Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.
Design and Implementation Multimedia Learning Success for Vocational Schools IJECEIAES
This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.
Problem-based learning is generally done with face-to-face interaction. This learning process, however, has not provided a lot of time for learners to find limitless and timeless information and learning resources. It still depends on the teacher as a source of information. Students are very dependent on the presence of lecturers during face-to-face interaction. This research aims to develop a Problem-based Blended Learning (PB2L) model to support student to improve their creative thinking skills. The method used in this research was R&D with ASSURE development model. Product validation was done through an expert’s assessment by using the expert’s validation sheet. The practicality of the product is tested with limited trials with college lecturers and some students with questionnaires and interviews. Product effectiveness was seen by implementing limited development testing to a particular class with a one group pretest-posttest design and the result was analyzed by using a Paired-Samples T-Test. The result of this research is a Problem-based Blended Learning (PB2L) valid, practical and effectively improves students' creative thinking abilities. The effectiveness of the learning model was also proven on the basis of Paired-Samples T-Test of students’ pretest and posttest with sig. (2-tailed) 0.000. This learning gives students the opportunity to think systematically by beginning by criticizing the interesting contextual problems and ending with meaningful reflection with adequate learning resources both in face-to-face and online interaction.
This study proposes to present a sample design of a flipped learning instructional model for teaching Islamic Studies course at an Indonesian higher education institution. A bottom-up flipped learning model was developed in this study, based on Bloom’s taxonomy of educational objectives. A Learning Management System (LMS), Schoology, was employed as a platform to share pre-class video lectures for student learning activities outside-of-class. Three main activities proposed by the researchers outside of the class activities, namely, Watching, Summarizing, and Notetaking (WSN), whereas give and take conversation is the main class activity. This study implies that the bottom-up flipped learning model could potentially be implemented for teaching Islamic studies course in Indonesian higher education institutions, with the aim of fostering students' highest level of cognitive domains and independent learning skills. This study has implications for the Ministry of Research, Technology, and Higher Education and the Ministry of Religious Affairs of the Republic of Indonesia or policymakers to consider the flipped classroom as a contemporary teaching model for teaching Islamic studies course and other subjects at any in Indonesian higher education institutions.
International Journal of Engineering Inventions (IJEI) provides a multidisciplinary passage for researchers, managers, professionals, practitioners and students around the globe to publish high quality, peer-reviewed articles on all theoretical and empirical aspects of Engineering and Science.
Design and Implementation Multimedia Learning Success for Vocational Schools IJECEIAES
This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.
Problem-based learning is generally done with face-to-face interaction. This learning process, however, has not provided a lot of time for learners to find limitless and timeless information and learning resources. It still depends on the teacher as a source of information. Students are very dependent on the presence of lecturers during face-to-face interaction. This research aims to develop a Problem-based Blended Learning (PB2L) model to support student to improve their creative thinking skills. The method used in this research was R&D with ASSURE development model. Product validation was done through an expert’s assessment by using the expert’s validation sheet. The practicality of the product is tested with limited trials with college lecturers and some students with questionnaires and interviews. Product effectiveness was seen by implementing limited development testing to a particular class with a one group pretest-posttest design and the result was analyzed by using a Paired-Samples T-Test. The result of this research is a Problem-based Blended Learning (PB2L) valid, practical and effectively improves students' creative thinking abilities. The effectiveness of the learning model was also proven on the basis of Paired-Samples T-Test of students’ pretest and posttest with sig. (2-tailed) 0.000. This learning gives students the opportunity to think systematically by beginning by criticizing the interesting contextual problems and ending with meaningful reflection with adequate learning resources both in face-to-face and online interaction.
This study proposes to present a sample design of a flipped learning instructional model for teaching Islamic Studies course at an Indonesian higher education institution. A bottom-up flipped learning model was developed in this study, based on Bloom’s taxonomy of educational objectives. A Learning Management System (LMS), Schoology, was employed as a platform to share pre-class video lectures for student learning activities outside-of-class. Three main activities proposed by the researchers outside of the class activities, namely, Watching, Summarizing, and Notetaking (WSN), whereas give and take conversation is the main class activity. This study implies that the bottom-up flipped learning model could potentially be implemented for teaching Islamic studies course in Indonesian higher education institutions, with the aim of fostering students' highest level of cognitive domains and independent learning skills. This study has implications for the Ministry of Research, Technology, and Higher Education and the Ministry of Religious Affairs of the Republic of Indonesia or policymakers to consider the flipped classroom as a contemporary teaching model for teaching Islamic studies course and other subjects at any in Indonesian higher education institutions.
International Journal of Engineering Inventions (IJEI) provides a multidisciplinary passage for researchers, managers, professionals, practitioners and students around the globe to publish high quality, peer-reviewed articles on all theoretical and empirical aspects of Engineering and Science.
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.
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.
STUDENT’S ATTITUDES TOWARD INTEGRATING MOBILE TECHNOLOGY INTO TRANSLATION ACT...IJITE
Previous research shows that the integration of mobile phones in the classroom is challenging, but numerous studies have also demonstrated that wireless networks and mobile tools to support collaborative learning improve educational outcomes. This study aims to question the feasibility of replicating their research methodology in Taiwanese classrooms. For this purpose, two conventional classes of second year license degree in Applied Foreign Languages were the respondents. The students’ attitudes were observed and their participation was examined through an interview that revealed the perceptions of their learning experiences. The results of this study show that students, when allowed to use their cell phones according to their own needs in a collaborative learning, become more interested in their learning and can improve their English efficiency more than students in the conventional classroom. It is thus recommended that highly advanced technology be integrated with more flexibility to match students’ learning needs and motivations.
Changing students’ attitude towards learning mathematics by appropriate use o...Dr. C.V. Suresh Babu
Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
TEACHER EDUCATORS’ PERCEPTION TOWARDS PEDAGOGICAL BENEFITS OF WIKIThiyagu K
Wikis are considered to be one of the best ways of combining Information Communication Technology (ICT) with teaching and learning methodologies in a classroom, The application of blogs and wikis in higher education, particularly in teachers‘ preparation programs, has been documented very recently (Dunaway, Michelle. 2011). The majority of teachers are neither familiar, nor skilful in employing this tool in the process of learning. Exposure to this tool during pre-service and in-service preparation program is thought to be helpful in promoting willingness to use it in teaching career (Bassoppo-Moyo, 2006). Therefore, the current study is a trial to study reports on their perceptions towards the learning experiences they had during academic wikis and the advantages and disadvantages of incorporating this web technology into the curriculum. So that, the investigator proposed the title of the study is “Teacher Educators’ Perception towards the Pedagogical Benefits of Wiki in a Tirunelveli District”. The main aim of the study is to assess the perception towards the pedagogical benefits of wiki among the teacher educators of Tirunelveli district. Survey method is employed for this study. The investigator has chosen 150 teacher educators as a sample for the study in a random sampling technique. Finally the investigator concludes; (a) Average level perception towards pedagogical benefits of wiki among the teacher educators. (b) There is no significant difference in the mean scores of teacher educators’ perception towards pedagogical Benefits of Wiki with respect to their gender, age, subject, marital status, year of experience and educational qualification.
ACCEPTANCE AND READINESS OF MOBILE LEARNING INTEGRATION AMONG TEACHERS OF DYS...ijma
ABSTRACT
Mobile technology enables the creation of mobile applications to assist learning. However, integrating the most appropriate mobile applications as an assistive technology for dyslexic students is challenging for teachers if they are unprepared with sufficient knowledge. This preliminary study aimed to understand the acceptance and readiness of mobile learning integration among teachers of dyslexic students. The study was a qualitative study, which involved one selected mobile application to be evaluated by four selected teachers. Teachers had been interviewed. Interestingly, the teachers showed positive attitude in acceptance and readiness of using mobile application in class, with condition it suits dyslexic students learning needs. They believe using appropriate mobile application can support learning. Following this study, more studies will be conducted to evaluate the effectiveness of abundant implementation towards mobile learning by teachers of dyslexic learning.
Digital book for assessment and evaluation courses based on Kvisoft-kelase as...TELKOMNIKA JOURNAL
This study was conducted with the aim of obtaining information about the design of assessment and evaluation digital book as well as deployment process of the digital book through asynchronous patterns. This study uses development method with the 4D design which focuses only on define and design phase. Parties involved in conducting design trial consist of two experts namely expert of education evaluation and expert of informatics engineering education, with a trial tool in the form of questionnaires. The technique was used to analyze the trial results data from those experts was descriptive quantitative with descriptive percentages calculation. In this research, the design result of assessment and evaluation digital book with Kvisoft Flipbook Maker and the initial design of deployment with an kelase asynchronous pattern are included in the good category with a percentages of 89.38% based on experts review.
Quest in Education April 2019 ISSN: 0048-6434VIBHUTI PATEL
We request authors to send their original research-based articles and book reviews on issues concerning education. As Quest in Education publishes peer-reviewed articles, the authors should be ready to wait for seeing their article in print.
ICT in the teaching learning process with respect to bio-zoologyDr. C.V. Suresh Babu
Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
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 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.
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.
STUDENT’S ATTITUDES TOWARD INTEGRATING MOBILE TECHNOLOGY INTO TRANSLATION ACT...IJITE
Previous research shows that the integration of mobile phones in the classroom is challenging, but numerous studies have also demonstrated that wireless networks and mobile tools to support collaborative learning improve educational outcomes. This study aims to question the feasibility of replicating their research methodology in Taiwanese classrooms. For this purpose, two conventional classes of second year license degree in Applied Foreign Languages were the respondents. The students’ attitudes were observed and their participation was examined through an interview that revealed the perceptions of their learning experiences. The results of this study show that students, when allowed to use their cell phones according to their own needs in a collaborative learning, become more interested in their learning and can improve their English efficiency more than students in the conventional classroom. It is thus recommended that highly advanced technology be integrated with more flexibility to match students’ learning needs and motivations.
Changing students’ attitude towards learning mathematics by appropriate use o...Dr. C.V. Suresh Babu
Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
TEACHER EDUCATORS’ PERCEPTION TOWARDS PEDAGOGICAL BENEFITS OF WIKIThiyagu K
Wikis are considered to be one of the best ways of combining Information Communication Technology (ICT) with teaching and learning methodologies in a classroom, The application of blogs and wikis in higher education, particularly in teachers‘ preparation programs, has been documented very recently (Dunaway, Michelle. 2011). The majority of teachers are neither familiar, nor skilful in employing this tool in the process of learning. Exposure to this tool during pre-service and in-service preparation program is thought to be helpful in promoting willingness to use it in teaching career (Bassoppo-Moyo, 2006). Therefore, the current study is a trial to study reports on their perceptions towards the learning experiences they had during academic wikis and the advantages and disadvantages of incorporating this web technology into the curriculum. So that, the investigator proposed the title of the study is “Teacher Educators’ Perception towards the Pedagogical Benefits of Wiki in a Tirunelveli District”. The main aim of the study is to assess the perception towards the pedagogical benefits of wiki among the teacher educators of Tirunelveli district. Survey method is employed for this study. The investigator has chosen 150 teacher educators as a sample for the study in a random sampling technique. Finally the investigator concludes; (a) Average level perception towards pedagogical benefits of wiki among the teacher educators. (b) There is no significant difference in the mean scores of teacher educators’ perception towards pedagogical Benefits of Wiki with respect to their gender, age, subject, marital status, year of experience and educational qualification.
ACCEPTANCE AND READINESS OF MOBILE LEARNING INTEGRATION AMONG TEACHERS OF DYS...ijma
ABSTRACT
Mobile technology enables the creation of mobile applications to assist learning. However, integrating the most appropriate mobile applications as an assistive technology for dyslexic students is challenging for teachers if they are unprepared with sufficient knowledge. This preliminary study aimed to understand the acceptance and readiness of mobile learning integration among teachers of dyslexic students. The study was a qualitative study, which involved one selected mobile application to be evaluated by four selected teachers. Teachers had been interviewed. Interestingly, the teachers showed positive attitude in acceptance and readiness of using mobile application in class, with condition it suits dyslexic students learning needs. They believe using appropriate mobile application can support learning. Following this study, more studies will be conducted to evaluate the effectiveness of abundant implementation towards mobile learning by teachers of dyslexic learning.
Digital book for assessment and evaluation courses based on Kvisoft-kelase as...TELKOMNIKA JOURNAL
This study was conducted with the aim of obtaining information about the design of assessment and evaluation digital book as well as deployment process of the digital book through asynchronous patterns. This study uses development method with the 4D design which focuses only on define and design phase. Parties involved in conducting design trial consist of two experts namely expert of education evaluation and expert of informatics engineering education, with a trial tool in the form of questionnaires. The technique was used to analyze the trial results data from those experts was descriptive quantitative with descriptive percentages calculation. In this research, the design result of assessment and evaluation digital book with Kvisoft Flipbook Maker and the initial design of deployment with an kelase asynchronous pattern are included in the good category with a percentages of 89.38% based on experts review.
Quest in Education April 2019 ISSN: 0048-6434VIBHUTI PATEL
We request authors to send their original research-based articles and book reviews on issues concerning education. As Quest in Education publishes peer-reviewed articles, the authors should be ready to wait for seeing their article in print.
ICT in the teaching learning process with respect to bio-zoologyDr. C.V. Suresh Babu
Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
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.
This exploratory study was aimed at evaluating a module on the basis of the constructivist learning strategies to enhance the students’ motivation in Statistics learning. The design and development followed the Universal Design of Learning principles. The design included flexible instructional materials, techniques, and strategies for differentiating instruction which benefited the students of English Education Department taking the Statistics course. The study used a survey covering of 33 students. The students’ and teacher’ responses to questionnaires revealed that the students’ motivation and satisfaction increased toward the Statistics course in which Universal Design of Learning using various means of representation, action, and engagement was applied. It also suggested that the module was effective and that the Universal Design of Learning Model from the learners’ viewpoint put more emphasis on instruction. Its content was suitable in designing and developing module on Statistics in the higher educational context in Indonesia. The study results are expected to reveal information on how to further improve the Statistics teaching and learning quality. The implications of the research are provided along with suggestions.
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.
The purposes of this study were: i) Developing strategic management of
education and training online tutorial; ii) Testing the feasibility of strategic
management of education and training online tutorial; iii) Finding out the
obstacles in strategic management of education and training online tutorial
development process; and iv) Finding the solutions in overcoming obstacles
in developing strategic management of education and training online tutorial.
This developmental research used the analysis, design, development,
implementation, and evaluation (ADDIE) model and involved second year
students of the faculty of teacher training and education in the Kupang
Region, Indonesia. The instruments used in this study were: i) Validation
guidelines for online tutorial material and supporting instruments; ii)
Students’ self-directed learning questionnaire; and iii) Online tutorial
formative test questions. Data analysis used descriptive and inferential
statistical test. The results show that the online tutorial: i) Fulfilled the aspect
of validity in the excellent category; ii) Fulfilled the effectiveness aspect in
the good category; iii) Limitations of the source, difficulties in compacting
the content of material and developing discussion questions are the obstacles
in developing the online tutorial; and iv) The solutions are (utilize
Universitas Terbuka (UT)'s open educational resources (OER), make
concept maps, and keep practicing to make question samples and consult the
questions made to the experts).
Education sector is heavily affected by COVID-19 pandemic, leading to
reduced learning motivation among students. Factors including dismal
learning environment, stress, and anxiety are believed to be the reasons of
students’ lower motivation among students. This study investigated the use
of Nearpod in an elementary school to improve student learning motivation
during online learning. In this qualitative experimental research with
thematic analysis, three classes with a total of 51 students and three teachers
were participating for one week. The results of the study showed that
gamification and interactivity of Nearpod help build up and develop
students’ learning interests, leading to greater attention, engagement, and
improvement of student attendance rates. Some suggestions on how to
effectively integrate gamification in learning are postulated.
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.
This study aims to determine the views of students majoring in mathematics education and natural science faculty of teacher training and education science at Universitas Jambi to use electronic’s module in physics practicum which is based on science process skills. The study involved 117 students majoring in mathematics education and science which consists of 59 students of physical education and 58 students of mathematics education. This research is descriptive quantitative research in order to obtain information mean (M), median (Me), mode (Mo), percentage, the range of the maximum value and the minimum value. Data was collected by using questionnaires and interviews. Based on the research results from students’ perceptions of physical education in good category at 64.4% while the student's perception of mathematics education in good category amounting to 55.2%.
EXPLORING THE USE OF DIGITAL DEVICES AMONG PUPILS WITH LEARNING DISABILITIESijma
The use of digital devices helped pupils memorize, enhance understanding and fully participate in learning.
One of the findings is that, during 55% of the time of the researchers observation, the computers were not
used at all. The purpose of this study is to assessing teachers' emphasis, exploring the positive effect of
using digital devices on PLD and the use of support software of digital devicesinTnL.This study used a
qualitative approach of case studies that involve interviews, observations and analysis of documents of
pupils work. The findings showed that teachers always perform audio activities using digital device tools
such as computers. These activitieswere particularly relevant with the PLD learning style. The popular
support resources used include digital software, mobile phones and youtube.Teachers are encouraged to
use digital devices and software due to several effects on PLD such as focusing with fun in learning.
This study aimed to produce a suitable module to improve the understanding
of environmental care concepts and attitudes of fourth-grade elementary
school students and determine the module’s effectiveness. The data
collection instruments consisted of a teacher interview guide, a student
preliminary study questionnaire, a media expert validation questionnaire,
material and instrument experts, a teacher response questionnaire, a student
response questionnaire, and environmental care attitude assessment
questionnaire, and a concept understanding ability test. The feasibility
assessment uses assessments from media experts, learning material experts,
and learning instruments. The practicality assessment of the module consists
of a teacher response questionnaire and a student response questionnaire.
The data analysis of the module’s effectiveness on the ability to understand
the concept and attitude of caring for the environment was analyzed using
the t-test and MANOVA test with a significance level of 0.05. The results of
the study showed that: i) The module met the eligibility criteria based on the
results of assessments from media experts, learning materials experts, and
learning instruments that get an assessment in the “very feasible” category to
use; ii) The module met the practicality criteria based on the results of the
teacher response questionnaire assessment and the student response
assessment questionnaire who received an assessment in the “very feasible”
category; iii) The module was effective in increasing students’
understanding of concepts and environmental care attitudes. The
effectiveness is shown from the t-test and MANOVA test results with a
significance level of 0.001.
Affective e-learning approaches, technology and implementation model: a syste...IJECEIAES
A systematic literature study including articles from 2016 to 2022 was done to evaluate the various approaches, technologies, and implementation models involved in measuring student engagement during learning. The review’s objective was to compile and analyze all studies that investigated how instructors can gauge students’ mental states while teaching and assess the most effective teaching methods. Additionally, it aims to extract and assess expanded methodologies from chosen research publications to offer suggestions and answers to researchers and practitioners. Planning, carrying out the analysis, and publishing the results have all received significant attention in the research approach. The study’s findings indicate that more needs to be done to evaluate student participation objectively and follow their development for improved academic performance. Physiological approaches should be given more support among the alternatives. While deep learning implementation models and contactless technology should interest more researchers. And, the recommender system should be integrated into e-learning system. Other approaches, technologies, and methodology articles, on the other hand, lacked authenticity in conveying student feeling.
This study is a qualitative research with case study strategy that aims to describe the understanding of Mathematics teacher about the learning process based on 2013 Curriculum (K13) 2017 Revision. The subjects of this study are a Mathematics teacher who has status as a Civil Servant and Honorary at SMAN 1 Wuryantoro, Wonogiri Regency. The result of this study is generally, the understanding of the two Mathematics teachers about the learning process based on K13 2017 Revision have been appropriate to the guidelines K13 2017 Revision by the Ministry of Education and Culture of Indonesia. However, the Honorary teacher's understanding of the learning process has not been appropriate to the Assessment Guidelines by Educators and the High School Education.
Ever since the pandemic occured, almost every sector utilize technology to accommodate learning. To tackle every possibility that may interfere the learning process, perspectives in using technology from teachers needed to be taken into account. Thereofore, the needs of finding the perspecives of teachers in teaching and learning especially in kindergarten are crucial since they are still new to the settings. Qualitative research design was applied through Google Form as the media to reach the participants. In collecting the data, the participants were asked about the use of the technology in the teaching and learning process using English as the language of instruction. This research involved eight teachers (T1, T2, T3, T4, T5, T6, T7, T8) of English for young learners in three different schools. Results revealed that there were four main themes which indicated the use of technology in teaching in the kindergarten students, namely: i) Technology motivates children to learn; ii) Technology effects children’s health; iii) Technology is an optional medium; and iv) Suitable application are needed for better learning. These findings can be useful for the present and future stakeholders of kindergarten schools especially in the use of information and communication technology (ICT) in the teaching of English as a foreign language (EFL) at kindergarten settings.
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.
Similar to Integrating Game-based Interactive Media as Instructional Media: Students’ Response (20)
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on motivation, and this study, led by self-determination theory (SDT), explored how external rules, like rewards and recognition, could increase motivation in EFL utilizing DOGBL. The study used the SLR method, examining databases and choosing articles based on predetermined criteria. The chosen publications were examined in-depth, and a preferred reporting items for systematic reviews and meta-analyses (PRISMA) diagram was employed for analysis. For results, DOGBL could enhance teaching EFL by providing flexible and interesting learning environments. Key elements in motivating in DOGBL included game design, personalization, social engagement, curricular integration, and instructor assistance. As a promising method to improve EFL instruction, game-based learning, especially DOGBL, saw considerable developments between 2018 and 2023. Thus, these ground-breaking techniques transformed the way people learn English vocabulary and provided a fun and engaging way to learn the language. For educators and students, the potential for DOGBL to change EFL education is still exciting as technology develops.
The development of postmodern-era technology in the world of education is increasingly sophisticated, thus impacting the character of students and their social environment. Technological progress negatively affects the lives of today's generation. When misuse of technology is widespread, it is imperative to strengthen cultural and religious filtration. So that the influence of globalization on technological development can be minimized. So as not to damage the cultural values and morality of students as the next generation of the nation. This study aims to explain the importance of transforming the values of Bima's local wisdom "Nggusu Waru" through the media of social studies e-books. The results and conclusions of this study are efforts to develop students' social character that require teacher collaboration, supervision, and optimal parental attention so that their interest in learning is higher and minimizes deviant behavior. This research method uses research and development design. At the stage of preliminary studies with models developed by Borg and Gall. Through several stages of research, information gathering, development of initial forms of products, and initial field testing. In this step, data is collected through interviews, observation and documentation. The data is analyzed to find out some of its weaknesses and shortcomings.
This research investigated the pre-service teachers’ self-regulation, selfefficacy, and mathematics performance in blended learning during the post Coronavirus disease 2019 (COVID-19) pandemic in a state university using a descriptive correlational design. There were 201 pre-service teachers who were identified using simple random sampling. They answered the two-set survey questionnaire, which assessed their self-regulation and self-efficacy, while their performances were assessed using their grades in the subject. The data gathered were treated using descriptive and inferential statistics. The results revealed that they had high self-regulation while they had a very high level of self-efficacy. At the same time, they had a very satisfactory performance in mathematics. Moreover, their self-regulation in terms of planning, monitoring, and adjusting was significantly correlated with their math performance while reflecting is not. However, no significant relationship was found between their self-efficacy and mathematics performance. Thus, instructors are encouraged to conduct monitoring during blended learning to encourage pre-service teachers to maintain their high level of self-regulation and self-efficacy in learning mathematics. In addition, future researchers may explore the same variables to validate the findings of the study because these findings are limited only to pre-service teachers and were conducted during the post COVID-19 pandemic.
This study explores the correlation between technology utilization and language acquisition while analyzing the impact of moderating variables on this relation. Our meta-analysis approach analyzes data from 43 extracts out of 19 primary studies published between 2012 and 2021. Our data analysis employs a random-effect model utilizing a significance level of α = 0.05. Additionally, the authors examine four moderating variables: level of education, location of research, proficiency in language, and year of publication. Technology-based language acquisition outperforms traditional methods, indicating a significant and moderate impact on the learning process. This study enhances comprehension of the efficacy of technology in language acquisition by identifying various factors, such as the geographical location of research, methods of assessing language proficiency, and technology type employed. However, there is insufficient evidence to support the notion that educational level or sample size significantly impact technology-based language acquisition. This meta-analysis highlights the importance of considering nuanced factors when integrating technology into language learning. The findings emphasize the possibility of technology to transform methods of acquiring language and urge additional investigation into customized strategies that optimize its advantages.
Effective science instruction in a blended learning approach is synonymous with the strategic use of instructional videos (IVs) to fill the gap in teacher support. This study aims to determine the IVs’ effectiveness in improving students' concept retention and overall learning experiences. The experimental group was exposed to instruction integrating IVs via embedded mixed-method design, whereas the control group was exposed to traditional lecture methods. The results showed that students' post-test scores and concept retention improved significantly in the experimental group, where students reported better learning experiences than in the control group. This beneficial effect of a technology-integrated approach can be attributed to various elements of IVs, such as engaging content, motion graphics, video length, the language used, and the speaker's perspective. This study recommends that IVs be used to enhance learning opportunities and results in the teaching and learning process.
Higher order thinking skills (HOTS) are an important element in facing the challenges of the 21 st-century. Difficulty in solving problems systematically, facing challenges in an organized manner, and being unable to design original solutions are due to the low HOTS that students have. HOTS ability can improve students who low-level thinking skills in several ways, for example, through learning integrated with media, practice, and assessment or HOTS-based cognitive assessment. The purpose of this study was to develop and implement a HOTS-based cognitive assessment to assess students' HOTS abilities. The device development model used is an adaptation of the analysis, design, development, implementation, and evaluation (ADDIE) model. The research sample consisted of 30 students in class 11 of the Governance and Office Automation Competency Program of Vocational High School 1 Kudus. The result is that 11 students have the HOTS ability with very good criteria, 17 well criteria, and 2 enough criteria. This study suggests that a test instrument for further research is to measure students' HOTS ability. The Experts conclude that HOTS-based cognitive assessment can be used as an approach to improve students' HOTS to actively think selectively and supported by logical argumentation.
The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (R&D) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning, development, implementation, and evaluation. Data collection techniques are questionnaires, in-depth interviews, observations, and documentation that present the results regarding innovation, features, applications, and the impact of using the benkangen game in learning Indonesian in elementary school. The subjects of this study were 25 teachers from 25 elementary schools, and 66 students from 10 elementary schools in Magelang district and Magelang city. The results showed innovation in the development of game applications based on Magelang local wisdom with game features in the form of puzzles of Magelang culture and local wisdom, Indonesian language learning materials packaged in the form of questions accompanied by the number of points in each answer, and audio that reflects local wisdom in Central Java. The novelty of this research is the development of the benkangen game based on Magelang local wisdom, which still needs to be developed by teachers in Indonesia. Future research needs to explore the innovation of Indonesian language learning games through the latest software.
The specific processes, techniques, and actions that learners take to facilitate their language learning have been widely explored under the concept of language learning strategies (LLS); however, more exploration is needed about recent investigations in this area, as calls for new theorization of strategies research have emerged. This systematic literature review aimed at exploring the prevailing research methodologies and educational settings appertaining to LLS in English as foreign language (EFL) contexts. The study analyzed 42 articles published from 2017 to 2023 in journals in the field of social sciences in the Scopus and ERIC databases. The findings show how non-intervention quantitative approaches are predominant in LLS research, occasionally accompanied by qualitative data collection methods. Accordingly, most research has favored descriptive and correlational designs, identifying the relationships between the use of strategies and variables such as language proficiency, demographic aspects, motivation, and self-regulation. Grounded on the revision of existing evidence, this article advises future strategy-based research to focus on primary and secondary levels of education, strategy instruction, cultural aspects, and qualitative research designs.
This study aimed to i) analyse learning problems in science at boarding schools for junior high school students and ii) determine the effectiveness of science learning in the context of Islamic teachings using the science, technology, engineering, and mathematics, -religion (STEM-R) approach to improve reflective and critical thinking skills. The research method applied in this study was a sequential exploratory mixed method. The research design consisted of five stages: i) qualitative data gathering, ii) qualitative data analysis, iii) quantitative data gathering, iv) quantitative data analysis, and v) data interpretation. The subjects of this study were 192 students from boarding schools and were divided into 6 groups. The research results obtained were the school, parents, science teachers and religion teachers’ vision and mission causing students to like or dislike science. An excellent teacher is viewed by students as someone who can make learning enjoyable, exhibit creativity in presenting educational material, possess the ability to motivate, link science and religion, engage in investigative activities, infuse humour, establish connections between science and everyday life, and communicate concepts effectively. Moreover, distinctions in reflective thinking and critical thinking abilities were observed between the experimental group and the control group. Learning that connects science and Islamic religion and examines STEM-R aspects is able to develop students' thinking skills.
This study aims to reveal the profile of open-start problem-solving with ethnomathematics regarding student learning styles. This research is a qualitative research study on 3 out of 31 students of Junior High School of 3 Magetan taken by purposive sampling. The three students carried out four stages: understanding the problem, planning problem-solving strategies, implementing problem-solving strategies, and reviewing again. The results of the research show that students with a visual learning style solve problems by understanding problems through writing known and being asked and drawing illustrations, planning problem-solving strategies by making examples, carrying out solving strategies by working on the calculation process; students with an auditory learning style solve problems by understanding problems through writing known and being asked, planning strategies by making problems and formulating formulas used, implementing solutions by doing calculations and reviewing; students with a kinesthetic learning style solve problems by understanding issues through writing known and being asked, making examples and writing the formulas used, carrying out solving strategies by applying the calculation process and reviewing the results obtained. However, of the three styles, the results of the accepted work were not correct because they did not write down the conclusions and were not thorough enough.
The volunteer function inventory (VFI) is an assessment tool to measure individual volunteer motivation. VFI measures individual motivation to volunteer by examining the functional motives of each volunteer. This research aimed to adapt the VFI to the Indonesian language. VFI consists of 30 items divided into five dimensions. This study utilized a non-experimental quantitative research method. Samples were acquired by accidental random sampling with N = 176. In this study, reliability testing was carried out with items and dimensions of Cronbach's α. Validity tests were examined using construct validity and item analysis. The results of the Indonesian version of VFI showed high reliability and validity. Besides, the item analysis also shows that the quality of each item is excellent. The Indonesian version of VFI will be suitable for various education fields in Indonesia to measure the students' voluntary willingness in community development activities, for example, in measuring the impact of volunteerism in the Merdeka Belajar Kampus Merdeka (MBKM) social activities and other activities within the communities.
Digital history-based project-based learning (PjBL) in history learning is a learning medium that can provide a special attraction for students who can improve historical concept skills and historical awareness. However, there are still many teachers who have not used it, so it is very important to study it. This research aims to analyze the influence of the digital history based PJBL model in improving historical concept skills and historical awareness. The method used is quasi-experimental with two classes, experimental and control. The population used class XI high school students in Lampung, Indonesia and the sample size was 213. Cluster random sampling was used to determine sampling, while data collection was in the form of test instruments. The test instrument questions were analyzed using the gain score and Kruskal-Walli’s test to determine the increase in historical concept skills and historical awareness with the help of statistical package for the social sciences (SPSS) 26. The research results confirmed that digital history based PjBL was effective in increasing historical concept skills and historical awareness with a high score, making it the best choice to overcome obstacles in history learning.
This study aims to determine how using an active learning model based on the three higher education principles can improve students' active learning. Qualitative research methods were applied in this study, with data collection through interviews, literature study, and observation. The results showed that active learning based on the three higher education principles was included in the "good" or "acceptable" category. The application of this model can make this campus a place with a positive academic atmosphere that enhances and supports collaboration, discussion, and positive and critical thinking. The novelty of this research lies in the use of active learning with mini-research projects, which are developed based on university principles and embody it. The hope is that this can help solve problems in the student learning process at the State Islamic University Sunan Kalijaga, Yogyakarta, Indonesia. The expected implication is that the university's policy supports applying the model to resolve learning problems and build real scientists for students.
Integration of information and communication technology (ICT) in teacher education is a means to support the teaching and learning process. Good teaching by utilizing technology certainly requires changes, especially in the realm of pedagogy, but teachers apparently do not have enough ability to optimize ICT in the learning process. In fact, ICT has the potential to provide various benefits for teachers and students, including joint learning areas, cooperative and collaborative learning opportunities. Therefore, this research aims to identify the use of mobile learning application (MLA) and its impact as a form of ICT integration in learning. The method used is literature study, by taking data from various relevant scientific articles and books. Data analysis uses descriptive analysis from the results of the synthesis of several literature reviews obtained. The research results show that a number of 10 main articles and 15 relevant supporting articles as well as several book sources show that mobile-based learning with smartphone devices is becoming a trend at various levels of education, both academic and vocational.
Incorporating ethnoscience into lessons through the ethnoscience-students’ worksheet (ESW) is one method to improve student interest in science learning while introducing them to the local culture. However, no research was reported the effects of ESW on students' responses and the factors that influence ESW implementation in science learning. In order to better understand how students learn through ESW, this study investigated the relationship between ethnoscience context, science learning, and the implementation of students’ worksheets. Seventy-two students participated in the survey after they studied ethnoscience learning through ESW. Students’ responses are more influenced by science learning. In addition, the ethnoscience-integrated students’ worksheets (SW) variable indirectly affects students’ responses. Additionally, ESW affects students' responses more significantly than science learning and ethnoscience. This research provides insightful implications for educators on planning, designing, and practicing ESW to enhance students’ problem-solving motivation and academic achievement. Furthermore, to contribute significantly to future researchers, further research employed the structural equation model through covariance analysis, also known as confirmatory factor analysis (CFA).
This research aimed to assess the readiness of Indonesian pre-service science teachers by examining their perceptions of impending challenges, desired competencies, and anticipated instructional methodologies in preparing for the challenges of Society 5.0. Using a quantitative survey research methodology, 884 pre-service science teachers from 16 universities were surveyed. The research instrument's validity and reliability were assessed utilizing the Rasch model. Inferential statistics were employed to assess the readiness of pre-service science teachers for future challenges, taking into account their backgrounds. The test outcomes showed the Cronbach's Alpha coefficient reached 0.92, is deemed "excellent", affirming the instrument's high reliability. The findings of the study revealed that the majority of teachers share a consistent perception of future challenges and recognize the importance of mastering 21st-century skills, particularly critical thinking, creative thinking, communication, and collaboration. However, respondents believe that the current learning process does not adequately train these skills. They expressed a desire for an alternative learning method that can enhance their skills while accommodating their diverse backgrounds, including place of residence, economic background, and technological proficiency. Further research is needed to identify alternative teaching methods that can effectively foster these abilities in diverse backgrounds.
The issue of psychological well-being in education has emerged as an increasingly critical topic in recent years. This is due to the significance of psychological well-being in enhancing the performance of e ducational institutions, encompassing students, teachers, and the process of formulating school policies. This study sought to discover recent research on psychological well-being from an academic perspective. A total of 27 research articles were successfully gathered and reviewed based on the established criteria. This article review was conducted utilizing two databases (SCOPUS and WoS) and the following keywords: "psychological well-being" combined with "AND" and other search terms such as "school", "teacher", and "student". This systematic review offers a synthesis of results that can serve as the initial step in developing constructs of psychological well-being in educational institutions, thus implying the importance of psychological well-being for teachers and students. The results of the analysis from this systematic literature review have been discussed and concluded in this study.
This study aims to investigate Indonesian senior high school teachers’ perceptions of using the first language (L1) when teaching English because Indonesian teachers tend to have negative perceptions toward the application of the L1, while the L1 is needed in a situation where Indonesian students have limited skills in English. The semi-structured interview was applied to collect data, while thematic analysis was used to analyse it. The result showed that the teachers have three different positions in perceiving the use of the L1: the virtual position, maximal, and optimal positions. Although they have different perceptions toward the application of the L1, a major insight can be concluded about the limited use of the L1 for specific reasons, such as considering teachers’ and students’ English abilities, learners’ needs, and the type and the difficulty of the given task or assignment. The L1 can be functioned as scaffolding in three aspects: when teaching grammar, vocabulary, and when giving instructions. Teachers may consider this study’s results as the information to use the L1 in classrooms. This may also be beneficial for Indonesian educational stakeholders and the government to specifically define what type of scaffolding that teachers can use the L1 to teach English.
The Smile project is an engineering service-learning initiative carried out through collaboration between Chouaib Doukkali University in Morocco and Pusan National University in South Korea. Since 2016, this project has been conducted annually for engineering students from both universities. Participants are selected through an oral interview, ensuring representation from different majors, years, and genders. Due to the COVID-19 pandemic, the project transitioned to an online mode starting from 2020. The objective of this article is to investigate the impact of the service-learning approach on learning and its potential for enhancing engineering education. This study aims to compare the face-to-face and online implementations of the Smileproject as examples of this educational approach. The analysis demonstrates a strong positive effect of engineering service-learning as a learning approach, leading to the improvement of engineering students' skills and competencies. Notably, there is minimal difference between the two implementation modes of this learning approach.
Assessment is an important component of learning which aims to determine student achievement in learning. However, the pandemic has changed how assessment is carried out, prompting teachers to look for new strategies in carrying out mathematics learning assessments under any conditions, whether in normal conditions or during a pandemic. This study described the strategies used by high school mathematics teachers in assessing mathematics learning during the pandemic towards the post-pandemic period. This type of research is descriptive exploratory research with a qualitative approach. The subjects in this study were three mathematics teachers, three principals, and three vice principals from a public senior high school in Yogyakarta City, Indonesia. Qualitative data were collected by means of questionnaires, interviews, and documentation. The collected data were analyzed qualitatively according to Bogdan and Biklen. The results of the study reveal that the mathematics teacher’s strategy for carrying out assessments during a pandemic includes: i) determining the appropriate online assessment platform that suits the needs; ii) assessment based on student participation; iii) using various of online assessment methods; iv) prioritizing academic integrity and honesty in the assessment implementation; and v) carry out the management and reporting of data on the results of the assessment in accordance with established procedures.
More from Journal of Education and Learning (EduLearn) (20)
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The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
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The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
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2. EduLearn ISSN: 2089-9823
Integrating Game-based Interactive Media as Instructional Media: Students’ … (Dwi Yuniasih Saputri)
639
Learning process using interactive multimedia able to activate student to study with high motivation
because their interest toward multimedia which can provide text, picture, video, audio and animation [4]. The
combination of text, picture, video, audio and animation can be the effective source for students. The more
senses used in accepting information and processing, the more the information would be accepted and long
lasting in memory [5].
Interactive multimedia is not only ease the student to study but also aim to give the facility various
learning method. Students have different learning method, some are faster learning through visual media,
some others are audio media, print media, and audio-visual media and so on [6]. Interactive multimedia
becomes a solution to overcome different student learning styles. In addition students are now born in an
environment equipped with advanced technology. Therefore, the way to teach indigenous digital needs to be
changed by integrating technology in learning so that it fits students' interests [7].
Based on interview with elementary school, there are only few teachers use instructional media.
Students’ motivation is low. This phenomenon gives impact to students’ study evaluation become low. The
low use of instructional media is caused by time limitation to deliver abundant material. Furthermore, teacher
has a lot of duty related to school administration so that they rarely have time to prepare lesson plan using
instructional media involving computer technology. Interview resul is in accordance with the study which
showed that “few teachers used computers for teaching and learning purposes while majority of them used
computers for administrative purposes. Additionally, teachers were found to have limited confidence in using
technology to facilitate specific concepts or skills, to support creativity, and to support students to learn
complex concepts” [8].
Since new curriculum was applied, the subject of information and communication technology (TIK)
is used as learning facility. subject of information and communication technology (TIK) become instructional
media of other subject. Based on the result of interview, the use of computer laboratory is not maximum,
because it is only used for intraculicular subject. This phenomenon is in accordance with the result of study
which show that “Although rapid advances in technology has allowed for the growth of collaborative e-
learning experiences unconstrained by time and space, technology has not been heavily infused in the
activities of teaching and learning” [9].
There are a lot of study results about positive impact os interactive multimedia in learning process.
The result of study of multimedia development in learning of Information and Communication Technology
(TIK) based on self learning show that instructional media shows that the instructional media can give
stimulation toward child’s independency, creativity and self control, consistence and good commitment
toward themselves [10]. Other study which has develop interactive multimedia by integrating life value with
learning material is proven to increase students’ character [11]. There is a study result which has develop
multimedia application proven to help teenager in increasing knowledge and awareness about cyber bullying
[12]. Moreover there is study result which stated that the use of flash-based animation book as media can
increase students motivation [13]. Based on several studies done by expert, it can be conclude that interactive
multimedia has important role in learning process. The use of interactive multimedia gives space for student
to be more active in learning. Interactive social media was laso affect student interest and students’
achievement.
The difference of this study from previous studies is that this study focuses on students response
when the teacher integrates game-based interactive social media as instructional media. Current interactive
multimedia in school is commonly in the form of tutorial and rarely integrates it to game. The integration of
game in interactive multimedia is expected can give positive response of student toward lesson and learning
process. Those responses are related to current students characteristic. Student in recent era is habituated to
sophisticated digital gadget. This study aims to find out students’ response toward game-based interactive
multimedia as instructional media. The finding of this study is expected to be the reference for other
researcher to develop innovative interactive multimedia to be implemented in elementary school.
2. RESEARCH METHOD
This research type is descriptive study using qualitative approach. The locations of this research are
at 4 elementary schools in Surakarta city, those are SD Warga, SD Muhammadiyah 1 Surakarta, SD Al-
Azhar Syifa Budi and SD Al-Abidin. This study was conducted in July-October 2017. The procedures were
interviews with teachers related to commonly used instructional media, making research instruments in the
form of interview guides, observation page and questionnaires. The data source in this study was the subject
of research consisting of teachers and students, as well as events related to the research. Data collection
methods in this study are interviews, observations and questionnaires. Questionnaires are used to support the
collection of main data. Measurement of data validity is done through triangulation method. The data
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obtained were analyzed using interactive analysis techniques consisting of: data collection, data
condensation, display data, and conclusion [14].
3. RESULTS AND ANALYSIS
3.1. Study Result
Based on the results of interviews most students stated that they were happy and support the use of
games-based interactive multimedia as instructional media. As stated by informant 1 that "I am happy to use
the instructional media because it is fun games". The informant also revealed "I can learn while playing so I
do not get dizzy because I am entertained with the game in the instructional media". Another opinion was
also expressed by informant 5 that "I want to learn to use instructional media like games more often because
there are images and videos so learning becomes easier". Informant 6 reveals that "I prefer learning using
instructional media because there are games that make me think and I would be serious in reading the
material in order to complete the game". Informant 7 explains that "I am more interested in learning to use a
computer than learning to use textbooks just because I do not get bored quickly". Informant 9 gives the
opinion that "I am so eager to learn because the thematic learning is done using computer in the laboratory
room. Usually I use computer only for learning technology, information and communication only ".
Based on observations of using games-based interactive multimedia, students listen to the material
seriously. Students pay attention to the material and focus on each computer. Students learn on their own
without asking for help from friends, but there are some students who sometimes ask for guidance from the
teacher. Most students follow the game plane seriously. Games contained in interactive multimedia are an
adventure game that begins with problems that must be solved by the students. To solve the problem the
students have to read the material then complete the challenge on each sub-section of the material. Students
read the material seriously. After that, the students do the game at the end of the sub-chapter. The game is
like filling in questions, puzzles, composing or moving answers, and matching quizzes. Some even laugh
with excitement for getting positive feedback because it can solve the challenge well. There are also students
who are disappointed because they cannot solve the challenge, and then they read carefully the next material
in order to solve the challenge. Examples of games contained in interactive multimedia can be seen in the
following figure.
Figure 1. Games in interactive multimedia
Students' responses to interactive multimedia can also be known through questionnaires given to
students after using game-based interactive multimedia. Researchers use questionnaires to support data
obtained from interviews and observations. Questionnaires are divided into several aspects, those are display
aspects, technical aspects, material aspects and learning aspects.
Display aspects consist of the accuracy of the media in terms of layout, text, images, video,
animation and audio. Response to the aspect of the display included in the good category. This is indicated by
student answers by providing comments about the layout, text, images, video, animation, and audio is in
accordance with the material and easy to understand. Students more easily understand the material presented
because there are images, audio, and video that can clarify the material. Based on students’ opinion, the
display of game-based interactive multimedia make them be motivated in learning. Students become
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encouraged to learn because the material is displayed interestingly. However, there are student comments
about the text in game-based interactive multimedia that the font as too small so it needs to be fixed.
Technical aspects consist of ease in operating the media and ease of navigation. Based on the results
of the questionnaire from the technical aspects it shows that game-based interactive multimedia are easy to
use and the navigation is easy to understand. Students are accustomed to using the applications in the
computer or mobile phone so that it was not difficult to use interactive multimedia. Based on student
testimony, the buttons in game-based interactive multimedia is simple and has been accompanied by clear
instructions so that students were not confused to use interactive multimedia. In addition, the interactivity
makes students passionate in learning as there is feedback from interactive multimedia-based games.
Material aspects consist of material ease, material clarity, material demands, and clarity about
evaluation. Students commented that the material contained in game-based interactive multimedia is clear
and coherent. The sequence of the material is appropriate which is starting from the simple to the
complicated. In addition, each material is accompanied by real examples so that students become more
understanding. Students like the display of evaluation questions because there is feedback on their answers.
In addition, the evaluation also displays the value when students have finished working on the problem so
that students can find out their ability in understanding the material.
The learning aspect consists of the role of the media in increasing the interest of learning and
helping the learning process. Based on the results of the questionnaire, students are helped in learning when
using game-based interactive multimedia as a instructional media. It is because the material is not only
presented in the form of text, but also pictures and video so that it was easier for student in learning material.
Based on student testimony, the use of game-based interactive multimedia increase interest in learning.
Students become more motivated in learning as they use game-based interactive multimedia.
3.2. Discussion
In general, the subject supports and gives a good response to game-based interactive multimedia.
Students feel happy if teachers use interactive multimedia-based games as a instructional media. The findings
support the results of research proving that the integration and implementation of computer games into the
classroom can help students study more fun and effectively [15]. Students enjoy learning to use technology
because they see technology as exciting and entertaining [16]. Being entertained by the game's flow of
exciting and exciting adventures. It is in accordance with the results of research that gives the result that
game design can attract students' interest and become an effective learning medium used [17]. Interest in
instructional media can be seen from students' enthusiasm in listening to material in the form of text, pictures,
and videos and in working on the problem. Student attention also becomes focus on computer.
The use of instructional media also affects the increase in student motivation in learning. This is in
accordance with the results of study that shows that the computer-aided game as a instructional media can
increase student motivation [18]. Learning process which integrate interactive multimedia also increase the
interest and spirit of students in learning. It is in accordance with the results of study that shows that
multimedia can motivate students with student-centered learning [19]. The game in interactive multimedia
makes students motivated in solving challenges. Students who have not succeeded in solving challenges also
try not to give up. Students actually become passionate in reading the material and more careful in complete
the game to get positive feedback from game -based interactive multimedia. The theory is supported by the
results of study that proves that the existence of computer-based educational games to make students happy
and enjoy so that students are more motivated and have eagerness to continue learning [20].
Students love the look of the material contained in interactive multimedia because it contains not
only text, but there are images, audio, video, and animation. The display of game-based interactive
multimedia is more interesting than the usual learning done by using textual book. Students are also easier in
understanding the material because the material is concretized with images and videos in game -based
interactive multimedia. Based on study results show that students prefer visual aids to get new information
and memorize so that it is easier for students to understand the material [21]. The theory is also supported by
the results of research proving that the more varied learning media used, the more information received and
can improve learning outcomes [22]. The image has more value that can explain the complicated concept that
can facilitate students in learning [23]. Interactive multimedia used by students also displays videos related to
the material. The material usually presented by using the lecture method is more interesting because it is
shown in the form of video. Students at elementary school level is also interested if the presentation of the
material by using animation. This is in accordance with the study results that show that the use of animation
in interactive multimedia has a positive effect in improving student learning objectives [24]. It is supported
more by study results showing that multimedia materials containing video and animation are more
appropriate for the visualizer than those that guide text and images only [25]. The use of video and animation
can reduce the risk of verbalism because elementary school students are still in concrete operational stages so
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there is a need for visualization to understand the material. Complex material such as natural science and
social science is easier to be understood because it is displayed concretely. In addition, the existence of game
content also makes it easy for students to memorize the material. The findings are in accordance with the
study results that video games can improve cognitive abilities such as the ability to remember in memory
[26]. Other studies also provide results that computer-based games can improve student achievement of
students' cognitive learning processes [27]. Game content in interactive multimedia is not only useful for
giving pleasure to the students but is an effective learning medium used in learning. It is in accordance with
study that proves that gaming is not only made for entertainment but also has the potential to improve
learning success [28].
Students learn enthusiastically because games-based interactive multimedia stimulate students to be
actively involved in learning. Students are actively involved by optimizing the use of the five senses to obtain
information contained in interactive multimedia. Based on the observations students enjoy learning and
follow the game plot seriously. Interactive multimedia content that contains games and interactivity makes
students more active in learning. This is in accordance with the study results that give results that the
interactive system facilitates in-depth learning by engaging students actively [29]. The game in interactive
multimedia also makes students active in thinking. Students think more actively because trying to solve the
challenges in interactive multimedia. Students laugh with joy when they get positive feedback because they
have successfully solved the challenge. Students who get negative feedback try to be serious and more
careful in solving the challenge. Students are interested and want to continue to try the games contained in
interactive multimedia. The game makes students passionate in learning and not easily getting bored.
Integrated interactive multimedia in learning can help teachers in achieving learning objectives. This
is because the use of multimedia proven to be effectively to be applied in the world of education so that
teachers need to develop multimedia for instructional media [30]. Integration of technology in the classroom
is also useful to prepare students in the future [31]. Based on the results of the study, teachers, school
administrators, and education stakeholders are recommended to integrate technology in learning process [32].
Based on these findings, teachers need to use games-based interactive multimedia to improve the
quality of learning. Games-based interactive multimedia make students learn more interestingly and fun. The
display in interactive multimedia consists of text, audio, images, animation, and video also makes students
understand more about the material. The presence of games contained in interactive multimedia makes
students active in learning the material. So the teachers are recommended to use interactive multimedia-based
games for better student response so that learning objectives can be achieved optimally.
4. CONCLUSION
The result of interview, observation and questionnaire showed that students give positive response
and support the use of game based interactive multimedia. The student would enjoy in learning if the teacher
used games-based interactive multimedia as instructional media. This was because the displays in interactive
multimedia consist of games which make the student be more interested and motivated in learning. Games-
based interactive multimedia gave joy to the students so that they were not easily getting bored. The game in
interactive multimedia was also make involve actively because the student have to read the material seriously
in order to solve the challenge. The students enjoyed the games in interactive multimedia because there was a
feedback toward the effort in learning. Interactive multimedia also give the ease to understand the material
because it showed not only text but also picture, audio, animation and video which depict the material more
understandable. The implication of this study is that the teacher need to use interesting instructional media
and in accordance with students characteristic, so that it can give good response toward learning process. So
that it can help teacher to achieve learning objective and increase learning process quality.
ACKNOWLEDGEMENTS
The author send her best gratitude to the principal of SD Warga , SD Muhammadiyah 1 Surakarta,
SD Al-Azhar Syifa Budi and SD Al-Abidin, all teachers and students who had participate so that the study
could be conducted well.
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