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Academic Supervision Model Based on Edmodo Application 基于Edmodo应用的学术监督模型
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-04-18 DOI: 10.23887/jet.v7i1.52794
Maria Marta Wulan, Sukma Dewi, Yari Dwikurnaningsih, Marinus Waruwu, Kata Kunci
The Covid 19 pandemic has had an impact on the implementation of academic supervision. This study aims to develop an online-based academic supervision model. The type of research conducted is research and development (Research and Development). The research subjects were 4 (four) school principals and 17 (seventeen) elementary school teachers. Data collection techniques used were interviews, documentation studies, and questionnaires. Qualitative data were analyzed using the Miles and Huberman model. Quantitative data obtained through a questionnaire. Quantitative data were analyzed by validation tests and limited trials using quantitative descriptive techniques with mean and percentage. The results showed that the MARIA academic supervision model (M - Mapping, A - Arranging the solution, R - Running the observation, I - Identifying the data, A – Acting the follow up) based on the Edmodo application has an impact on improving the performance of school principals and techers in elemantary schools, with the result of limited product trials on school principals at the 88% level and techers at the 86%  level with a very valid and feasible category to use. The implications of this research were facilitating the implementation of information technology-based supervision, improving the performance of school principals, increasing teacher competence in carrying out learning, and reducing teacher stress when supervised.
新冠肺炎疫情对学术监督的实施产生了影响。本研究旨在建立一个基于网络的学术监督模式。所进行的研究类型是研究和发展(研究和发展)。研究对象为4名校长和17名小学教师。使用的数据收集技术包括访谈、文献研究和问卷调查。定性数据采用Miles和Huberman模型进行分析。通过问卷调查获得的定量数据。定量数据通过验证试验和有限试验进行分析,采用带有平均值和百分比的定量描述技术。结果表明,玛丽亚学术监督模型(M -映射,A -安排解决方案,运行观察,R - I -识别数据,A -代理跟进)基于Edmodo应用影响性能的改善学校校长和techers elemantary学校,结果有限的产品试验学校校长在88%的水平,techers在86%的水平非常有效和可行的分类使用。本研究旨在促进资讯科技督导的实施,改善校长的绩效,提高教师的学习能力,以及减轻教师在受督导时的压力。
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引用次数: 0
Staidear Board Game Model Application in Facilitating Vocational School Students Learning 稳定桌游模式在促进中职学生学习中的应用
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-04-18 DOI: 10.23887/jet.v7i1.54025
Anak Agung Adi Wiryya Putra, Herman Dwi Surjono
Students need help with learning the basic material of graphic design. It has an impact on low student learning outcomes. This study aims to develop a game-based learning media that can be used to facilitate vocational students' learning in multimedia learning activities. This type of research is research and development using the ADDIE model. The sample in this study was 30 students. Data collection techniques using interviews and questionnaires. Data collection instrument using a questionnaire. Data analysis technique using descriptive analysis. The study's results, namely the material feasibility test, obtained a score of 3.88, while the media feasibility test obtained a score of 3.87. Implementation results 76.6 per cent of respondents are interested in learning multimedia using the Staidear board game, 93.3 per cent of respondents think the Staidear board game is easy to use. It was concluded that board game learning media is appropriate for use in the learning process of graphic design. The application of board game media is effective in learning graphic design. The unique appearance of board games can attract students' interest in learning. Implementing this board game implies an increase in the average student test scores.
学生在学习平面设计的基本材料方面需要帮助。它对低学生的学习成果有影响。本研究旨在开发一种以游戏为基础的学习媒体,以促进中职学生在多媒体学习活动中的学习。这种类型的研究是使用ADDIE模型的研究和开发。本研究的样本是30名学生。使用访谈和问卷的数据收集技术。数据收集工具采用问卷调查。数据分析技术采用描述性分析。本研究的结果,即材料可行性测试得分为3.88分,媒介可行性测试得分为3.87分。实施结果76.6%的受访者表示有兴趣利用斯塔迪尔桌面游戏学习多媒体,93.3%的受访者认为斯塔迪尔桌面游戏易于使用。结论是桌面游戏学习媒体适合在平面设计学习过程中使用。桌游媒体在平面设计学习中的应用是有效的。桌游独特的外观能吸引学生的学习兴趣。实施这个棋盘游戏意味着提高学生的平均考试成绩。
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引用次数: 0
Moodle E-learning to Improve Motivation and Learning Activities at Green Campus Moodle电子学习提高绿色校园的学习动机和学习活动
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-04-18 DOI: 10.23887/jet.v7i1.54125
Koderi, Guntur Cahaya Kesuma
Many students struggle to use e-learning for attendance, interactive lectures, assignment submission, and access to resources and tests. E-learning is said to benefit students in terms of activities and accomplishments. This survey aims to analyze and evaluate the Moodle E-learning role in enhancing motivation and learning activities at Green Campus. A mixed-method method with an explanatory sequential design is used in this investigation. This study included 221 participants. Questionnaires, interviews, and documentation are used to collect data. The statistical regression method was then used to assess the research data. The study's findings indicate that the variable e-learning platform Moodle has a substantial influence on student learning activities at Green Campus. This variable has a major impact on changes in student accomplishment motivation. According to this research, lecturers must make good and fascinating use of the Moodle e-learning platform to boost all activities and student achievement motivation in learning, not just listening activities. Furthermore, universities should be able to ask users to actively participate in developing the design and content of future e-learning developments.
许多学生都在努力使用电子学习来出勤、互动讲座、提交作业以及获取资源和测试。据说电子学习在活动和成就方面对学生有益。本调查旨在分析和评估Moodle E-learning在提高绿色校园学习动机和学习活动方面的作用。本研究采用解释顺序设计的混合方法。这项研究包括221名参与者。问卷调查,访谈和文件被用来收集数据。然后采用统计回归方法对研究数据进行评估。研究结果表明,可变电子学习平台Moodle对绿色校园学生的学习活动有实质性的影响。该变量对学生成就动机的变化有重要影响。根据这项研究,讲师必须充分利用Moodle电子学习平台,提高学生在学习中的所有活动和成就动机,而不仅仅是听力活动。此外,大学应该能够要求用户积极参与开发未来电子学习开发的设计和内容。
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引用次数: 1
Learning Videos Based on Contextual Approaches to the Content of Pancasila and Citizenship Education 基于情境教学法的潘卡西拉与公民教育内容学习录像
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-04-18 DOI: 10.23887/jet.v7i1.56770
Theresa Afriani, Cantum Pel, I. M. Tegeh, I. K. Sudarma
The lack of media use in the learning process impacts the low learning outcomes of students' Civics. This research aims to create contextual-based learning videos to improve student Internship learning outcomes. This research belongs to the type of development research that was developed by applying the ADDIE development model. The subjects in this study were educational technology experts, subject content experts, instructional design experts, learning media experts, and 12 grade VI elementary school students. Data collection in the study was carried out using the questionnaire/questionnaire and test method, with research instruments in questionnaires/questionnaire sheets and students' Civics ability tests. The data obtained in the study were then analyzed using quantitative descriptive analysis techniques and t-test inferential statistics. The research analysis results showed that in the educational technology expert test. The developed media obtained a score of 95% with very good qualifications. The subject content expert test obtained a score of 90% with very good qualifications. The learning design expert test obtained a score of 90% with very good qualifications. The learning media expert test obtained a score of 92.5% with very good qualifications. Furthermore, the t-count analysis results show significant differences in student learning outcomes before and after using learning videos. Based on the results of this analysis, learning video media based on a contextual approach is valid and appropriate for use in learning because it can improve students' Civics learning outcomes.
在学习过程中媒介使用的缺乏影响了学生公民学的低学习效果。本研究旨在制作情境化的学习视频,以改善学生的实习学习效果。本研究属于应用ADDIE开发模型开展的开发研究类型。本研究的研究对象为教育技术专家、学科内容专家、教学设计专家、学习媒体专家和12年级六年级小学生。本研究的数据收集采用问卷调查法和测试法,研究工具为问卷调查表和学生公民能力测试。然后使用定量描述性分析技术和t检验推理统计对研究中获得的数据进行分析。研究分析结果表明,在教育技术专家测试中。发达媒体获得了95%的高分,资质非常好。科目内容专家考试成绩达到90%,成绩很好。学习设计专家测试成绩达到90%,资质非常好。学习媒体专家测试获得92.5%的成绩,资质非常好。此外,t计数分析结果显示,使用学习视频前后,学生的学习成果存在显著差异。基于这一分析的结果,基于情境方法的学习视频媒体在学习中是有效和合适的,因为它可以提高学生的公民学学习成果。
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引用次数: 0
Classroom Virtual Reality for Students With Disabilities: A Preliminary Guide to Available Virtual Content 残疾学生的课堂虚拟现实:可用虚拟内容的初步指南
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-04-17 DOI: 10.1177/01626434231170593
Adam C. Carreon, Caitlin J. Criss, Maggie A. Mosher
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for diverse learners in today’s classroom, particularly students with identified disabilities. VR, as an interactive and visual tool, provides teachers with the ability to support and enhance traditional classroom materials for students, particularly those with disabilities. However, teacher time is often compromised and finding new technology can be daunting. This article intends to assist educators in utilizing VR in the classroom, with minimal effort and money. Using a detailed vignette, we guide the reader through a detailed example of how VR apps can be located and implemented for students with disabilities who struggle with motivation and engagement through experiential learning. Finally, we offer additional apps and their delivery devices as a starting point for teachers to begin creating more immersive and interactive content through VR technology.
虚拟现实(VR)是一项创新技术,在课堂内外迅速普及。随着硬件和软件技术的进步以及一对一计算的推动,教师可以获得创新的VR支持和资源。这些创新技术有可能改善当今课堂上不同学习者的教学,特别是有残疾的学生。虚拟现实作为一种互动和视觉工具,使教师能够支持和改进面向学生,特别是残疾学生的传统课堂材料。然而,教师的时间往往受到损害,寻找新技术可能令人望而生畏。本文旨在帮助教育工作者在课堂上利用虚拟现实,以最小的努力和金钱。使用详细的小插图,我们通过一个详细的例子来指导读者如何定位和实施VR应用程序,以帮助那些通过体验式学习而缺乏动力和参与的残疾学生。最后,我们提供了额外的应用程序及其交付设备,作为教师开始通过VR技术创建更身临其境和互动内容的起点。
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引用次数: 0
Effects of Video Prompting with Augmented Reality on Functional Living Skills of Students with Intellectual and Developmental Disabilities 增强现实视频提示对智力发育障碍学生功能性生活技能的影响
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-04-15 DOI: 10.1177/01626434231170594
Chu-Lung Wu, Yi-Hsuan Tsai
Training functional living skills is crucial for students with intellectual and developmental disabilities (IDDs) because they are directly related to their independence. The aim of this study was to explore the effect of an augmented reality (AR)–based video prompting (VP) teaching model on the learning of functional living skills among elementary school students with intellectual and developmental disabilities. A multiple-probe, across-subjects, single-case research design was adopted to recruit three participants, namely, fifth- and sixth-grade students with IDDs in a special education program in an elementary school in Taichung City. The independent variable was the AR-based VP teaching model, and the dependent variable was the participants’ performance of functional living skills (cooking rice in a rice cooker). The results indicate that the intervention had immediate, maintenance, and generalization effects on all three participants. In addition, the participants noted that the teaching model relaxed and motivated them. The teachers also indicated that the teaching model motivated the students, resulted in positive learning outcomes, and strengthened the students’ ability to learn independently. Through this AR-based VP teaching model, students with developmental disabilities can improve their functional living skills.
训练功能性生活技能对智力和发育障碍(IDDs)学生至关重要,因为这直接关系到他们的独立性。摘要本研究旨在探讨基于增强现实(AR)的视频提示(VP)教学模式对智障小学生功能性生活技能学习的影响。本研究采用多调查、跨主题、单个案的研究设计,招募台中市某小学特殊教育项目的五、六年级缺碘症学生。自变量为基于ar的VP教学模式,因变量为被试的功能性生活技能(用电饭煲煮饭)表现。结果表明,干预对所有三名参与者都具有即时、维持和推广效应。此外,学员们还表示,这种教学模式让他们感到轻松和有动力。教师们还表示,这种教学模式激发了学生的积极性,取得了积极的学习成果,增强了学生的自主学习能力。通过这种基于ar的VP教学模式,发展性残疾学生可以提高他们的功能性生活技能。
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引用次数: 0
Exploring and Implementing Available Writing Educational Technology for Students with Disabilities and Their Peers 探索和实施残疾学生及其同龄人可用的写作教育技术
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-04-09 DOI: 10.1177/01626434231155933
Samantha R. Goldman, Adam C. Carreon, Sean J. Smith, Jennifer A. Kurth
Written expression is an area of the curriculum with which many students with disabilities (SWDs) struggle. One solution to mitigate the barriers associated with this topic is to use educational technology supports such as speech-to-text, text-to-speech, and predictive text. Even though there has been an increase in technology access in the classrooms, challenges still exist with regards to determining which tools support which students, training educators to use the tools, and training students to use the tools. This can be attributed to the time investment required for educators to learn new technologies. This article provides educators with the steps to introduce and implement an intervention where SWDs support the special educator in teaching general education peers to use Google’s Voice Typing.
书面表达是许多残疾学生(SWD)努力学习的课程领域。缓解与此主题相关的障碍的一个解决方案是使用教育技术支持,如语音到文本、文本到语音和预测文本。尽管课堂上获得技术的机会有所增加,但在确定哪些工具支持哪些学生、培训教育工作者使用这些工具以及培训学生使用这些工具方面仍然存在挑战。这可以归因于教育工作者学习新技术所需的时间投入。本文为教育工作者提供了引入和实施干预措施的步骤,SWD支持特殊教育工作者教授普通教育同行使用谷歌的语音打字。
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引用次数: 2
Teaching Students With a Mild Intellectual Disability to Respond to Strangers Using Computer-Based Video Instruction 运用计算机视频教学法教轻度智障学生应对陌生人
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-03-24 DOI: 10.1177/01626434231165969
Chelsey R. Simmons, Rhonda D. Miller, Nicole M. Uphold, S. Horn
Computer-based video instruction (CBVI) has been effective in teaching students with disabilities various health, community, and safety skills. Research suggests that CBVI is often used in conjunction with community-based instruction (CBI). Frequently, students with severe disabilities or students who are of high school age participate in CBI and/or CBVI and its accompanying research. This study investigated the effectiveness of CBVI to teach students with a mild ID, ages 11–13, appropriate responses to lures from strangers. A single-case, multiple probe across participants design was used to examine the impact of CBVI on one dependent variable, a correct two-step response (verbal and motor) to a lure from a stranger. The two-step response was adapted from the Akmanoglu & Tekin-Iftar (2011) study investigating responses to strangers. Data indicated that CBVI had a positive impact on all four participants. Participants also maintained the skill (up to 5 weeks) and generalized to a novel setting. Parents and teachers involved in the study also reported positive opinions regarding the aim and outcomes of the study. Implications for practice and for future research are provided.
基于计算机的视频教学(CBVI)在向残疾学生教授各种健康、社区和安全技能方面非常有效。研究表明,CBVI经常与基于社区的教学(CBI)结合使用。严重残疾学生或高中年龄的学生经常参与CBI和/或CBVI及其相关研究。这项研究调查了CBVI在教11-13岁轻度ID的学生对陌生人的诱惑做出适当反应方面的有效性。采用单一案例、跨参与者的多探针设计来检验CBVI对一个因变量的影响,即对陌生人引诱的正确两步反应(言语和运动)。两步反应改编自Akmanoglu和Tekin Iftar(2011)调查陌生人反应的研究。数据表明,CBVI对所有四名参与者都产生了积极影响。参与者还保持了这项技能(最多5周),并将其推广到一个新颖的环境中。参与研究的家长和老师也对研究的目的和结果表示了积极的看法。对实践和未来的研究提供了启示。
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引用次数: 0
Trash is a Problem! Building Students’ Connection to Their School Community 垃圾是个问题!建立学生与学校社区的联系
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-03-20 DOI: 10.1177/01626434231165456
Judith A. Morrison, Danielle Malone, Sara Sorensen Petersen
The project described in this article focused on the school’s environment and students’ connections with the school. The project took place in a large, comprehensive high school with eight 12th grade students, one with intellectual disabilities, three with learning disabilities, two with autism spectrum disorders, and two with health impairments. Students learned to collect data, use an ArcGIS map for analysis, brainstormed and carried out methods to bring awareness about garbage on school grounds to the school community (using posters, announcements, and incentive points), and compared garbage quantity after a week of awareness. Students gained insight into how technology can be used to define a problem, strategies to communicate important issues, and the value of collecting and using data for decision-making. The strengths of this project were engaging students in an authentic school-based investigation while being introduced to new technology tools, learning about the impact they can have on their school, and increasing their connections to the schoolwide community.
本文中描述的项目侧重于学校的环境以及学生与学校的联系。该项目在一所大型综合高中进行,该校有八名12年级学生,一名智力残疾学生,三名学习障碍学生,两名自闭症谱系障碍学生,以及两名健康障碍学生。学生们学会了收集数据,使用ArcGIS地图进行分析,集思广益,并采用各种方法(使用海报、公告和激励点)向学校社区宣传校园垃圾,并在宣传一周后比较垃圾数量。学生们深入了解了如何使用技术来定义问题,沟通重要问题的策略,以及收集和使用数据进行决策的价值。该项目的优势在于让学生参与真正的基于学校的调查,同时了解新的技术工具,了解它们对学校的影响,并增加他们与学校社区的联系。
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引用次数: 0
An App Evaluation System for All Stakeholders: A Pilot Study 面向所有利益相关者的应用程序评估系统:一项试点研究
IF 1.9 4区 教育学 Q3 EDUCATION, SPECIAL Pub Date : 2023-03-18 DOI: 10.1177/01626434221135158
M. A. Da Fonte, Nicole P. Wolfe, Emily R. DeLuca, Melissa J. Cavagnini, Krista L. Nardi
Mobile technologies, including apps, have become increasingly popular, and are being used to support daily activities among a variety of individuals. While the use of mobile technologies will not eliminate barriers often faced by individuals with disabilities, these systems have the potential to help minimize some of these barriers. As the popularity of apps is increasing, the purpose of this study was to evaluate the reliability, internal consistency, and social validity among novice raters on two app evaluation rating scales. A total of 17 adults, with and without identified disabilities, evaluated apps using two team-designed app rating scales. Overall, findings indicated that the ratings completed during the pilot phase by the research team were more reliable than those completed by novice raters during the testing phase; that the dimension of individualization was the most reliable among team raters and novice participants without disabilities; and that the highest level of inconsistency in the reliability was among novice participants with disabilities. Practical implications, limitations, and future research directions are discussed.
移动技术,包括应用程序,已经变得越来越流行,并被用于支持各种个人的日常活动。虽然使用移动技术不会消除残疾人经常面临的障碍,但这些系统有可能帮助减少其中一些障碍。随着应用的普及程度越来越高,本研究的目的是评估新手评价者在两种应用评价量表上的信度、内部一致性和社会效度。共有17名成年人,有或没有残疾,使用两个团队设计的应用程序评分量表对应用程序进行评估。总体而言,研究结果表明,研究小组在试点阶段完成的评分比新手在测试阶段完成的评分更可靠;个性化维度在团队评分者和非残疾新手参与者中最可靠;信度不一致的程度最高的是有残疾的新手参与者。讨论了该方法的实际意义、局限性和未来的研究方向。
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引用次数: 1
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Journal of Special Education Technology
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