative learning media is needed as an effort to prevent this cultural shift. This study aims to develop an interactive multimedia hybrid learning model in Balinese language subjects for seventh-grade junior high school students. Interactive learning multimedia developed using the Articulate Storyline 3 application because this application has features that are easy to use. This interactive multimedia development uses the ADDIE development model which consists of the analysis, design, development, implementation, and evaluation stages. The results of the validity of interactive multimedia development will be presented in five main points which include: subject matter experts, learning design experts, learning media experts, individual trials, and small group trials. The subjects of this study included experts, namely 1 subject matter expert, 1 learning design expert, 1 learning media expert, 3 individual test subjects, and 9 small group trial subjects. The methods used in collecting data are observation methods, interview methods, and questionnaire methods. The data analysis technique in this research is descriptive qualitative and descriptive quantitative. The data collection instrument in this study was using a questionnaire. The results of the calculation of the value of the experts (subject experts, instructional design, instructional media), individual trials, and small group trials get very good qualifications. Based on these qualifications, it can be concluded that the interactive multimedia hybrid learning model in Balinese class VII subjects is feasible to be applied to support the learning process.
全球化时代的文化变迁,极大地影响了巴厘人根深蒂固的文化。因此,需要创新的学习媒体来防止这种文化转变。摘要本研究旨在开发一种交互式多媒体混合学习模式,用于初七年级学生的巴厘语科目。交互式学习多媒体的开发使用了articlestory3应用程序,因为该应用程序具有易于使用的特性。本交互式多媒体开发采用ADDIE开发模型,该模型由分析、设计、开发、实现和评估四个阶段组成。交互式多媒体开发的有效性结果将分为五个主要方面,包括:主题专家、学习设计专家、学习媒体专家、个人试验和小组试验。本研究的研究对象为专家,即1名主题专家、1名学习设计专家、1名学习媒体专家、3名个体测试对象和9名小组试验对象。收集资料的方法有观察法、访谈法和问卷调查法。本研究的数据分析技术是描述性定性和描述性定量。本研究的数据收集工具为问卷调查。专家(学科专家、教学设计、教学媒体)的价值计算结果、个体试验、小团体试验都获得了很好的资质。基于这些条件,可以得出结论,交互式多媒体混合学习模式在巴厘语七年级科目中应用是可行的,可以支持学习过程。
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引用次数: 0
Assessment of Academic Achievements of Special Children 特殊儿童学业成绩评估
Pub Date : 2021-12-01 DOI: 10.23887/ijerr.v4i3.39530
Khizar Hayat, Muhammad Hafeez
Life skills are the social and psychological abilities that are very helpful in the learning process and to develop a healthy and sound society. These skills play a key role in academic achievement of students. The better academic achievements and life skills provide a way to the better academic achievements. Life skills development also played an important role for the development of a society and nation. So, knowing the importance of life skills a research study was conducted. This study aims to investigate the life skills of male and female mentally retarted students (ii) to assess the life skills of female and male mentally retarded students as perceived by their teachers (iii) to analyze the academic achievements of the mentally retarded students (iv) to investigate the impact of the life skills of mentally retarded students on their academic achievement. The total 20 students of 10th grade were selected for the current study. The researcher used questionnaire for data collection. The questionnaires were distributed among the concerned teachers. The academic achievements of 10th grade students with mental retardation were analysed by using descriptive statistics and percentage formula. The results of the study showed that students with mental retardation achieved low academic scores.  Out of 20 students, 4 students got 33% marks, 7 students got 33-40% marks, 5 students got 41-50% marks, 4 students got 51-60% marks and no students got more than 60% marks. This low academic achievements of students with mental retardation indicated that children with mental retardation needs special care and extra efforts to achieve better academic achievements. So, it is suggested that special care children must be cared with special attention.
生活技能是在学习过程中非常有用的社会和心理能力,有助于建立一个健康健全的社会。这些技能对学生的学业成绩起着关键作用。更好的学术成就和生活技能为更好的学术成就提供了一条途径。生活技能的发展对社会和国家的发展也起着重要的作用。因此,了解了生活技能的重要性,进行了一项研究。本研究旨在调查男女智障学生的生活技能(二)评估男女智障学生在教师心目中的生活技能(三)分析智障学生的学业成绩(四)调查智障学生的生活技能对学业成绩的影响。本次研究选取了20名10年级的学生。研究者采用问卷调查的方式收集数据。问卷分发给相关教师。采用描述性统计和百分率公式对10年级智力发育迟滞学生的学业成绩进行分析。研究结果表明,智障学生的学习成绩较低。20名学生中,33%分4人,33-40%分7人,41-50%分5人,51-60%分4人,没有超过60%分的学生。智力发育迟滞学生的学习成绩较低,说明智力发育迟滞儿童需要特别的照顾和额外的努力才能取得更好的学习成绩。因此,建议特殊护理儿童必须给予特殊照顾。
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引用次数: 2
Mission Book Game: Enhancing Fifth-Grade Students’ Learning Motivation on Thematic Learning 任务书游戏:增强五年级学生主题学习动机
Pub Date : 2021-12-01 DOI: 10.23887/ijerr.v4i2.38492
Dewa Ayu Candra Dwi Evayani, I. Jampel, I. W. Widiana
The lack of use of learning media in the learning process causes students to find it difficult to understand the material. This study aims to produce learning media that can increase students' motivation and activeness in the learning process. Media development in this study is guided by the ADDIE model procedure which consists of several stages, namely analysis (analyze), design (design), development (development), implementation, and evaluation (evaluate). The subject in this development research is the mission book game media to increase the learning motivation of fifth-grade students while the object in this research is the validity and effectiveness of the mission book game media developed. This development research method is a qualitative and quantitative analysis method. The data collection used is a questionnaire method with data collection instruments in the form of a rating scale by giving an assessment instrument to 4 experts, namely, 2 material experts, 2 media experts, 2 practitioner responses, and 12 students. The data were analyzed by testing the validity and reliability test of the mission book game media based on data from experts, practitioners, and students' responses. The data obtained is calculated using the mean formula to determine the average validity of the media. The average validity score of the mission book media game in terms of material experts is 4.8 with very valid criteria, in terms of media experts it is 4.4 with very valid criteria, in terms of practitioner responses it is 4.7 with very valid criteria and in terms of student response of 4.9 with very valid criteria. The motivational data analysis technique used is descriptive quantitative statistical data analysis techniques in the form of prerequisite tests and t-tests. The results of the hypothesis test showed a significance value of 0.033 which means 0.033 <0.05, so it can be concluded that there is an effect of the.
在学习过程中缺乏学习媒体的使用,导致学生对材料的理解存在困难。本研究旨在制作能提高学生在学习过程中的动机和积极性的学习媒体。本研究的媒体开发以ADDIE模型程序为指导,该程序由分析(analyze)、设计(design)、开发(development)、实施(implementation)和评估(evaluate)几个阶段组成。本开发研究的主题是提高五年级学生学习动机的任务书游戏媒体,研究对象是开发的任务书游戏媒体的效度和有效性。这种发展研究方法是定性与定量相结合的分析方法。数据收集采用问卷调查法,数据收集工具采用评定量表的形式,向4位专家,即2位材料专家、2位媒体专家、2位从业者回应者和12名学生提供评估工具。基于专家、从业者和学生的反馈数据,通过任务书游戏媒体的效度和信度检验对数据进行分析。所得数据用平均公式计算,以确定介质的平均效度。任务书媒体游戏在材料专家方面的平均效度为4.8分,具有非常有效的标准;在媒体专家方面的平均效度为4.4分,具有非常有效的标准;在实践者反应方面的平均效度为4.7分,具有非常有效的标准;在学生反应方面的平均效度为4.9分,具有非常有效的标准。使用的动机数据分析技术是描述性定量统计数据分析技术,采用前提检验和t检验的形式。假设检验的结果显示显著性值为0.033,即0.033 <0.05,因此可以认为存在影响。
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引用次数: 1
Credibility of Digital Comic Media in Audio Visual Form on Style Topic for Elementary School Students 视听形式的数字漫画媒体可信度对小学生风格话题的影响
Pub Date : 2021-10-31 DOI: 10.23887/ijerr.v4i2.39665
I. P. O. Sastrawan, I. G. Margunayasa, G. W. Bayu
Lack of teacher creativity in learning to develop instructional media makes learning less effective. Therefore, it is necessary to develop media that can make students enthusiastic about learning, such as digital comics. This research produces a product in the form of Digital Comic media on elementary school student style whose validity has been tested. The model used is the ADDIE model with the stages of Analyze, Design, Development, Implementation, Evaluation. In this study, digital comic media used as research subjects were 2 media expert lecturers, 2 material experts, 2 teachers. The method and instrument of data collection in this study is to use the rating scale method. To measure the validity of digital comic media using an instrument to assess the validity of digital comic media. The results of the data that have been obtained will be analyzed using the Aiken validity index formula for expert data and the mean formula for respondents' data in order to determine the validity of digital comic media. The results of the media validity on the Aiken validity index analysis, the assessment of the experts, got a score of 0.95 from the material experts with the criteria of "high validity", 0.95 from the media experts with the criteria of "high validity", while the analysis of the assessment scores of the respondents used the formula. The mean obtained an average of 4.57 from the practical response with the predicate "very good" and 4.50 from the student response with "very good". So, digital comic media is very suitable for use during the learning process, especially science learning.
教师在学习中缺乏创造性,开发教学媒体,使学习效果降低。因此,有必要开发能够让学生对学习充满热情的媒体,比如数字漫画。本研究以数字漫画媒体的形式制作了一个关于小学生风格的产品,并对其效度进行了检验。使用的模型是ADDIE模型,分为分析、设计、开发、实施、评估四个阶段。本研究以数字漫画媒体为研究对象,分别为2名媒体专家讲师、2名材料专家、2名教师。本研究数据收集的方法和工具是采用评定量表法。使用数字漫画媒体效度评估工具来衡量数字漫画媒体的效度。对于已经获得的数据结果,将使用专家数据的Aiken效度指数公式和受访者数据的均值公式进行分析,以确定数字漫画媒体的效度。媒体效度在专家评价艾肯效度指标分析的结果中,材料专家以“高效度”为标准给出了0.95分,媒体专家以“高效度”为标准给出了0.95分,而对被调查者的评价分数的分析则采用了公式。以“非常好”为谓语的实际回答的平均值为4.57分,以“非常好”为谓语的学生回答的平均值为4.50分。因此,数字漫画媒体非常适合在学习过程中使用,特别是科学学习。
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引用次数: 0
Using Jigsaw Strategies to Improve Participation and English Speaking Skills 运用拼图策略提高参与度和英语口语能力
Pub Date : 2021-10-31 DOI: 10.23887/ijerr.v4i2.39935
Y. Kiuk, I. G. Suputra, L. D. S. Adnyani
There are still many teachers who do not apply appropriate learning strategies for students. This has an impact on the students' lack of English speaking ability. The purpose of implementing this Lesson Study is to increase the level of student participation in learning English. The Lesson Study is carried out in three stages in its implementation, namely Plan, Do, and SEE. In the Plan stage, the author and the Lesson Study team plan the implementation of the Lesson Study by determining the implementation time, materials, classes, and strategies used. The population in this study amounted to 30 students. In practice, data collection is done through observation, interviews, and lesson study techniques carried out in teams. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The study results are the use of the Jigsaw strategy in learning due to the lack of student participation and the willingness of students to speak in English in learning English. After the implementation of the Jigsaw strategy, the students became more active. The result of this reflection (see) stage is that the implementation of the Jigsaw strategy has been successful, and for media problems such as LCD and classroom management by model teachers need to be improved again. Seeing the success of this strategy, the authors suggest that teachers use the Jigsaw strategy as a cooperative learning strategy that will help students become more active.
仍然有许多教师没有为学生应用适当的学习策略。这对学生英语口语能力的缺乏产生了影响。实施本课程研究的目的是提高学生学习英语的参与度。课程研究的实施分为三个阶段,即计划阶段、行动阶段和观察阶段。在计划阶段,作者和课程研究团队通过确定实施时间、材料、课程和使用的策略来计划课程研究的实施。这项研究的总人数为30名学生。在实践中,数据收集是通过观察、访谈和小组学习来完成的。用于分析数据的技术是描述性定性和定量分析。研究结果表明,由于学生在英语学习中缺乏参与性和说英语的意愿,在学习中使用了拼图策略。在实施拼图策略后,学生们变得更加活跃。这一反思阶段的结果是,拼图策略的实施取得了成功,对于媒体问题,如液晶显示器和模范教师的课堂管理需要再次改进。看到这种策略的成功,作者建议教师使用拼图策略作为一种合作学习策略,这将帮助学生变得更加活跃。
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引用次数: 1
期刊
Indonesian Journal Of Educational Research and Review
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