The development of information technology rapidly has an impact on the changing paradigm of education. On the other hand, education holds an important responsibility to create students who have a good and strong character. This research aims to: 1) describe the concept and framework of interactive multimedia courseware; 2) test the feasibility of interactive multimedia courseware by experts and practitioners; 3) test student responses to the use of interactive multimedia courseware. This research and development involved experts, teachers, and students. The data were collected using expert validation sheets, teacher questionnaires, and student questionnaires. They were then analyzed using the descriptive statistics analysis based on mean and percentage. This research yielded interactive multimedia courseware called IMONEC (Interactive Multimedia courseware integrated with Bandura's Observational learning model and National historical Event to strengthen students' Character) that integrates three important components: the principles of interactive multimedia learning; Bandura's observational learning model; and the noble values and messages of national historical events to strengthen students' characters. The framework of the interactive multimedia courseware consists of the title, user instruction, home, core competency and basic competency, concept map of material, learning material, and quizzes. The results of the expert validation, teacher questionnaire, and student questionnaire showed that the interactive multimedia courseware is feasible for use in learning and effective in strengthening students' characters.
<span>The use of information technology in education has the potential to have positive outcomes in the face of globalization. This study aimed to identify various needs in order to integrate technology into learning. The study employed a quantitative approach with a survey method to senior high schools. The questionnaire was used as a data collection instrument which was distributed to a research sample of 60 students who were randomly selected. The results revealed that students' attitudes toward the integration of technology into the learning process are inversely proportional to their use of learning media, which is still limited to the printed module. Students would like to create interactive multimedia as a medium for learning craftsmanship and entrepreneurship, based on the needs of students who are technologically literate and efforts to optimize the use of facilities that available at school.</span>
<p class="0abstract"><strong>Abstract—</strong><em> </em>This study aims to reveal students' profile of digital ethics in Surakarta City, Indonesia. Current technological trends generate significant implications for the technological digitalizations to all parts of human lives. Information and Communication Technology (ICT) is increasingly integrated in society. This condition at least triggers the emergence of an era of disruption due to changes in the order and lifestyle of the younger generation who prefer the use of various digital technologies in their daily life activities. In recent years, a lot of discussion about the risks and opportunities of digital technology on teenagers have been many found. From several studies conclude that the highest students' communication activities have been majorly done through online. Internet at risk use engages students’ live activities, among others, expressing personal data, bullying, hoaxes, and hate speech to accessing the pornographic contents. Digital ethics is one of the components in digital citizenship from which the users must adhere to. Netiquette, a hybrid word combining "network" and "etiquette," essentially referring to the social code of the Internet. As netiquette includes how we communicate, treat others, describe and protect ourselves online related to ethical issues. This study was designed with a quantitative-descriptive research model that applies the survey method. The survey was conducted in three schools, each of which was the high school, the state vocational school and private vocational high school in the Surakarta residency area. The study subjects involved as many as 210 students, from ages 15 to 17 years participating in the survey. The questionnaire consisted of 16 statements applying Likert's point of scale one to five. The results showed that students’ digital ethics with having less category had the highest percentage of 35.23%. While those with enough category reached 32.85% and those with good category was 31.90%. One of the effective ways to strengthening students' digital ethics can be realized through humanistic literacy which is integrated into Civics Education subject at schools.</p>
S tructure (grammar) in TOEFL test consists of 40 questions that must be done in 25 minutes whic h become big problem for the most language learners. It happens because they less knowledge about grammar in TOEFL and less exercise that using timer in it, but how to get it while deepen their understanding in grammar in limited time? Many websites and sources are created now and easy to use especially in education, one of them is Edmodo. Edmodo is one of free and secure educational learning networked used to provide a simple way to conduct and manage virtual class and to enable the learners to c onnect and discuss with the teacher as well as their classmates everywhere and every time as long as the c onnection of internet is available. The purpose of this study is to determine the language learners' understanding in learning Grammar for TOEFL through online exercises in Edmodo that using timer in it as in official TOEFL test does. Using quantitative with One-Group pretest-posttest design, the study was done in one of the biggest English courses in 'Kampung Inggris' Pare Kediri. The participants were the students in Grammar TOEFL class that consisting of 25 students as the sample. The result of the study shows that the students' understanding in learning grammar TOEFL significantly increase .
AbstrakArtikel ini bertujuan untuk mengetahui hakekat asas fungsi sosial atas tanah baik dalam tinjauan teori, yuridis, dan penerapannya di Indonesia. Penelitian hukum ini bersifat sosiologis atau empiris untuk melihat efektivitas hukum di masyarakat. Hasil Penelitian menunjukkan, bahwa asas fungsi sosial hak atas tanah secara teori merupakan pengakuan atas kepentingan perorangan, kepentingan sosial dan kepentingan umum atas tanah. Landasan yuridis asas fungsi sosial hak atas tanah, didasarkan pada Pasal 6 Undang-Undang Nomor 5 tahun 1960 tentang Pokok-Pokok Agraria sebagai amanah konstitusi tentang pentingnya perlindungan tanah bagi sebesar-besar kemakmuran rakyat. Asas fungsi sosial hak atas tanah diwujudkan dalam berbagai norma hukum, tentang landreform, konsolidasi tanah, redistribusi tanah, penertiban tanah-tanah terlantar, dan pengadaan tanah untuk kepentingan umum. Pemerintah melalui BPN, melakukan pengendalian pertanahan untuk memberikan perlindungan hak-hak warga negara atas tanah. Penerapan asas fungsi sosial hak atas tanah juga dilakukan melalui program pemberdayaan masyarakat dengan membentuk Pokmasdartibnah (Kelompok Masyarakat Sadar Tertib Pertanahan) oleh BPN, dan
The rise of contradicting ideals against the principles of Pancasila due to the fast development of information technology has been a great challenge to our younger generation. This study aims to seek strategies and new learning concept of human literacy and its process of strengthening civic literacy oriented strategically at establishing good citizens as an alternative solution to the growing youth issues in society and its implications for young citizens" personal resilience. Students need to be provisioned with the abilities to wisely access the digital devices. This research is methodologically designed with qualitative method. The data were technically obtained by purposive sampling. The results elaborated that human literacy is a new literacy concept developed in the world of education that mainly aimed to achieve students" balance between mastery of science and technology use which take into account the humanism aspects. Human literacy is relevant to humanism learning theory as one of the approaches to shape students" excellent moral characters. Human literacy as an educational strategy is applicable through programs oriented at strengthening character education in schools such as mentoring (coaching) activity, students habituation activity at school or directly involve them in social activities which relevantly adressed subject matter, and integrate them directly in Civics education classroom teaching.
This study aims to develop interactive multimedia products based on local potential that are suitable for use in handcrafted learning and entrepreneurship in high schools. This research is a research and development (Research and Development) with a 4-D model (Define, Design, Develop, Disseminate) which takes place in Susukan 1 State Senior High School, Cirebon. The subjects of this study were 29 students, two educators and two media and material expert. The research instrument used a needs analysis questionnaire and observation sheet at the definition stage, then a questionnaire for validation of media experts, material experts, educators and students for the development stage. The result of this research and development is an interactive multimedia product that is suitable for learning craftsmanship and entrepreneurship. The research results show that students have a positive view of interactive multimedia development, besides that the results of developing interactive multimedia products based on local potential have gone through the validation and assessment stages of all media experts with a score of 4.6 (very good), material experts 4.8 ( very good), educators 4.3 (good), and students 4.2 (good), so that overall interactive multimedia products have met learning needs and are included in the appropriate category for use in the learning process of handcraft and entrepreneurship in high school.AbstrakPenelitian ini memiliki tujuan untuk mengmbangkan produk multimedia interaktif berbasis potensi lokal yang layak digunakan pada pembelajaran prakarya dan kewirausahaan di Sekolah Menengah Atas. Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model 4-D (Define, Design, Develop, Disseminate) yang mengambil lokasi di Sekolah Menengah Atas Negeri 1 Susukan, Kabupaten Cirebon. Subjek penelitian ini adalah 29 peserta didik, dua pendidik serta dua validator ahli media dan materi. Instrumen penelitian menggunakan angket analisis kebutuhan dan lembar observasi pada tahap pendefinisian, kemudian angket untuk validasi ahli media, ahli materi, pendidik serta peserta didik untuk tahap pengembangan. Hasil dari penelitian dan pengembangan ini adalah produk multimedia interaktif yang layak digunakan untuk pembelajaran prakarya dan kewirausahaan. Melalui hasil penelitian menunjukkan siswa memiliki pandangan yang positif terhadap pengembangan multimedia interaktif, disamping itu hasil pengembangan produk multimedia interaktif berbasis potensi lokal telah melalui tahapan validasi serta penilaian dari seluruh ahli media dengan skor 4,6 (sangat baik) , ahli materi 4,8 (sangat baik), pendidik 4,3 (baik), dan siswa 4,2 (baik), sehingga secara keseluruhan produk multimedia interaktif telah memenuhi kebutuhan pembelajaran serta termasuk dalam kategori layak untuk digunakan dalam proses pembelajaran prakarya dan kewirausahaan di SMA.
Confidence helps to see life from the positive side and helps to find new experiences. This self-confidence has not been well embedded in slow learner students. Slow learner students have low self-confidence. One of the reasons for low self-esteem is discrimination and bullying at school. The purpose of this study was to analyze the level of self-confidence of slow learner students. This study uses a quantitative research approach. The research method used is a survey method. The respondents of this study were slow learner students in grade IV who had gone through psychological tests. The number of slow learner students is five students based on psychological tests. Data collection techniques using observation and questionnaires. This study tested the validity of the data by using the credibility test. Testing the credibility of the data is done through triangulation and using reference materials. This study uses data analysis techniques Miles and Huberman models. Qualitative data analysis was carried out by reducing data, presenting data, and drawing conclusions/verification. The result of the research is that the teacher still does not understand the characteristics of the slow learner students. Slow learners feel that the teacher does not care. Slow learners do not understand the material taught by the teacher. Slow learner students tend to be quiet and look down while studying. The self-confidence analysis shows that all students are slow learners in the category of not being confident.
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