American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
This study was a step toward the creation of an e-module to creat flips bookbased
exposition
texts
for
junior
high
schools.
The
purpose
of
this
study
was
to
offer an examination of students' demands when creating exposition
papers. A survey was used for the investigation. The data for this inquiry
was gathered through a questionnaire. In this study, a Likert scale was
utilized to examine students' attitudes, opinions, and perceptions of the built
electronic module. This research made use of a checklist-style questionnaire
with a range of assessments of 1 to 5. The questionnaire was distributed to
students from four junior high schools. This sampling technique was based
on the sampling quota established by the researcher. The data analysis
technique involved converting the category value into an assessment score
and examining the result. According to the findings, 61.5% of students had
difficulties in interpreting the material of exposition text, and the rest of
80.1% desired that the exposition text writing content be presented using
entertaining, interactive, and innovative learning methods. This showed the
need for the preparation of electronic modules for writing flip book-based
exposition texts.
Collaborative learning model with virtual team in ubiquitous learning environ...IJITE
The purposes of this research study were: 1) to develop a Collaborative Learning Model with Virtual
Team in u-Learning Environment using Creative Problem-solving Process(U-CCPS Model); 2) to
evaluate a U-CCPS Model. The research procedures were divided into two phases. The first phase was to
develop U-CCPS Model, and the second phase was to evaluate U-CCPS Model. The sample group in this
study consisted of five experts using purposive sampling. Data were analyzed by arithmetic mean and
standard deviation. The research findings were as follows: The U-CCPS learning Model consisted of five
components as follows: 1) Input factors, 2) Process, 3) Control, 4) Output and 5) Feedback. The input
factors consisted of four components as followed: 1) Objectives of U-CCPS Model, 2) Roles of Instructors,
3) Roles of learners and 4) Design of learning media. The process consisted of two components as
followed: 1) Preparation before learning, and 2) Instructional management process. The experts agree
that a U-CCPS Model was highest suitability.
Child Education Through Animation: An Experimental Study ijcga
Teachers have tried to teach their students by introducing text books along with verbal instructions in
traditional education system. However, teaching and learning methods could be changed for developing
Information and Communication Technology (ICT). It's time to adapt students with interactive learning
system so that they can improve their learning, catching, and memorizing capabilities. It is indispensable to
create high quality and realistic leaning environment for students. Visual learning can be easier to
understand and deal with their learning. We developed visual learning materials (an overview of solar
system) in the form of video for students of primary level using different multimedia application tools. The
objective of this paper is to examine the impact of student’s abilities to acquire new knowledge or skills
through visual learning materials and blended leaning that is integration of visual learning materials with
teacher’s instructions. We visited a primary school in Dhaka city for this study and conducted teaching
with three different groups of students (i) teacher taught students by traditional system on same materials
and marked level of student’s ability to adapt by a set of questions (ii) another group was taught with only
visual learning material and assessment was done with 15 questionnaires, (iii) the third group was taught
with the video of solar system combined with teacher’s instructions and assessed with the same
questionnaires. This integration of visual materials (solar system) with verbal instructions is a blended
approach of learning. The interactive blended approach greatly promoted students ability of acquisition of
knowledge and skills. Students response and perception were very positive towards the blended technique
than the other two methods. This interactive blending leaning system may be an appropriate method
especially for school children.
In the 21st century, continuous innovation and adaptation in every
component of learning is required in education, both in the competency
component, material content, strategy and media, as well as its
evaluation. This study emphasized the development of an electronic or
digital module in the information behavior course, it is one of the courses
regarding the characteristics of the student activity level that accommodates
information retrieval and strives to use appropriate information. The emodule
design
is
developed
utilize
the
4D
model
by
define,
design,
develop
and
disseminate. The participants of this research involved media experts,
material experts and students of the Library and Information Science study
program at two universities, which are are Universitas Pendidikan Indonesia
and Universitas Negeri Malang, there are 20 people in total who used emodules in limited dissemination on information behavior course. This
research revealed the electronic module in the course, the emphasis of the
module content design which is enriched with digital-based information
sources or in another word called as hyper content that becomes a
differentiator in presenting the module content, coupled with the power of
audio and visual media or called as screencast. Through this research,
lecturers able to prepare independent learning materials by utilizing digital
technology.
The aim of this research is to investigate the influence of flipbook learning media, learning interest, and learning motivation on junior high school students' learning outcomes. The method used is the regression method with a quantitative approach. This research was conducted at Junior High School1 Yogyakarta with a sample of 64 class VIII social studies students. Data collection consists of interviews, observations, and documentation. Prerequisite test analysis consists of tests for normality, multicollinearity, and heteroscedasticity. Hypothesis testing using simple regression, and multiple regression. The research results show that there is an influence: i) flipbook learning media on learning outcomes with a tcount of 73.33, a significance value of 0.000 < 0.005, ii) interest in learning on learning outcomes with a tcount of 33.678, a significance value of 0.000 < 0.005, iii) learning motivation on learning outcomes with a tcount of 30.678, a significance value of 0.000 < 0.005, and iv) flipbook learning media, learning interest, and learning motivation together on learning outcomes with Fcount 47.879 > Ftable 2.77 with a significance of 0.000 < 0.005. The conclusion is that the use of flipbook learning media, increasing interest in learning, and strengthening learning motivation can support each other to achieve optimal learning outcomes for students.
Towards 21 century skills - Pedagogical insights for DIGIFOR teachers
Henriikka Vartiainen, Päivikki Liukkonen & Saara Nissinen
University of Eastern Finland
This study was a step toward the creation of an e-module to creat flips bookbased
exposition
texts
for
junior
high
schools.
The
purpose
of
this
study
was
to
offer an examination of students' demands when creating exposition
papers. A survey was used for the investigation. The data for this inquiry
was gathered through a questionnaire. In this study, a Likert scale was
utilized to examine students' attitudes, opinions, and perceptions of the built
electronic module. This research made use of a checklist-style questionnaire
with a range of assessments of 1 to 5. The questionnaire was distributed to
students from four junior high schools. This sampling technique was based
on the sampling quota established by the researcher. The data analysis
technique involved converting the category value into an assessment score
and examining the result. According to the findings, 61.5% of students had
difficulties in interpreting the material of exposition text, and the rest of
80.1% desired that the exposition text writing content be presented using
entertaining, interactive, and innovative learning methods. This showed the
need for the preparation of electronic modules for writing flip book-based
exposition texts.
Collaborative learning model with virtual team in ubiquitous learning environ...IJITE
The purposes of this research study were: 1) to develop a Collaborative Learning Model with Virtual
Team in u-Learning Environment using Creative Problem-solving Process(U-CCPS Model); 2) to
evaluate a U-CCPS Model. The research procedures were divided into two phases. The first phase was to
develop U-CCPS Model, and the second phase was to evaluate U-CCPS Model. The sample group in this
study consisted of five experts using purposive sampling. Data were analyzed by arithmetic mean and
standard deviation. The research findings were as follows: The U-CCPS learning Model consisted of five
components as follows: 1) Input factors, 2) Process, 3) Control, 4) Output and 5) Feedback. The input
factors consisted of four components as followed: 1) Objectives of U-CCPS Model, 2) Roles of Instructors,
3) Roles of learners and 4) Design of learning media. The process consisted of two components as
followed: 1) Preparation before learning, and 2) Instructional management process. The experts agree
that a U-CCPS Model was highest suitability.
Child Education Through Animation: An Experimental Study ijcga
Teachers have tried to teach their students by introducing text books along with verbal instructions in
traditional education system. However, teaching and learning methods could be changed for developing
Information and Communication Technology (ICT). It's time to adapt students with interactive learning
system so that they can improve their learning, catching, and memorizing capabilities. It is indispensable to
create high quality and realistic leaning environment for students. Visual learning can be easier to
understand and deal with their learning. We developed visual learning materials (an overview of solar
system) in the form of video for students of primary level using different multimedia application tools. The
objective of this paper is to examine the impact of student’s abilities to acquire new knowledge or skills
through visual learning materials and blended leaning that is integration of visual learning materials with
teacher’s instructions. We visited a primary school in Dhaka city for this study and conducted teaching
with three different groups of students (i) teacher taught students by traditional system on same materials
and marked level of student’s ability to adapt by a set of questions (ii) another group was taught with only
visual learning material and assessment was done with 15 questionnaires, (iii) the third group was taught
with the video of solar system combined with teacher’s instructions and assessed with the same
questionnaires. This integration of visual materials (solar system) with verbal instructions is a blended
approach of learning. The interactive blended approach greatly promoted students ability of acquisition of
knowledge and skills. Students response and perception were very positive towards the blended technique
than the other two methods. This interactive blending leaning system may be an appropriate method
especially for school children.
In the 21st century, continuous innovation and adaptation in every
component of learning is required in education, both in the competency
component, material content, strategy and media, as well as its
evaluation. This study emphasized the development of an electronic or
digital module in the information behavior course, it is one of the courses
regarding the characteristics of the student activity level that accommodates
information retrieval and strives to use appropriate information. The emodule
design
is
developed
utilize
the
4D
model
by
define,
design,
develop
and
disseminate. The participants of this research involved media experts,
material experts and students of the Library and Information Science study
program at two universities, which are are Universitas Pendidikan Indonesia
and Universitas Negeri Malang, there are 20 people in total who used emodules in limited dissemination on information behavior course. This
research revealed the electronic module in the course, the emphasis of the
module content design which is enriched with digital-based information
sources or in another word called as hyper content that becomes a
differentiator in presenting the module content, coupled with the power of
audio and visual media or called as screencast. Through this research,
lecturers able to prepare independent learning materials by utilizing digital
technology.
The aim of this research is to investigate the influence of flipbook learning media, learning interest, and learning motivation on junior high school students' learning outcomes. The method used is the regression method with a quantitative approach. This research was conducted at Junior High School1 Yogyakarta with a sample of 64 class VIII social studies students. Data collection consists of interviews, observations, and documentation. Prerequisite test analysis consists of tests for normality, multicollinearity, and heteroscedasticity. Hypothesis testing using simple regression, and multiple regression. The research results show that there is an influence: i) flipbook learning media on learning outcomes with a tcount of 73.33, a significance value of 0.000 < 0.005, ii) interest in learning on learning outcomes with a tcount of 33.678, a significance value of 0.000 < 0.005, iii) learning motivation on learning outcomes with a tcount of 30.678, a significance value of 0.000 < 0.005, and iv) flipbook learning media, learning interest, and learning motivation together on learning outcomes with Fcount 47.879 > Ftable 2.77 with a significance of 0.000 < 0.005. The conclusion is that the use of flipbook learning media, increasing interest in learning, and strengthening learning motivation can support each other to achieve optimal learning outcomes for students.
Towards 21 century skills - Pedagogical insights for DIGIFOR teachers
Henriikka Vartiainen, Päivikki Liukkonen & Saara Nissinen
University of Eastern Finland
This study aims to develop and test the feasibility of audio-visual-based learning media in history learning class X in senior high school. This study is a research and development (R&D) type with the analyze, design, development, implementation, evaluation (ADDIE) model. The research involved 96 students of class X IPS or social science at State Senior High School 1 Bandar Lampung, Indonesia. The data collection techniques as well as the instruments employed questionnaires, observation, interviews, and documentation. Data analysis techniques employed qualitative and quantitative analysis. The results of the study show that: i) The development of audio-visual-based learning media on material about human life in Indonesia’s literacy period was made using the Adobe Photoshop application; and ii) The feasibility of the validation results of media experts, material experts, and learning experts (history teachers) successively with an average result of 4.73 (very good), 4.28 (very good), 4.50 (very good) and the results of the assessment students at 4.37 (very good). Then, the audiovisual-based learning media is declared feasible to use. This audio-visualbased historical learning media has its charm in being able to encourage students to become higher in learning history.
Currently, we are facing the rapid development of information and
communication technology (ICT) that characterizes the 21st century.
Challenges, problems, life, and careers in the 21st century can be
successfully faced if we master the 21st century skills. However, nowadays
it is still very rare to develop a 21st century skill measurement model, so it is
necessary to develop test instruments to measure 21st century skills. The
development of test instruments to measure 21st century skills in Indonesia
is still very open by paying attention to the clarity of the instrument in
describing real phenomena and complete data as material for problem
solving. Based on the description above, the researchers developed a
multiple-choice test based on experimental activities to measure students’
21st century skills which are creativity, critical thinking, collaboration,
communication (4Cs) in heat and heat transfer using research and
development (R&D) methods with the analyze, design, develop, implement,
and evaluate (ADDIE) stage. Development begins with conducting literature
and field studies, designing and making videos of experiment activities,
compiling open-ended questions, distributing them to 12th graders of
science, analyzing answers based on references, developing answer options,
developing multiple choice tests, conducting validation by experts, and
testing limited to students. The product of this research is expected to be
used by educators and students for independent learning activities or as an
example to develop multiple choice tests based on experimental activities to
measure 21st century skills in other physics materials and other subjects.
Social Media Based Courseware for ASEAN Open Education: Opportunity and New C...Jintavee Khlaisang
Khlaisang, J. (2013). Social Media Based Courseware for ASEAN Open Education: Opportunity and New Challenge. The Asia Regional OpenCourseWare and Open Education Conference 2012, organized by Japan Opencourseware Consortium and Office of the Higher Education Commission, Thailand, January 21-22, 2013.
The Importance of the Use of Multimedia Technologies in the Educational Proce...ijtsrd
This article provides information on the importance of the use of multimedia technologies in the educational process in the effectiveness of the lesson.E learning, including text, graphics, sound, animated materials on a computer screen, allows you to study, edit and record. The use of information technology in lectures, workshops, laboratories and independent forms of training will be effective. Juraeva Aziza Akramovna | Nasirova Shoira Nomuradovna "The Importance of the Use of Multimedia Technologies in the Educational Process in the Effectiveness of the Lesson" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-6 , October 2021, URL: https://www.ijtsrd.com/papers/ijtsrd47617.pdf Paper URL : https://www.ijtsrd.com/management/other/47617/the-importance-of-the-use-of-multimedia-technologies-in-the-educational-process-in-the-effectiveness-of-the-lesson/juraeva-aziza-akramovna
Challenge Based Learning: Innovative Pedagogy for Sustainability through e-L...May Portuguez
Challenge-Based Learning (CBL) is an innovative teaching methodology that engages students to resolve real-world challenges while applying the knowledge they acquired during their professional training. This article describes the results of the implementation of an online course on entrepreneurship that utilized CBL with a group of 20 undergraduate students from various disciplines in a university in Mexico. During the course, challenges related to the Sustainable Development Goals of the United Nations were presented to the participants, making it possible to observe the students’ interest in resolving these problems. This research uses a case study methodology and seeks to determine the CBL elements in the e-learning modality. The results showed that the participants generated sustainable business ideas aimed to resolve local, national, and global problems. The recommendations are to continue the formation of the businesses proposed in the project. These ideas can become real ventures that connect various actors in the entrepreneurial ecosystem and will continue to strengthen transversal skills such as teamwork and communication.
Due to the Covid-19 outbreak in Indonesia the Government urged students
and lecturers to conduct the learning process from home through an online
system called #studyfromhome. The architecture undergraduate students in
this study were millennial students who used digital technology on a daily
basis. This study was conducted to determine the role of social media, as well
as millennial students’ preferences and feedback on the use of social media
as learning tools to create a personal learning environment (PLE).
Questionnaires were distributed online to students of Class of 2017 and 2018,
out of whom 115 respondents provided their feedback. The results of the
study showed that the students of the Architecture Study Program at Udayana
University in Bali were fond of using social media especially audio-visual
applications for learning activities. In addition, very positive feedback was
also provided in terms of knowledge sharing and creativity, acquisition of
information, and submission of assignments. Social media were considered
more student-friendly. This condition was relevant to the characteristics of
the millennial students who were independent learners, and facilitated the
creation of PLE. Dealing with the new approach, the students hoped that
social media could be used in a better manner as architecture learning
platforms.
Abstract: Blended learning is an educational model offered through traditional learning methods and digital
networks to share knowledge and education resources between instructors and learners. Besides, blended learning
provides learning courses accessed through digital platforms and gadgets utilizing online technologies such as
smartphones, tablets, laptops, and personal computers. Denoted as e-learning, these platforms are important in
teaching and training students through the internet and wireless technologies. In any course, offering online
learning plays a great role because e-learning provides the students the opportunities of developing their
capabilities, specifically in information science courses. In modern education, digital learning is becoming a
gradually popular option. The classroom settings moved online from full digital courses to classes held remotely.
However, effective communication in a digital learning environment may be hard, particularly when digital
learning transition is unplanned or has been sudden. Making such massive overhauls are confusing and frustrating
for the teachers, learners, and parents.
Nevertheless, digital learning communication can be made easier with the right resource. This research explores
the blended learning environment effectiveness by evaluating the relationships between design features, student
backgrounds or attributes, and learning outcomes. The paper's objective is to determine the important blended
learning effectiveness indicators, taking learning outcomes as dependent variables and design features and learner
background or attributes as independent variables. Results of multiple regression analyses indicated learner
attributes such as self-regulation and attitudes and traits of blended learning designs such as one-on-one support,
technology quality, and online tools forecasted students' satisfaction as an outcome. The findings show that design
characteristics and student traits are important indicators for student learning outcomes in blended learning.
This study aimed to determine the effectiveness of using an interactive emodule
to reduce students’ misconceptions on salt hydrolysis material at
grade XI in senior high school. This study implemented a pre-experiment
with one group pretest-posttest research design, which utilized one class as
the experimental class. Samples were selected by using purposive sampling
technique, and it was obtained one class as the experimental class, namely
class XI in State Madrasah Aliyah 1 Pekanbaru, Riau, Indonesia. Before
giving the treatment, the sample was administered a pretest and after the
treatment, they were given a posttest. The pretest and posttest questions
occupied three-tier multiple choice questions. The reduction of
misconceptions on Salt Hydrolysis material after using the interactive emodule
was
16.21%.
The
study
found
that
interactive
e-modules
effective
to
reduce
misconceptions
on
salt
hydrolysis
material
was
significant.
The quality improvement of human resources in the society 5.0 era in the 21st century is closely related to technology, and one of the ways this can be achieved is by using YouTube. Therefore, this research determined the differences in student cognitive learning outcomes and critical thinking before and after applying the YouTube-assisted discovery model in German Language Education Study Program at Pattimura University, Indonesia. A pseudo-experiment a pretest and posttest unequal control group design was used to obtain 20 2nd semester students who took the course Strukturen und Wortschatz zur Aufbaustufe A2.1. Furthermore, the sample determination used a proportional sampling technique. Data collection was done using the instrument in the form of essays tests to determine the cognitive learning and critical thinking outcomes, questionnaire sheets, and interviews. The paired T-test showed a value of p=0.000<α=0.05, indicating significant differences in cognitive learning outcomes and critical thinking skills before and after applying the YouTube-assisted discovery learning model. This was confirmed by an increase in the cognitive test scores and critical thinking of students after applying the learning model. Therefore, the results can be applied to other concepts in German language learning.
Implementing a proper learning model during the post COVID-19 pandemic
is fundamental for learning quality enhancement, specifically for students'
conceptual mastery. The research aims to develop a Complexity ScienceProblem
Based
Learning
(CS-PBL)
model
assisted
by
the
Sistem
Informasi
Pengelola
Pembelajaran (SIPEJAR) e-learning platform that is valid,
practical, and effective to enhance students' conceptual mastery during the
post COVID-19 pandemic. The research and development model were
adapted from Plomp & Nieven consisted of three phases: preliminary
research, prototyping phase, and assessment phase. The first phase research
result was that the learning process in during COVID-19 pandemic was less
interactive, which led to less effective learning. The students' score on
conceptual mastery was in the poor category. The second phase resulted in a
book of CS-PBL model assisted by SIPEJAR and supporting instruments
considered valid by three experts. The third phase result was that the CSPBL
model assisted by SIPEJAR was considered practical in the learning
process implementation. The CS-PBL model can enhance students'
conceptual mastery where the N-gain was sufficiently effective. It is
concluded that the CS-PBL model assisted by SIPEJAR was considered
valid, practical, and effective to enhance students' conceptual mastery during
the post COVID-19 pandemic.
Modern Educational Technologies in Teaching a Foreign Languageijtsrd
modern educational technology, which is used to form elementary school students’ ability to communicate in another language, is the most productive in the process of creating an educational environment that provides human centered interaction for all participants in the educational process. Odina Bakhridinova Khusnidin Qizi | Gulmira Juraboyeva Sherali Qizi "Modern Educational Technologies in Teaching a Foreign Language" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-4 , June 2021, URL: https://www.ijtsrd.compapers/ijtsrd42477.pdf Paper URL: https://www.ijtsrd.comhumanities-and-the-arts/education/42477/modern-educational-technologies-in-teaching-a-foreign-language/odina-bakhridinova-khusnidin-qizi
Cultural Value Orientation in Trans7 Youtube Channel Magazine Show Program an...AJHSSR Journal
ABSTRACT: Education in the modern era encourages us all to collaborate in the learning process through
various means and facilities including technology. One of the elements that needs to be present is the element of
cultural value orientation. This research aims to: 1) describe and explain the representation of local cultural
values on the Magazine Show Trans7 YouTube channel; and 2) describe local cultural values on the Magazine
Show Trans7 YouTube channel and their relevance in learning Indonesian The research method used is
qualitative research with a content analysis approach.Based on the findings, 60 pieces of local cultural value
were found from the analysis, namely: (1) the essence of human life, (2) the relationship between humans and
natural resources, (3) human perception of time, (4) arts and crafts, ( 5) social relationships. Based on these
findings, it is appropriate to use alternative teaching materials and digital tools on the YouTube channel
Edutaiment / Magazine Show Trans7 to instill cultural values that are integrated with education, which is the
right step because apart from instilling cultural values in Indonesia.
Keywords -About five key words in alphabetical order, separated by comma
The Model of Analytical Geometry Interactive Module using Systematic, Active,...AJHSSR Journal
ABSTRACT: This study aimed at producing an interactive Analytical Geometry Module based on
Systematic, Active, Effective (SAE) e-module model that can build learning independence and competency of
students in Mathematics Education study programs. This research employed the developmental research method
with the stages of development: preliminary studies, design, development, and testing. This study documented
that most of the students were interested in lectures on analytical geometry utilizing module teaching materials
in the form of interactive electronics (interactive e-modules) that could build student learning independence and
easily understand them. For this reason, it is necessary to develop teaching materials that are easy to understand,
namely interactive e-modules in the field of analytical geometry. At the design stage, this study captured the
results of the initial draft e-module interactive analytical geometry with systematic: introduction (preface,
instructions for using e-modules, material description, prerequisites, learning objectives), learning activities
include: a description of the material and examples of questions, practice exercises, summaries, competency
tests, practice answer instructions, feedback, and reference lists. At the development stage, an interactive draft
geometry e-module product draft was produced. The e-module draft is an interactive analytical geometry that is
designed and developed systematically and effectively and enables students to build learning independently by
adhering to the principles of developing teaching materials in learning. In the testing phase, the results of the
trial on the draft e-module were limited to students, and the overall average score was 3.27, which means that
the students considered that the analytical geometry interactive e-module product was good.
KEYWORDS:pengembangan, e-modul interaktif, SAE (Systematic, Active, Effective), geometri analitis
The Development of Edmodo-Based E-learning in Mathematics for Class V at Dr. ...IJAEMSJORNAL
This study aims to produce an Edmodo-based e-learning development product in mathematics class V at Dr. Wahidin Sudirohusodo Primary School and to know the feasibility and effectiveness of the developed Edmodo-based e-learning media. This study uses a Research and Development (R&D) approach with ADDIE model where each stage is interconnected and in stages in producing development products. The research subjects in this study are the design, media, learning material experts, the teacher, and the students. The hypothesis proposed of this study is that the development media products on Edmodo-based e-learning are feasible and effective for use in the learning process of mathematics. The data is collected through questionnaire by research subject assessment instrument and posttest from learning outcome instrument. The feasibility of the media is obtained through the validation and testing by research subjects where the average percentage of the results of the assessment of design, media, and learning material experts is 89.3%, while the average percentage of the results of teacher and student assessments in the trial of individual and groups of students is 90.5% who fall into the “Very Appropriate” category. The product effectiveness test from the learning outcome test data on the research hypothesis test through one-party test obtained tcount > ttable (2.3798 > 1.66980), which means that students’ mathematics learning outcomes with Edmodo-based e-learning were higher than students who studied conventional truth-tested. Thus development media products on Edmodo-based e-learning are feasible and effective for use in the learning process and can improve student learning outcomes compared to conventional learning.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
This study aims to develop and test the feasibility of audio-visual-based learning media in history learning class X in senior high school. This study is a research and development (R&D) type with the analyze, design, development, implementation, evaluation (ADDIE) model. The research involved 96 students of class X IPS or social science at State Senior High School 1 Bandar Lampung, Indonesia. The data collection techniques as well as the instruments employed questionnaires, observation, interviews, and documentation. Data analysis techniques employed qualitative and quantitative analysis. The results of the study show that: i) The development of audio-visual-based learning media on material about human life in Indonesia’s literacy period was made using the Adobe Photoshop application; and ii) The feasibility of the validation results of media experts, material experts, and learning experts (history teachers) successively with an average result of 4.73 (very good), 4.28 (very good), 4.50 (very good) and the results of the assessment students at 4.37 (very good). Then, the audiovisual-based learning media is declared feasible to use. This audio-visualbased historical learning media has its charm in being able to encourage students to become higher in learning history.
Currently, we are facing the rapid development of information and
communication technology (ICT) that characterizes the 21st century.
Challenges, problems, life, and careers in the 21st century can be
successfully faced if we master the 21st century skills. However, nowadays
it is still very rare to develop a 21st century skill measurement model, so it is
necessary to develop test instruments to measure 21st century skills. The
development of test instruments to measure 21st century skills in Indonesia
is still very open by paying attention to the clarity of the instrument in
describing real phenomena and complete data as material for problem
solving. Based on the description above, the researchers developed a
multiple-choice test based on experimental activities to measure students’
21st century skills which are creativity, critical thinking, collaboration,
communication (4Cs) in heat and heat transfer using research and
development (R&D) methods with the analyze, design, develop, implement,
and evaluate (ADDIE) stage. Development begins with conducting literature
and field studies, designing and making videos of experiment activities,
compiling open-ended questions, distributing them to 12th graders of
science, analyzing answers based on references, developing answer options,
developing multiple choice tests, conducting validation by experts, and
testing limited to students. The product of this research is expected to be
used by educators and students for independent learning activities or as an
example to develop multiple choice tests based on experimental activities to
measure 21st century skills in other physics materials and other subjects.
Social Media Based Courseware for ASEAN Open Education: Opportunity and New C...Jintavee Khlaisang
Khlaisang, J. (2013). Social Media Based Courseware for ASEAN Open Education: Opportunity and New Challenge. The Asia Regional OpenCourseWare and Open Education Conference 2012, organized by Japan Opencourseware Consortium and Office of the Higher Education Commission, Thailand, January 21-22, 2013.
The Importance of the Use of Multimedia Technologies in the Educational Proce...ijtsrd
This article provides information on the importance of the use of multimedia technologies in the educational process in the effectiveness of the lesson.E learning, including text, graphics, sound, animated materials on a computer screen, allows you to study, edit and record. The use of information technology in lectures, workshops, laboratories and independent forms of training will be effective. Juraeva Aziza Akramovna | Nasirova Shoira Nomuradovna "The Importance of the Use of Multimedia Technologies in the Educational Process in the Effectiveness of the Lesson" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-6 , October 2021, URL: https://www.ijtsrd.com/papers/ijtsrd47617.pdf Paper URL : https://www.ijtsrd.com/management/other/47617/the-importance-of-the-use-of-multimedia-technologies-in-the-educational-process-in-the-effectiveness-of-the-lesson/juraeva-aziza-akramovna
Challenge Based Learning: Innovative Pedagogy for Sustainability through e-L...May Portuguez
Challenge-Based Learning (CBL) is an innovative teaching methodology that engages students to resolve real-world challenges while applying the knowledge they acquired during their professional training. This article describes the results of the implementation of an online course on entrepreneurship that utilized CBL with a group of 20 undergraduate students from various disciplines in a university in Mexico. During the course, challenges related to the Sustainable Development Goals of the United Nations were presented to the participants, making it possible to observe the students’ interest in resolving these problems. This research uses a case study methodology and seeks to determine the CBL elements in the e-learning modality. The results showed that the participants generated sustainable business ideas aimed to resolve local, national, and global problems. The recommendations are to continue the formation of the businesses proposed in the project. These ideas can become real ventures that connect various actors in the entrepreneurial ecosystem and will continue to strengthen transversal skills such as teamwork and communication.
Due to the Covid-19 outbreak in Indonesia the Government urged students
and lecturers to conduct the learning process from home through an online
system called #studyfromhome. The architecture undergraduate students in
this study were millennial students who used digital technology on a daily
basis. This study was conducted to determine the role of social media, as well
as millennial students’ preferences and feedback on the use of social media
as learning tools to create a personal learning environment (PLE).
Questionnaires were distributed online to students of Class of 2017 and 2018,
out of whom 115 respondents provided their feedback. The results of the
study showed that the students of the Architecture Study Program at Udayana
University in Bali were fond of using social media especially audio-visual
applications for learning activities. In addition, very positive feedback was
also provided in terms of knowledge sharing and creativity, acquisition of
information, and submission of assignments. Social media were considered
more student-friendly. This condition was relevant to the characteristics of
the millennial students who were independent learners, and facilitated the
creation of PLE. Dealing with the new approach, the students hoped that
social media could be used in a better manner as architecture learning
platforms.
Abstract: Blended learning is an educational model offered through traditional learning methods and digital
networks to share knowledge and education resources between instructors and learners. Besides, blended learning
provides learning courses accessed through digital platforms and gadgets utilizing online technologies such as
smartphones, tablets, laptops, and personal computers. Denoted as e-learning, these platforms are important in
teaching and training students through the internet and wireless technologies. In any course, offering online
learning plays a great role because e-learning provides the students the opportunities of developing their
capabilities, specifically in information science courses. In modern education, digital learning is becoming a
gradually popular option. The classroom settings moved online from full digital courses to classes held remotely.
However, effective communication in a digital learning environment may be hard, particularly when digital
learning transition is unplanned or has been sudden. Making such massive overhauls are confusing and frustrating
for the teachers, learners, and parents.
Nevertheless, digital learning communication can be made easier with the right resource. This research explores
the blended learning environment effectiveness by evaluating the relationships between design features, student
backgrounds or attributes, and learning outcomes. The paper's objective is to determine the important blended
learning effectiveness indicators, taking learning outcomes as dependent variables and design features and learner
background or attributes as independent variables. Results of multiple regression analyses indicated learner
attributes such as self-regulation and attitudes and traits of blended learning designs such as one-on-one support,
technology quality, and online tools forecasted students' satisfaction as an outcome. The findings show that design
characteristics and student traits are important indicators for student learning outcomes in blended learning.
This study aimed to determine the effectiveness of using an interactive emodule
to reduce students’ misconceptions on salt hydrolysis material at
grade XI in senior high school. This study implemented a pre-experiment
with one group pretest-posttest research design, which utilized one class as
the experimental class. Samples were selected by using purposive sampling
technique, and it was obtained one class as the experimental class, namely
class XI in State Madrasah Aliyah 1 Pekanbaru, Riau, Indonesia. Before
giving the treatment, the sample was administered a pretest and after the
treatment, they were given a posttest. The pretest and posttest questions
occupied three-tier multiple choice questions. The reduction of
misconceptions on Salt Hydrolysis material after using the interactive emodule
was
16.21%.
The
study
found
that
interactive
e-modules
effective
to
reduce
misconceptions
on
salt
hydrolysis
material
was
significant.
The quality improvement of human resources in the society 5.0 era in the 21st century is closely related to technology, and one of the ways this can be achieved is by using YouTube. Therefore, this research determined the differences in student cognitive learning outcomes and critical thinking before and after applying the YouTube-assisted discovery model in German Language Education Study Program at Pattimura University, Indonesia. A pseudo-experiment a pretest and posttest unequal control group design was used to obtain 20 2nd semester students who took the course Strukturen und Wortschatz zur Aufbaustufe A2.1. Furthermore, the sample determination used a proportional sampling technique. Data collection was done using the instrument in the form of essays tests to determine the cognitive learning and critical thinking outcomes, questionnaire sheets, and interviews. The paired T-test showed a value of p=0.000<α=0.05, indicating significant differences in cognitive learning outcomes and critical thinking skills before and after applying the YouTube-assisted discovery learning model. This was confirmed by an increase in the cognitive test scores and critical thinking of students after applying the learning model. Therefore, the results can be applied to other concepts in German language learning.
Implementing a proper learning model during the post COVID-19 pandemic
is fundamental for learning quality enhancement, specifically for students'
conceptual mastery. The research aims to develop a Complexity ScienceProblem
Based
Learning
(CS-PBL)
model
assisted
by
the
Sistem
Informasi
Pengelola
Pembelajaran (SIPEJAR) e-learning platform that is valid,
practical, and effective to enhance students' conceptual mastery during the
post COVID-19 pandemic. The research and development model were
adapted from Plomp & Nieven consisted of three phases: preliminary
research, prototyping phase, and assessment phase. The first phase research
result was that the learning process in during COVID-19 pandemic was less
interactive, which led to less effective learning. The students' score on
conceptual mastery was in the poor category. The second phase resulted in a
book of CS-PBL model assisted by SIPEJAR and supporting instruments
considered valid by three experts. The third phase result was that the CSPBL
model assisted by SIPEJAR was considered practical in the learning
process implementation. The CS-PBL model can enhance students'
conceptual mastery where the N-gain was sufficiently effective. It is
concluded that the CS-PBL model assisted by SIPEJAR was considered
valid, practical, and effective to enhance students' conceptual mastery during
the post COVID-19 pandemic.
Modern Educational Technologies in Teaching a Foreign Languageijtsrd
modern educational technology, which is used to form elementary school students’ ability to communicate in another language, is the most productive in the process of creating an educational environment that provides human centered interaction for all participants in the educational process. Odina Bakhridinova Khusnidin Qizi | Gulmira Juraboyeva Sherali Qizi "Modern Educational Technologies in Teaching a Foreign Language" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-4 , June 2021, URL: https://www.ijtsrd.compapers/ijtsrd42477.pdf Paper URL: https://www.ijtsrd.comhumanities-and-the-arts/education/42477/modern-educational-technologies-in-teaching-a-foreign-language/odina-bakhridinova-khusnidin-qizi
Cultural Value Orientation in Trans7 Youtube Channel Magazine Show Program an...AJHSSR Journal
ABSTRACT: Education in the modern era encourages us all to collaborate in the learning process through
various means and facilities including technology. One of the elements that needs to be present is the element of
cultural value orientation. This research aims to: 1) describe and explain the representation of local cultural
values on the Magazine Show Trans7 YouTube channel; and 2) describe local cultural values on the Magazine
Show Trans7 YouTube channel and their relevance in learning Indonesian The research method used is
qualitative research with a content analysis approach.Based on the findings, 60 pieces of local cultural value
were found from the analysis, namely: (1) the essence of human life, (2) the relationship between humans and
natural resources, (3) human perception of time, (4) arts and crafts, ( 5) social relationships. Based on these
findings, it is appropriate to use alternative teaching materials and digital tools on the YouTube channel
Edutaiment / Magazine Show Trans7 to instill cultural values that are integrated with education, which is the
right step because apart from instilling cultural values in Indonesia.
Keywords -About five key words in alphabetical order, separated by comma
The Model of Analytical Geometry Interactive Module using Systematic, Active,...AJHSSR Journal
ABSTRACT: This study aimed at producing an interactive Analytical Geometry Module based on
Systematic, Active, Effective (SAE) e-module model that can build learning independence and competency of
students in Mathematics Education study programs. This research employed the developmental research method
with the stages of development: preliminary studies, design, development, and testing. This study documented
that most of the students were interested in lectures on analytical geometry utilizing module teaching materials
in the form of interactive electronics (interactive e-modules) that could build student learning independence and
easily understand them. For this reason, it is necessary to develop teaching materials that are easy to understand,
namely interactive e-modules in the field of analytical geometry. At the design stage, this study captured the
results of the initial draft e-module interactive analytical geometry with systematic: introduction (preface,
instructions for using e-modules, material description, prerequisites, learning objectives), learning activities
include: a description of the material and examples of questions, practice exercises, summaries, competency
tests, practice answer instructions, feedback, and reference lists. At the development stage, an interactive draft
geometry e-module product draft was produced. The e-module draft is an interactive analytical geometry that is
designed and developed systematically and effectively and enables students to build learning independently by
adhering to the principles of developing teaching materials in learning. In the testing phase, the results of the
trial on the draft e-module were limited to students, and the overall average score was 3.27, which means that
the students considered that the analytical geometry interactive e-module product was good.
KEYWORDS:pengembangan, e-modul interaktif, SAE (Systematic, Active, Effective), geometri analitis
The Development of Edmodo-Based E-learning in Mathematics for Class V at Dr. ...IJAEMSJORNAL
This study aims to produce an Edmodo-based e-learning development product in mathematics class V at Dr. Wahidin Sudirohusodo Primary School and to know the feasibility and effectiveness of the developed Edmodo-based e-learning media. This study uses a Research and Development (R&D) approach with ADDIE model where each stage is interconnected and in stages in producing development products. The research subjects in this study are the design, media, learning material experts, the teacher, and the students. The hypothesis proposed of this study is that the development media products on Edmodo-based e-learning are feasible and effective for use in the learning process of mathematics. The data is collected through questionnaire by research subject assessment instrument and posttest from learning outcome instrument. The feasibility of the media is obtained through the validation and testing by research subjects where the average percentage of the results of the assessment of design, media, and learning material experts is 89.3%, while the average percentage of the results of teacher and student assessments in the trial of individual and groups of students is 90.5% who fall into the “Very Appropriate” category. The product effectiveness test from the learning outcome test data on the research hypothesis test through one-party test obtained tcount > ttable (2.3798 > 1.66980), which means that students’ mathematics learning outcomes with Edmodo-based e-learning were higher than students who studied conventional truth-tested. Thus development media products on Edmodo-based e-learning are feasible and effective for use in the learning process and can improve student learning outcomes compared to conventional learning.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
American Journal of Multidisciplinary Research and Development is indexed, refereed and peer-reviewed journal, which is designed to publish research articles.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
TESDA TM1 REVIEWER FOR NATIONAL ASSESSMENT WRITTEN AND ORAL QUESTIONS WITH A...
D3113944.pdf
1. American Journal of Multidisciplinary Research & Development (AJMRD)
Volume 03, Issue 11 (November - 2021), PP 39-44
ISSN: 2360-821X
www.ajmrd.com
Multidisciplinary Journal www.ajmrd.com Page | 39
Research Paper Open Access
DEVELOPING CIVIC EDUCATION E-MODULE BASED ON
PROJECT BASED LEARNING TO IMPROVE STUDENTS IN
CIVIC LITERACY
Nani Nur‟aeni1
, Dinie Anggraeni Dewi2
1
(Departement of Civic Education, Universitas Islam Nusantara, Indoensia)
2
(Department of Primary Education , Universitas Pendidikan Indonesia, Indonesia
ABSTRACT: The selection of the right media is certainly very influential on the success or failure of a teaching and
learning process. Modules as one of the learning media must also adjust, one of the ways is by using electronic
modules (e-modules). The limitations of print media such as student books in the effectiveness of their use open
opportunities for the integration of supplementary teaching material with the latest information technology to
support the achievement of 21st-century skills, one of which is civic literacy through an E-module.This study aims to
develop Project-based learning-based civic education and e-modules to improve students civic literacy skills. E-
module can be used as an alternative source of practical and contextual learning because it can be used anywhere
and the material presented is relevant to real life. This research is research and development, adapting the ADDIE
(analyze, design, development, implement, and evaluate). Based on experts judgments and limited testing, of Project-
based learning civic education e-module and instrument civic literacy are feasible to apply in civic education
learning to improve civic literacy.
Keywords – E-module, Project Based learning, Civic Literacy
I. INTRODUCTION
. Advances in science and technology have an impact on the development of education in the world,
especially in Indonesia. In line with advances in technology and information, developments in the world of
education must experience better changes as well [1], [2], [3], [4], [5]. In this regard, the development of the
world of education requires teachers to know how to package learning to be more attractive and the skills
needed by students can be facilitated in this 21st-century [6], [7]. The 21st century is an era in which the
dynamics of scientific, technological, and social growth occur very rapidly [8], [9], [10]. Indonesia's 21st
century skills are facilitated in the world of education through the 2013 Curriculum. Currently, Indonesia is
aggressively developing the 2013 curriculum which is designed as a national curriculum, of which part of the
curriculum has been used by schools in Indonesia [11].
The 2013 curriculum focuses on modern pedagogy by applying a scientific approach. The Scientific
approach includes activities to observe, ask, try, present, conclude, and create for all subjects [12]. The
government in the Regulation of the Minister of Education and Culture Number 65 of 2013 concerning Process
Standards recommends suitable learning models to be implemented based on the 2013 Curriculum, one of
which is the project-based learning model. Project-based learning is curriculum fueled and standards-based.
Project-Based Learning is a learning approach that requires standard content in the curriculum. Through Project-
Based Learning, the inquiry process begins by raising a guiding question and guiding students in a collaborative
project that integrates various subjects (materials) in the curriculum , directly, students can see various major
elements as well as various principles in a discipline that is being studied [13].
The application of Project-Based Learning has shown that this approach can make students experience
a meaningful learning process, namely learning developed based on constructivism. Students are allowed to
explore their own information through reading various books directly, making presentations for others,
communicating the results of their activities to others, working in groups, providing suggestions or ideas for
other people, and various other activities. All of them describe how adults should learn to be more meaningful.
Learning resources in the form of teaching materials are an important element in the formation of
learning. The existence of teaching materials will help teachers design learning, while for students, teaching
materials will help them master learning competencies. The government has made efforts to meet the need for
teaching materials. Curriculum 2013 by providing Teacher Books and Student Books. The availability of
Teacher Books is intended as a minimum guideline for teachers in implementing the learning process based on
2. THE INFLUENCE OF PROJECT CITIZEN ON ATTITUDES NATIONALISM IN …
Multidisciplinary Journal www.ajmrd.com Page | 40
the 2013 Curriculum, while Student Books are books provided to help students in the learning process and
master the expected competencies. Based on the analysis of the Teacher's Book and Student's Book that has
been carried out, the competences of 21st-century skills that are important for students to master have not been
fully developed. Student books in printed form also have limitations in presenting the material. The limitations
of print media open up opportunities for the integration of a supplement of teaching materials with the latest
information technology to support the achievement of 21st-century skills through Student Books.
The teaching materials developed should be able to be used independently and be easily accessed by
students. Modules can be a form of teaching material that is developed because modules have five main
characteristics which are their advantages, namely self-instructional (facilitates independent learning), self-
contained (contains all material), stand-alone (does not depend on other teaching materials), adaptive, and user-
friendly (easy to use). As an effort to adapt to the development of the module era, it is made in electronic form
so that it is more practical and efficient. This is in line with research conducted [14] regarding a form of
technology development in learning that must produce products, one of which is learning media which is used
as a learning resource. [15] added that this global generation is very sensitive to technology, meaning that they
have the superior ability to use technology to develop knowledge. This great potential should be maximally
utilized by the teacher so that learning can be carried out in a directed and effective manner.
The development of teaching materials can be developed with a learning model that is considered
capable of improving student learning outcomes [16]. [17] shows that the problem-based civic education
module is feasible and effective for improving students' conceptual understanding in learning materials. In other
words, this problem-based module can improve students' activities and critical thinking skills in solving
authentic problems. Integrating technology in education, especially related to online-based learning, brings a
new revolution and enables the achievement of high understanding and learning outcomes [18]. [19], [20],
stated that the use of e-modules can increase student learning attractiveness because it provides interactive
material. Various components of electronic modules presented online (text and images, videos, simulations, and
feedback questions) are considered effective by students as learning experiences [21].
Relevant research was carried out [22], namely e-modules which were developed to support
customization learning service companies, E-modules were developed using the Adobe-flash CS6 application,
and the development used the ADDIE model. Research on e-module development [23] states that the e-module
developed can improve students' science process skills as evidenced by the N-gain result of 0.6 which is in the
moderate category. E-Module is an interactive information technology-based module that facilitates
investigations, displays images, audio, video, animation, and is equipped with an evaluation test as feedback for
learning [24]. E-Module based on Project-Based Learning is designed as a learning resource and media that
refers to the characteristics and syntax of Project Based Learning [25].
The characteristics of the E-Module contained in the Project-Based Learning stage consist of problem
solving instructions, video observation of problems, formulating problems, formulating hypotheses equipped
with civic education information, presenting data, presenting data analysis results, presenting conclusions,
learning summaries, evaluating processes, and evaluation of results [26]. The advantages of E-Module make it
easier for students to recognize subject matter that has the potential to provide better understanding of concepts
and guide students to solve problems independently so that they can train and foster high-order thinking skills
that have an impact on students' conceptual understanding [27]. Display objects in the form of images, audio,
animation, and teaching materials on the E-Module are able to accommodate the improvement of students'
process skills, namely observation, communication, asking questions, applying concepts, making hypotheses
and predicting phenomena presented in the E-Module [28].
In the era of globalization, civic education should be able to increase civic literacy which has the ability
to think to solve individual problems and issues in society so that they can play a role as good citizens. One of
the keys in facing the challenges of the 21st century is civic literacy, which is the ability of individuals to
understand and apply the concept of civic education in real life. Civic literacy at this time can be a guide that
must be owned by every individual both in everyday life and in the world of work. Individuals who have civic
literacy can use their knowledge to solve problems in everyday life. The challenge for developing civic literacy
into Civics is not only the skills of teachers, but what needs to be paid attention to is the instant culture of
accessing information through internet media. This culture causes netizens to be less sensitive in responding to
any information and is often talkative about disseminating invalid information to other netizens. They may have
been equipped with easy means of obtaining information and affordability of communication tools for all
groups, but the mental preparation of internet media users has not yet fully worked out.
The results of research [29] show that the civic literacy of students in Tasikmalaya Regency is very
low. The results of this study explain that the average civic literacy ability of Indonesian students is only able to
recognize basic facts, they have not been able to relate this ability to various topics, issues in society, let alone
apply concepts [30]. This condition triggers the need for efforts to continuously improve civic education
learning in schools. Based on the various problem studies that have been described, the researcher is interested
3. THE INFLUENCE OF PROJECT CITIZEN ON ATTITUDES NATIONALISM IN …
Multidisciplinary Journal www.ajmrd.com Page | 41
in conducting a study by developing a project-based learning e-module for civic education to improve students'
civic literacy skills.
II. METHODS
The development model used is the ADDIE development model consisting of Analyze, Design,
Develop, Implement, and Evaluate [31]. This research was conducted only up to the development stage, namely
through expert validation, limited testing, and revision of the results of expert validation as well as limited trials.
Data analysis was obtained through the following steps: a) tabulating all data obtained from each
product validation sheet and assessment instrument; b) calculating the average score of each aspect of the
assessment given by the appraiser using the equation, and c) converting the average score into category scores.
The quality of the product developed will be known by changing the data from a quantitative score to an interval
with a scale of five [32].
III. RESULT AND DISCUSSION
The quality of education is influenced by the availability of learning facilities, the use of time, and the
use of learning media or teaching materials [33]. So for the achievement of activities in learning can develop
cognitive, psychomotor, and affective abilities in order to achieve optimal learning outcomes [34], [35], [36]. So
that learning requires media, where there are learning media in hard file form such as learning books, LKS,
modules, and handouts [37], [38], [39]. As for soft files such as e-modules, e-books, and slides [40], [41].
In this development research activity, the first activity carried out is analyzing needs by observing and
interviewing school teachers about how to use teaching materials, learning models, and student civic literacy at
the school, then analyzing curriculum and teacher's books and student books and analyzing KI and KD which
then determine the Civic education material to be used. After that, it was concluded that there is a need to
develop e-modules for Civic education based on project-based learning to improve students' civic literacy skills
in the material of national identity, rights, and obligations of citizens. The second stage is the planning or design
of the product, where at this stage the product is made using the Moodle software. Moodle is software that can
be used in building e-learning concepts. Various types and forms of learning material can be used on this
Moodle device [42].
Moodle can be operated online and consists of: (1) Cover, this section includes the title, school logo,
login page (https://emodul.online/), description of learning material for each meeting and product description;
(2) Dashboard, in this section, consists of my courses which include material at each meeting, a summary, and
bibliography [43]. In learning activities in e-modules are made based on steps from the project-based learning
model which are visualized with the features contained in the moodle such as the video watching feature, which
describes the form of student-oriented steps on the next problem after watching the video students will be asked
a question which is an overview of the steps to organize students to learn which is then equipped with the flash
info feature, then the let's investigate feature is an overview of the steps to guide students to investigate or
experience individually or in groups, then they speak up feature is a description of the steps to develop and
present the work of the activities at the previous step. the step of analyzing which contains a description of the
material as a reference for the series of learning that has been carried out and the last is the explore your
knowledge feature which contains description questions to measure students' abilities after learning which is a
description of the evaluation step of the problem-solving process.
In the last stage, development is the realization of the activities in the previous stage. Product designs
that have been compiled are developed based on the following stages: (1) the concept of media, a process of
selecting or developing media based on context, resources, working conditions, culture, and practicality. In this
case, the concept used is member login, where students can log in and log out of the e-module server. This is
done to simplify the process of developing the product to be used; (2) media development system; (3)
Visualization, is an element that is developed based on a display that is easily understood by new users. This
section can be developed through a process of expert validation and limited testing. The visualization used is
javascript-based which manages interactive features, displays, and is easy to understand. At this stage, the
analysis and validation of the e-module civic education based on project-based learning was carried out on the
material of national identity, rights, and obligations of citizens by the validator in terms of materials, media, and
limited trials or legibility tests on six students with two people each. low, medium, and high ability students. The
purpose of this validation is to determine the feasibility of a product in the form of a project-based learning-
based e-module civic education that has been developed from the validation results of project-based learning-
based e-module civic education in the form of values and suggestions. The value of the score obtained from the
validator is converted into quantitative data with a scale of 5 in determining the feasibility of a project-based
learning-based e-module civic education that has been developed.
E-modules are the effectiveness of materials that can build competencies and assess the need for
learning [44], [45], [46]. For this reason, the teaching materials used by researchers are technology-based and
4. THE INFLUENCE OF PROJECT CITIZEN ON ATTITUDES NATIONALISM IN …
Multidisciplinary Journal www.ajmrd.com Page | 42
are developed so that they become products in electronic [47]. The teaching material is in the form of an E-
module which contains a unit of material concept that can be displayed with an electronic device in the form of a
computer [48]. Among them, E-modules can be used as learning media because they have advantages that can
be accessed anywhere and integrated content by video, audio, and images that help understand lessons [49],
[50], [51]. The advantages of e-modules include [52], [53] Economical manufacturing budget, more efficient to
carry, strong and will not be worn out by time and can be equipped with images, video, audio, and animation.
software that supports the creation of e-modules [54].
The e-module concept of civic education prioritizes the appearance or presentation of learning material
in the form of images [55], besides that the civic education learning model has several advantages [56], [57],
[58]. make learning more fun, can encourage students to complete their learning activities [59], help students be
more focused and understand the material being studied, and provide opportunities for students to compete,
explore and achieve [60], [61].
IV. CONCLUSION
First, project-based learning-based civic education modules are teaching materials made online that are
practical, flexible, and independent so that they can facilitate students' civic literacy skills in order to solve
problems in everyday life and to meet global challenges. Second, based on data analysis that has been carried
out, the e-module of civic education based on project-based learning is suitable for use in terms of material and
media with very good categories. Third, based on the results of the analysis of the civic literacy instrument, it is
found that the instrument is suitable for use and is in a good category. Fourth, based on a limited trial of e-
module civic education products based on project-based learning in terms of student readability, it is very
suitable to be used for the implementation stage in seeing the increase in student civic literacy.
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