The pandemic COVID-19 has given a very significant impact on the lives of the world community, especially in the field of education. The existence of remote learning is an alternative for the community to reduce the impact of outbreaks. This alternative changes the direction of physical learning into online and virtual learning. The use of online meeting applications is an option that provides many conveniences for students and teachers to achieve learning goals without being in class. Various types of applications can be used by the needs and interests of the people. This study is carried out to examine the trend in using online meeting applications to learn during the outbreak period. This study was conducted using qualitative methods through descriptive analysis of the results of observations and documentation. This scenario shows the increment of the usage of these applications in the teaching and learning process (PP). The use of this application is very helpful in the teaching and learning process between teachers and students. Overall, there is an increasing trend and give the effect towards usage of online meeting applications in solving learning problems in the future.
This research aims to test the effect of the kit Programmable Logic Controller (PLC) on the achievement of vocational school students' competencies in electrical motor control courses for form 3 students in Aceh, Indonesia. Constructivist theory and Bloom's Taxonomy are referenced in this study in relation to learning. While the ADDIE model is used in relation to product development. This study used a quasi -experimental design with pre- and post -tests. The population (N = 333) in this study was level 3 vocational students in Aceh, Indonesia. The number of samples was 98 people, consisting of the experimental group (n = 50) and the control group (n = 48) selected by cluster random technique. The instruments used in this study included pre- and post -test interview protocols. The values of the KR20 reliability coefficient of the question items on the knowledge aspect were 0.97 and 0.81 on the skills aspect. The results of the descriptive analysis found that the experimental group (mean = 64.08; SD = 4.548) showed better competency achievement than the control group (mean = 63.06; SD = 5.487). The result of hypothesis test using Mann Whitney test is [Asymp. Sig. (2-tailed) = .000, p <0.05] which means that the teaching aids developed have successfully had a positive effect in improving the achievement of student competencies. The implications of this study have produced a teaching aid that can be used as a template by teachers to build teaching aids that are more affordable, easy and safe to use so that they can be motivated to innovate in learning and become a new career opportunity. Given that the Covid-19 epidemic has affected face-to-face learning, the proposal for further research is the need to integrate logic control programming (PLC) learning aids into a technology-based learning trend. Researchers, on the other hand, suggest a broader scope of study whether teachers and students in a wider area and other fields of knowledge related to the utilization of PLC programming.
Technology is keeping pace with the progress of education in the country. The rapid development in information technology and computing indirectly change the education system in Malaysia. Teachersnowadays is not just teach by use of lime and speak orally, they are also exposed to the use of technology in teaching. This scenario shows the rapid usage of computers in teaching and learning process (P&P). Study was intended to show the trend of learning using Interactive Multimedia in Technical Education. These is the conceptual framework for the study. The purpose of this study was to examine the changing trendsof Multimedia Interactive Learning patterns of the usage of multimedia educational media specified in Technical Education between the years 1900-2013. The results for the perspective on the use of Interactive Multimedia is very helpful in the learning and teaching process in the school.
Programmable Logic Controller (PLC) is a competency that must be mastered by third-level vocational school students in an electrical motor installation course. PLCs can be operated using programming languages such as sequence function charts, block diagrams, instruction lists, ladder diagrams, and others. This competency is important because it is often used in the industrial world. To create better and more effective conditions in the teaching and learning process, the development of teaching aids is needed to improve and enhance students' skills. This research, to design and development a useful teaching and learning tool teaching medium to help teachers teach concepts PLC-based electrical control systems, both theoretically and practically. The ADDIE model was used in developing the aids. The verification stage is carried out to ensure that the teaching aids that have been developed are suitable for use. In addition, this kit is relatively small with dimensions of 45x34x20 mm and is easy to move and can be used in various places. Confirmation involves lecturers and teachers who teach the field of electrical engineering. The results of the study found that the respondents strongly agreed that the PLC teaching aids was suitable for use in the learning process. Respondents also stated that using the tool because did not waste time and was easy to use. However, it is suggested that further research be conducted to identify the effectiveness of this teaching aid on students.
Educational games are learning educational tools, where these tools can encourage students to think creatively and perform actions with fellow students by playing games in a learning activity. This research aims to analyze the effectiveness of an android-based budiran game assisted by SAC3 to improve science learning outcomes of fourth-graders in theme 1. Budiran stands for bunyi dan indra pendengaran. This game is educative in the form of an android-based game made by SAC3. It was developed with Borg & Gall's R&D model, adapted from Sugiyono with seven stages. The game's effectiveness in the fourth graders' science learning outcome was done with pretest and posttest control group design. The researchers took the experimental group of fourth-graders from Public Primary School Bendanpete 2 and Public Primary School Ngetuk 3. Then, the researcher took fourth-graders from Public Primary School 1 and 3 Bendanpete as the control group. The researcher obtained the data from the test. The data analysis included an n-gain test and t-test with a significant level of 0.05. The results showed improvement in the posttest score of the experimental group, higher than the control group's posttest score. The N-gain posttest of the experimental group is 64%, categorized as moderate. The t-test score on the posttest obtained t-count = 8.803, with significant level 0.000 < ɑ with ɑ = 0.05. Thus, the developed game effectively improved the science learning outcomes of fourth-graders on theme 1.
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