cover
Contact Name
Antomi Saregar
Contact Email
antomisaregar@radenintan.ac.id
Phone
+6285279618867
Journal Mail Official
antomisaregar@radenintan.ac.id
Editorial Address
Jl. Letnan Kolonel H Endro Suratmin, Sukarame, Kec. Sukarame, Kota Bandar Lampung, Lampung
Location
Kota bandar lampung,
Lampung
INDONESIA
Online Learning in Educational Research
ISSN : 27989736     EISSN : 27982351     DOI : -
Core Subject : Education,
Online Learning in Educational Research (OLER Journal) is a medium of communication for researchers, academicians, and practitioners that provides a means for sustained discussion of relevant issues that fall within the focus and scopes of the journal which examined empirically. Journal Online Learning in Educational Research is a biannual publication that highlights field research and library research in the broad area of Computer Mediated Learning which includes distance, online, electronic, virtual, distributed, blended, mobile learning, develoving media for online learning, and instument assessment for online learning. Computer-mediated learning occurs when an individual interactively learns (formally or informally, synchronously or asynchronously) about material via computer means where the learning materials and pedagogy are developed to take advantage of the available technologies. The goals of OLER are to: Promote a scholarly approach to the practice and profession of teaching in computer-mediated environments. Foster dialogue concerning innovative computer-mediated teaching, learning and assessment strategies. Enhance understanding and application of best practices in online teaching and learning.
Articles 5 Documents
Search results for , issue "Vol 3, No 2 (2023): Online Learning in Educational Research" : 5 Documents clear
Designing Ethnomathematics-Enriched Teaching Materials for Fostering Mathematical Creative Thinking for Applications in Online Learning Environments Kurniawan, Rahmat Andri; Suherman, Suherman; Komarudin, Komarudin; Zarpellon, Matteo; Khalil, Ibrahim
Online Learning In Educational Research (OLER) Vol 3, No 2 (2023): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v3i2.281

Abstract

Integrating ethnomathematics into mathematics education holds tremendous promise, fostering a range of positive outcomes. It has shown potential in enhancing students' mathematical creative thinking, problem-solving abilities, active engagement in learning, and fostering a deeper appreciation for cultural diversity. Despite these promising prospects, an evident gap looms large in the literature specifically, the lack of comprehensive research on developing, validating, and evaluating teaching materials that effectively integrate ethnomathematics content. The study aimed to create teaching materials within the context of ethnomathematics to evaluate students' mathematical creative thinking. This endeavor followed the ADDIE research and development model, encompassing analysis, development, design, implementation, and evaluation. Small-group testing was undertaken involving 10 participants, while field testing involved 35 respondents. The validation process involved both media, and material experts to ensure the suitability of the teaching materials for development. The findings indicated that the teaching materials received validation from experts, confirming their quality and appropriateness. Additionally, student feedback showed that the materials were not only valid but also engaging and intellectually stimulating, meeting the criteria for an effective educational resource. In summary, the development of teaching materials stands out as a valuable asset in evaluating students' mathematical creative thinking abilities. This research contributes to the field of mathematics education, especially in mathematics teaching and learning
Fisikawaii Adventure: An Effort to Increase Students' Learning Participation through Gamification and Virtual Reality Al Faqih, M Vithor; Widiarni, Anggi; Andini, Nisa; Saregar, Antomi; Sharov, Sergii; Faraj, Bawar Mohammed
Online Learning In Educational Research (OLER) Vol 3, No 2 (2023): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v3i2.294

Abstract

Student participation is critical in education. Technology integration, such as virtual reality, enhances the visualisation of physics concepts and participation. Combining virtual reality and gamification creates an immersive and interactive learning experience. This research aims to design and implement a learning management system (LMS) called Fisikawaii Adventure integrated with gamification and virtual reality. This study follows the ADDIE (Analysis, Design, Development, Implementation and Evaluation) development model. The motivational element of GAFCC (Goal, Access, Feedback, Challenge, and Collaboration) was employed in the design stage. The LMS was evaluated at SMAN 2 Bandar Lampung with ten eleventh-grade MIPA (Mathematics and Natural Science) students. The data collection technique employed was a non-test instrument. The data analysis technique was qualitative-quantitative using the Likert scale. Fisikawaii Adventure was valid with an average percentage score of 85.5 from material experts, 87.25 from media experts, and 86.4 from student responses (very feasible category). The product was feasible to use in physics learning and increase students' participation. Although it requires further investigation, this research contributes significantly to integrating gamification and virtual reality into LMS and physics learning.
The Implementation of Accelerated Learning Model Assisted By Autograph on Students' Adaptive Reasoning Ability and Environmental Literacy Amirah, Izzatul; Anggoro, Bambang Sri; Gunawan, Wawan
Online Learning In Educational Research (OLER) Vol 3, No 2 (2023): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v3i2.282

Abstract

This research aimed to assess the impact of implementing the Accelerated Learning model on the adaptive reasoning ability and environmental literacy of students. Employing a quantitative research approach, the study utilized a quasi-experimental post-test only control group design. A total of 180 eighth-grade students from UPT SMP Negeri 3 Bandar Lampung constituted the participants in this study, and a sample of 90 students was chosen using cluster random sampling. The analytical process involved conducting normality and homogeneity tests, and the research hypothesis was assessed using Multivariate Analysis of Variance (MANOVA). The results of the MANOVA test revealed a significance level of 0.000, underscoring a substantial impact of Accelerated Learning assisted by Autograph media on both the adaptive reasoning ability and environmental literacy of students. As such, the study concludes that the integration of the Accelerated Learning model with Autograph media proves effective for enhancing the overall learning process.
Alkaan Speil Game: Encouraging Higher-Order Thinking in Alkane Learning Material Perdana, Erlangga Yoga; Windayani, Neneng; Irwansyah, Ferli Septi
Online Learning In Educational Research (OLER) Vol 3, No 2 (2023): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v3i2.217

Abstract

This research aims to describe and analyze the validation and feasibility of the Alkaan Speil game interface. The method used in this study is design-based research (DBR), which encompasses three stages: analysis, design, and development. The validation test results yielded a calculated r-value of 0.93, indicating a high level of validity. Furthermore, the feasibility test, which includes content and material aspects, software engineering, and audio-visuals, resulted in a percentage of 84.08, suggesting that the Alkaan Speil game is effective as a learning tool for alkane material with a higher-order thinking approach. The findings of this research present significant implications for educational technology and pedagogy. The high validity score of 0.93 for the Alkaan Speil game underscores its robust design and affirms its potential as an innovative educational tool. The feasibility test results, with an impressive 84.08 score, further reinforce the game's effectiveness in facilitating higher-order thinking skills in the context of learning alkanes. This underlines the game's capacity to enhance understanding and engagement in chemistry education. While the current study was confined to the application's development phase, the implications extend to the need for comprehensive testing of the game's efficacy in a real-world educational setting. Future research should focus on deploying the game in classroom environments to empirically assess its impact on learning outcomes and student engagement, thereby contributing to the broader knowledge base of educational strategies in science teaching.
Physics At Home: A Solution to Improve Physics Learning Outcomes during the Covid-19 Pandemic Aprilyawati, Rita; Umam, Ahmad Naufal
Online Learning In Educational Research (OLER) Vol 3, No 2 (2023): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v3i2.232

Abstract

Physics learning during the COVID-19 pandemic has its challenges. One of them is decreasing student engagement which impacts learning outcomes. Therefore, a learning strategy is needed to overcome this problem. One is implementing a learning strategy that shows physics is a part of daily life. This research was conducted to determine how applying Physics at Home can improve learning outcomes. The design of this research is a quasi-experiment with one group pretest-posttest design. 36 Students of XII IPA 1 SMA Negeri 2 Bandar Lampung received a learning treatment called Physics at Home. The result of this research was the improvement of learning outcomes due to the application of Physics at Home. So it can be concluded that this learning could solve physics learning during the Covid-19 pandemic.

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