The 21st Century learning is an effort to facilitate learners in the 21st century to experience the best learning experience so that they can achieve the learning objectives effectively. The 2013 curriculum is a shift in the 21st century education paradigm in Indonesia. One of the prominent features of 21st century learning is digital-based learning. Digital-based learning based on this research apply Learning Management System (LMS). The application of Machine Learning (Online Collaboration, Behavioural Tracking, and Learning Analytics) to LMS has great potential for realizing 21st century learning. The benefits of implementing machine learning are for LMS automation in the assessment of the 21st century learning process, making it easier for teachers to analyse learning outcomes. The purpose of this research is to create LMS model based on Machine Learning to support 21st Century Learning as the Implementation of Curriculum 2013. The utilization of machine learning shows positive result to 21st century learning process. Automated analysis can support the 21st century learning process.
The 21st century learning model is a way/technique used by teachers to facilitate the best child learning safeguard according to child’s condition, child’s learning environment, and carrying capacity. The characteristics of learner of the 21st century is important for teachers and parents to know how to facilitate their learning. Mitchel Resnick developed a Creative Learning Cycle method that promises to improve 21st century skills. Creative Learning Cycle method is suitable for elementary school. Creative Learning Cycle consists of 5 stages: Imagine, Create, Play, Share and Reflect. The purpose of this research is to create creative learning model as implementation of curriculum 2013 at elementary school in Bandung to reach 21st century skill. This study uses the correlation method between 21st century learning methods, 2013 curriculum, and 21st century skills. Creative Learning Model as a Learning Implementation of Curriculum 2013 has a positive effect on the achievement of 21st Century Skills students though not all of them have a significant influence.
The problem of unequal quality of high school education in West Java with the viewpoint of Senior High School (SMA) due to the assessment of the quality of education in Indonesia is still focused on Students, Teachers, Principals, and Parents separately. Supposedly the assessors of high school quality are assessed based on an education service system (ESS). Research studies related to high school as an educational service are well suited to a service science approach, and the term educational service system. The ESS study discusses educational sector issues in the perspective of a service system consisting of components, functions, interfaces, component linkages, inputs, processes, and outputs. The purpose of this research is to create educational service system model to improve the quality of high school education services in West Java. Creation of ESS Model with service engineering method with stages: service innovation, service engineering, and service measurement. Output of Educational Service model System in the form of learning management system (LMS) based on Moodle. The prototype measurement result ESS model shows the efficiency of high school education service system. The research output is expected to solve the problem of equalization of high school education quality in West Java.
Efek pandemi belum pernah terjadi sebelumnya dan dramatis serta mengubah hampir setiap aspek kehidupan selama lebih dari satu tahun hingga 2021. Hal positif yang terjadi dengan Covid-19 adalah meningkatnya penggunaan teknologi baru dalam pendidikan dan meningkatnya minat terhadap metaverse. Saat Metaverse mulai menyerbu kehidupan sekarang dengan cepat, beberapa aplikasi Metaverse digunakan dalam pendidikan. Penulis mengusulkan Gather Town sebagai sumber daya baru yang dapat digunakan untuk melengkapi sesi tatap muka yang sinkron guna mendukung pembelajaran jarak jauh juga pembelajaran mandiri yang disesuaikan dengan kebutuhan dengan pendekatan Virtual Learning Environment (VLE) yang dapat dilihat sebagai konsep yang dinamis karena perkembangan teknologi digital yang berkelanjutan. Penelitian ini juga bertujuan untuk mengetahui persepsi baik siswa maupun pendidik mengenai keefektifannya sebagai alat pembelajaran. Metode penelitian yang digunakan adalah pencarian literatur atau literature research. Penelitian ini menggunakan analisis korelasi dengan metode penelitian kuantitatif. Penelitian ini dilakukan pada siswa dan guru SMK Bukanagara. Responden penelitian ini dipilih dengan menggunakan teknik probability sampling dengan metode simple random sampling menggunakan tabel bilangan acak. Tak kurang dari 20 siswa dan 6 guru menjadi subjek uji coba. Teknik pengumpulan data digunakan penelitian kepustakaan dan penyebaran kuesioner kepada responden. Hasil yang diperoleh, Gather Town menawarkan pengalaman dan imersi baru melalui virtualisasi sebagai alternatif untuk mengatasi keterbatasan kelas online dan jarak jauh berbasis 2D. Kegiatan belajar mengajar dapat tetap berjalan secara daring selama dosen dan mahasiswa bekerja sama dan disiplin. Manfaat menggunakan Gather Town untuk mempelajari keterampilan praktis yang membutuhkan pembelajaran mandiri yang lebih terstruktur dengan umpan balik satu lawan satu yang berkelanjutan.
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