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Students' Perceptions of Practicum Learning Media Used During the Covid-19 Pandemic 学生对Covid-19大流行期间使用的实习学习媒体的看法
IF 1.9 4区 教育学 Q2 Social Sciences Pub Date : 2023-04-18 DOI: 10.23887/jet.v7i1.50375
Sutirman, Riana Isti Muslikhah
Despite efforts to understand how social media platforms encourage student interaction, researchers have noted that there needs to be more research that focuses on using Telegram messenger as a means to encourage student motivation and interaction in academic writing. This study aimed to understand how Telegram groups, created for first-year students at ODeL universities, increase student motivation and interaction in the Academic Writing module. This type of research is qualitative. This study uses a qualitative interpretative approach. Data collection techniques using interviews and observation. The subjects of this study were 4 lecturers and 9 students. The data analysis technique used is descriptive qualitative analysis. The study found that lecturers considered Telegram a useful pedagogical tool to increase student motivation and interaction. Further findings reveal that Telegram motivates students to interact in groups and with modules. It is suggested that stakeholders reconsider their pedagogy and encourage using Telegram to assist students' learning of academic writing.
尽管研究人员努力了解社交媒体平台如何鼓励学生互动,但他们注意到,需要更多的研究集中在使用Telegram messenger作为鼓励学生在学术写作中的动机和互动的手段上。本研究旨在了解为ODeL大学一年级学生创建的Telegram群组如何在学术写作模块中增加学生的动机和互动。这种类型的研究是定性的。本研究采用定性解释方法。使用访谈和观察的数据收集技术。本研究的对象为4名教师和9名学生。使用的数据分析技术是描述性定性分析。研究发现,讲师认为Telegram是一种有用的教学工具,可以提高学生的积极性和互动性。进一步的研究表明,Telegram激励学生在小组和模块中进行互动。建议利益相关者重新考虑他们的教学方法,并鼓励使用电报来帮助学生学习学术写作。
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引用次数: 2
Mock Up Based on Android Through Multimedia Development Live Cycle : Science Meaningfull Learning 基于Android的仿真模型通过多媒体开发:科学有意义的学习
IF 1.9 4区 教育学 Q2 Social Sciences Pub Date : 2023-04-18 DOI: 10.23887/jet.v7i1.51890
F. Kumala, Jurina Ibrahim, Hefsi Anggi Ambarwati, Siti Mafulah, Sri Rahayu
Covid 19 has led to loss learning and decreased student motivation in learning so that learning is needed that can increase motivation and meaningfulness in learning. The purpose of this study was to develop an Android-based mock up using the Multimedia Development Live Cycle (MDLC) steps to develop meaningful science learning in elementary schools. This research is a development research using the MDLC stages followed by trials on material, language, media and user experts. The subjects of this study were experts, teachers and 5th grade students. Technical analysis used descriptive quantitative techniques. Data collection methods consist of questionnaires, interviews and tests. Instruments in the form of expert validation sheets, tests, interviews and teacher and student response questionnaires. The results of the study show that the media that has been developed has a material expert feasibility of 68% (appropriate), media expert 91% (very feasible), and language expert 94% (decent). The teacher's practicality assessment obtained a percentage of 87% (very practical) and students obtained a proportion of 77% with very practical criteria. Android-based mock up is feasible to use. This is also based on the results of an increase in the average pretest score of 63.3 and posttest of 77.7. Posttest scores also show scores above the Minimum Completeness Criteria (KKM). Android-based Mock Up can improve student learning outcomes and make science learning more meaningful for students.
2019冠状病毒病导致学习损失,学生的学习动机下降,因此需要学习,以增加学习的动机和意义。本研究的目的是利用多媒体开发生命周期(MDLC)步骤开发一个基于android的模拟模型,以发展小学有意义的科学学习。本研究是一项发展研究,使用MDLC阶段,然后对材料,语言,媒体和用户专家进行试验。本研究的研究对象为专家、教师和五年级学生。技术分析采用描述性定量技术。数据收集方法包括问卷调查、访谈和测试。采用专家验证表、测试、访谈和师生回答问卷等形式的工具。研究结果表明,已开发的媒体材料专家的可行性为68%(适当),媒体专家的可行性为91%(非常可行),语言专家的可行性为94%(不错)。教师的实用性评估获得了87%的百分比(非常实用),学生获得了77%的比例(非常实用)。基于android的模拟是可行的。这也是基于前测平均分63.3分和后测平均分77.7分的提高。后测分数也显示高于最低完整性标准(KKM)的分数。基于android的Mock Up可以提高学生的学习效果,让学生的科学学习更有意义。
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引用次数: 0
Factors That Influence the Succes of Application of Technology in Learning: Teacher Work Motivation and Organizational Support 影响技术在学习中应用成功的因素:教师工作动机与组织支持
IF 1.9 4区 教育学 Q2 Social Sciences Pub Date : 2023-04-18 DOI: 10.23887/jet.v7i1.53812
J. Taroreh, S. Watung, C. Kewo, Febriyani Maureen, Lidya Rattu, Kata Kunci
The problem with teachers in general is that they have not fully mastered the use of technology in learning. To evaluate the effect of teacher work motivation and organizational support on the application of technology is the goal to be achieved in this study. This study used a quantitative method, namely explanatory research. Samples were taken using simple random sampling technique of 115 respondents. Data collection was carried out through questionnaires and interviews. Test method with validity and reliability tests. Validity test to correlate questions with the total score of each variable. The data that has been collected is then analyzed using descriptive statistical analysis methods. The results of the study show that partially the teacher's work motivation has a positive and significant effect on the successful application of technology by 9.2%. Then the support of school organizations partially has a positive and significant effect on the successful application of technology by 36.7%. Simultaneously work motivation and organizational support affect the success of applying technology in learning by 59%. Compared to teacher motivation, school support in the form of infrastructure services, availability of computers, internet networks makes a greater contribution to improving the quality of learning.
教师普遍存在的问题是,他们没有完全掌握在学习中使用技术。评估教师工作动机和组织支持对技术应用的影响是本研究要达到的目标。本研究采用定量方法,即解释研究。采用简单随机抽样的方法对115名调查对象进行抽样。通过问卷调查和访谈进行数据收集。具有效度和信度测试的测试方法。效度测试,将问题与每个变量的总分相关联。然后使用描述性统计分析方法对收集到的数据进行分析。研究结果显示,部分教师的工作动机对技术的成功应用有正向显著的影响,比例为9.2%。其次,学校组织的部分支持对技术的成功应用有显著的正向影响(36.7%)。同时,工作动机和组织支持对学习中应用技术的成功有59%的影响。与教师的动机相比,学校以基础设施服务、计算机的可用性、互联网网络等形式提供的支持对提高学习质量的贡献更大。
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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 Q2 Social Sciences 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
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 Q2 Social Sciences 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
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 Q2 Social Sciences 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 Q2 Social Sciences 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 Q2 Social Sciences 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 Q2 Social Sciences 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 Q2 Social Sciences 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
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Journal of Special Education Technology
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