The development of E-Module English Specific Purpose based on computer application is carried out in the development stage based on the Four-D Model. There are define, design, develop and disseminate. The E-module application developed aims to be accessible to teachers and students. It is designed attractively and innovatively because it is equipped with images, learning animations, audio learning, and exercises that can immediately feedback (answers) instantly; this module provides simulations for students about the use of computer applications. The practical test of e-module application is used to determine the practicality of using e-modules computer application by users. This test was carried out by e-module computer application users, namely students and teachers in three selected schools, which consisted of: 75 students and 3 English language teachers. The practicality test results show that the practicality score for the use of e-module computer application is 76.4%.
Technological advances affect people’s working lives and contribute to the education system, especially in the learning process for generation 4.0. Generation 4.0 is a generation that is fully exposed to technological developments even from birth, so learning using technology will have a very good effect on them. However, conventional learning in schools is still dominated by conventional learning that uses textbooks as teaching media. Therefore, this study was conducted to determine the benefits of implementing interactive learning using the E-Learning Module. The data was collected through a review of international journals starting from 2015 to 2019. The findings show that one of the appropriate media used to teach the current 4.0 generation is interactive learning or known as learning, which uses interactive multimedia with interesting materials to motivate students to learn when and anywhere. This study also found that learning using the interactive learning module has advantages in pedagogical aspects such as collaborative learning, mixed learning, interactive learning, experiential learning, and problem-based learning. Keywords: E-learning; Interactive Learning Module; Multimedia; Motivation; and Generation 4.0.
This study aims to compile basic data, develop and implement the Indonesian School of Literacy program in Improving the Quality of Basic Education for Marginal Communities. The program aims to establish and improve school performance through a mentoring process for school principals and teachers. In addition, this program also involves parents in the learning process of students while at home. Parents are involved through parenting training held at school. The Indonesian Literacy School is a program that seeks to realize a community-based school model that concentrates on improving the quality of instructional systems and the development of school culture, with a distinctive literacy culture. This program focuses on improving school governance by referring to indicators of improving school performance based on the Uswah Method Tools. The stages in the development of this program are: program planning, program implementation, and the end of the program. This research was conducted in 2018 to make program design and development of program tools. After that, an initial assessment of the area and school was carried out for program intervention. Program interventions are carried out in the Indonesian verandah, namely: Kepulaun Meranti (Riau Province) and Nunukan (North Kalimantan). The results showed that there was an improvement in school governance through improving the quality of instructional systems and the development of school culture, with a distinctive literacy culture.
The academic staff, lecturer, can also contribute to improving the English language ability in the Security officer Agency through University-Community Engagement Program. To provide comfortability for tourists, West Sumatra Security officer who served in the sites of halal tourism is required to have the ability to speak English either actively or passively in order to support this program. This program was held at the Police office in Padang Pariaman Regency, West Sumatra in September 2017. Samples were collected from 50 security officers. This program was given in the form of workshops and mentoring, which consists of the introduction of grammar, the tips of learning English easily, and quickly by using E-Module Application for English Specific Purpose (ESP) as well as other media which are used to learn English. The results show that 90% of participants stated that they were easier to learn English and 86% of the participants admitted they were faster in learning English by using E-Module Application for English Specific Purpose (ESP).
Interest in learning is one of the determining factors for achieving learning objectives. Through interest, students will have the urge to follow the ongoing learning process. One way to increase student interest in learning is by using technology in earning process, such as the use of technology- based learning media. Learning media that are used appropriately in the learning process will be a more effective and efficient supporting tool in achieving learning objectives. The purpose of this workshop is to increase the learning interest of Senior High School students in Padang Pariaman Regency through the use of learning media using technology. This workshop is not only intended for students but also the teachers. University Community Engagement Program (PkM) is carried out through 5 (five) stages, namely: the preliminary stage, the socialization and audience stage, the workshop implementation stage, and the final evaluation stage. The workshop is conducted for 2 (two) days and is given separately for teachers and students. On the first day, the material was presented to teachers and students. Furthermore, the second day of the workshop focused on the practice of making learning media using the internet and its use.
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