Journal of Education and Learning (EduLearn)
Journal of Education and Learning (EduLearn) ISSN: 2089-9823, e-ISSN 2302-9277 is a multi-disciplinary, peer-refereed open-access international journal which has been established for the dissemination of state-of-the-art knowledge in the field of education, teaching, development, instruction, educational projects and innovations, learning methodologies and new technologies in education and learning. This journal is ACCREDITED (recognised) SINTA 2 by the Ministry of Research and Technology/National Research and Innovation Agency, Republic of Indonesia (RISTEK-BRIN) (Decree No: 60/E/KPT/2016). The EduLearn is indexed by ERIC Institute of Education Sciences (IES) of the U.S. Department of Education. The focus and scope of EduLearn includes the following topics: 1. Career development and training in education and learning: entrepreneurship curriculum, internship programmes, lifelong learning, technology transfer, training educational staff, university-industry cooperation, vocational training, workplace training and employability issues, etc. 2. Experiences in education and learning: curriculum design and development, educational management, educational trends and best practice contributions, enhancing learning and the undergraduate experience, experiences in game based learning, higher education area: the bologna declaration and ects experiences, learning experiences in higher and further education, learning experiences in preschool education, pre-service and in-service teacher experiences, quality assurance/standards and accreditation, special education, stem in education, transferring skills and disciplines, etc. 3. Experiences in education and learning research: academic research projects, research methodologies, links between education and research, new projects and innovations, etc. 4. International projects in education and learning: new experiences for the international cooperation, project outcomes and conclusions, university networks, exchange programmes and erasmus experiences, the internationalization of universities, funding programmes and opportunities, etc. 5. Pedagogical innovations in education and learning: learning and teaching methodologies, evaluation and assessment of student learning, accreditation for informal learning, new learning/teaching models, neuroscience in education, language learning innovations, collaborative and problem-based learning, personalized learning, tutoring and coaching, flipped learning, etc. 6. General issues in education and learning: education and globalization, multicultural education, impact of education on development, planning digital-age school and learning spaces, organizational, legal, policy and financial issues, leadership in 21st century education , barriers to learning (age, psychosocial factors, ethnicity...), ethical issues and plagiarism in education, access to internet: advances and problems, diversity issues, women and minorities, student support in education, funding programmes and opportunities, etc. 7. Computer supported collaborative work: augmented reality, collaborative virtual environments (CVEs), community building, computer-mediated communication (CMC) tools, social & digital media in education, web 2.0 and social networking: (blogs, wikis...), web 3D applications and virtual reality, etc. 8. E-content management and development: digital identity management, digital libraries and repositories, e-portfolios, intellectual property rights, knowledge management, learning analytics, open access education, security and data protection, user-generated content, etc. 9. Educational software & serious games: animation and 3D systems, computer software on education, educational multimedia and hypermedia, educational software experiences, educational/serious games, gamification, gaming consoles as learning tools, videos for learning (YouTube generation), etc. 10. e-Learning: blended learning, distance learning, educating the educators, e-learning for environmental sustainability, e-learning standards (SCORM), e-learning projects and experiences, e-moderating, e-tutoring & mentoring, intelligent tutoring systems (ITS), learning management systems (LMs), managed learning environments (MLEs), massive open online courses (MOOCs), mobile learning, online assessment, online/virtual laboratories, personal learning environments (PLEs), training, evaluation and assessment, virtual learning environments (VLEs), virtual universities, etc. 11. Emerging technologies in education: advanced classroom technology, best practices in multimedia-based education, BYOD (bring your own device) and 1:1 learning, flipped classroom, ICT for development, ICT skills and digital literacy, mobile and tablet technologies, new platforms to teach coding skills (arduino, raspberry PI,...), technology-enhanced learning, the impact of web technologies on education, web classroom applications, etc. Papers published in the three-monthly journal (Feb, May, Aug, and Nov): (1) report evaluation and research findings; (2) treat conceptual and methodological issues; and/or (3) consider the implications of the above for action; and/or (4) an extensive book reviews section and also occasional reports on educational materials and equipment.
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The Effect of Problem-Based Learning Model Using Contextual Teaching Learning Approach Viewed from Logical Mathematical Intelligence
Vivi Astuti Nurlaily;
Heribertus Soegiyanto;
Budi Usodo
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.8413
This research is aimed at determining 1) the difference of learning achievement using problem-based learning through contextual teaching learning and direct learning in Mathematics learning; 2) the difference of learning achievement among high, medium, and low logical Mathematical intelligence; and 3) the interaction between learning model and logical Mathematical intelligence on the students’ learning achievement in Mathematics. The research was designed using quasi-experimental study of 2x3 factorial design. The population of this research was the third-grade students of elementary school. The data of students’ learning achievement in Mathematics and their logical-Mathematical intelligence was obtained using test. The data were analyzed using two-way ANOVA. The results of the research show that 1) Problem-based learning model using contextual teaching approach makes the students obtain better learning achievement than direct learning model; 2) the students having high logical Mathematic intelligence get better learning achievement than those having medium and low logical Mathematic intelligence, the students having medium logical Mathematic intelligence gets better learning achievement than those having low logical Mathematic intelligence; 3) there is no interaction between learning model and logical Mathematic intelligence on the students’ learning achievement.
Local Wisdom as Learning Materials: Character Educational Values of Sundanese Pupuh
Dena Damayanti;
Burhan Nurgiyantoro
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.9291
As character educational values for elementary students deteriorated, the appreciation of Sundanese language by West Javanese people faded. One of many ways to be done was through the use of learning materials in the form of Sundanese pupuh for elementay school students. Pupuh is a literary work in the form of poem in Sundanese language which contains character educational values. This study aimed to describe character educational values in Sundanese pupuh and their relevance as learning materials for elementary school students. Data collection was conducted using the techniques of reading and taking notes of Sundanese pupuh lyrics which contain character educational values, and then identifying the compatibility as elementary school learning materials. The data were analyzed qualitatively, with the steps of: (1) data comparison; (2) data categorization; (3) data presentation; dan (4) inferencing. This study resulted in teamwork as the most occurring value in pupuh Asmarandana, Sinom, Balakbak, Ladrang, Pucung, Lambang, Gambuh, Gurisa, dan Magatru. Thus, this study concluded that Sundanese pupuh had many character educational values relevant to be taught and to be used as learning materials in elementary school.
Cognitive Conflict Strategy and Simulation Practicum to Overcome Student Misconception on Light Topics
Wartono Wartono;
John Rafafy Batlolona;
Apilya Putirulan
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.10433
One way to reduce misconceptions can be overcome by cognitive conflict learning strategies with the help of simulation practicum instead of actual practicum. This study aims to determine whether there are differences in students' misconceptions before and after learning with cognitive conflict strategies as an effort to reduce misconceptions on light material. Research sample of 31 students. Data on the degree of misconception before the study was 0, 36 and after doing research was 0.17. The t-paired test results for the mean percentage of students' misconceptions on light material before and after learning differed at a significance level of 0.05. While, the results of N-Gain calculations to student achievement increase in overcoming misconceptions on light material were 0.3, that means the average students’ achievement in dealing with misconceptions are in the medium category and cognitive conflict strategies combined with simulation practicum have a strong effect on reducing students' misconceptions on light material with a range of 2.91. Based on the results of the study it can be concluded that cognitive conflict strategies combined with simulation practicum can be used to reduce misconceptions that lead to increased student learning achievement. Further research is needed to explore students' misconceptions on other physics topics and can measure student misconceptions at each meeting so that students are more organized and developed in learning.
Students’ Access to and Perception of Using Mobile Technologies in the Classroom: the Potential and Challenges of Implementing Mobile Learning
Muhammad Hanif;
Asrowi Asrowi;
Sunardi Sunardi
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.8398
In implementing mobile learning system, students’ needs and perceptions should be focused upon along with curriculum standards. Particularly in the context of higher education institutions in Indonesia, some schools authorities have refused to implement m-learning. Although m-learning is widely used in some schools and considered an effective educational tool, it is not yet fully utilised in most Indonesian schools. Therefore, the aim of this study is to investigate students’ access to and perception of the use of mobile devices in learning, and to understand the potential for its implementation. This study is the result of a survey conducted on 61 students in a school which banned the use of mobile technology. It seeks to understand their potential accessibility by means of ownership, interaction time and the types of mobile application used and to find their perceptions through agreement and the reasons for adopting mobile learning in the classroom. The findings indicate that students are very familiar with mobile devices and their applications. The results also reveal that students have positive perceptions toward m-learning, and indicate that mobile technologies are widely used among them. This report can be taken as the basis for applying a mobile learning system in the classroom.
The Effectiveness of Augmented Reality App to Improve Students Achievement in Learning Introduction to Animals
Nisaun Markamah;
Subiyanto Subiyanto;
Agus Murnomo
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.9334
In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animals introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animals video. 3D based learning makes it easy for students to visualize learning materials and video-based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students were divided into two groups participated in the learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.
Developing a Learning Model to Promote the Skills of Analytical Thinking
Harto Nuroso;
Joko Siswanto;
Choirul Huda
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.5814
This research is aimed at developing a learning model that encourages the skills of analytical thinking in science. The method used is research and development. The result is the ICAE (Incubation, Collection of data, Analysis, and Evaluation) model that promotes analytical thinking skills. Results of normalized gain tests show that the gain score is 0.28, which indicates that the ICAE learning model positively affects students’ analytical thinking, even though still within the lower category. The ICAE model also promotes the skills of analytical thinking in science and it has gained positive response from students.
Domestic Waste Management Feasibility Study at Ahmad Dahlan University
Surahma Asti Mulasari;
Asep Rustiawan
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.9232
Garbage dumped untreated into the environment causes health problems. As an educational institution, college should make waste management as a media in educating students in particular, and society. The purpose of this research is to open up new insights into what can be done by Universitas Ahmad Dahlan (UAD) to educate citizens (academics) on the responsibility of managing the environment, especially the waste management practice in college as well as a form of UAD concern for environmental sustainability. This study is a qualitative research which uses road grass analysis approach. Techniques of data retrieval is in-depth interviews with cleaning service, students, employees, canteen vendors, head of BIFAS, vice chancellor II, and the Head of Household. The problems that occurred include: unsorted garbage bins resulting in unpleasant odor, lowered aesthetics, comfort decrease in GARBAGE DUMP , improper behavior of UAD campus residents related to littering, and lack of specific policies related to waste management in campus. Problems of campus trash includes: absence of waste separation process which results in odor, lowered aesthetics, and comfort decrease in GARBAGE DUMP . Another problem is the improper behavior of residents of UAD campus associated with littering, and the lack of specific policies related to campus waste management.
Assessing Midwifery and Medical Student’s Interprofessional Learning: the use of portfolio
Bulan Kakanita Hermasari;
Ari Natalia Probandari;
Zulaika Nur Afifah
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.8713
To evaluate the portfolio in assessing interprofessional learning between medical and midwifery students. The student portfolio is assessed using a rubric consisting of four assessment criteria. A total of 32 student portfolios were tested for reliability coefficients and interrater agreements. We conducted an in-depth interview with mentors and focus group discussion (FGD) with students for exploring their perceptions of the ability of the portfolio to assess the learning. Interview and FGD data were converted into verbatim transcripts then were analyzed by two coders using open coding techniques. The reliability coefficient is 0.808. Inter-rater agreements for each assessment criteria are ranging from moderate to high. Mentors and students have positive insights toward the assessment system. This study supports the use of portfolios as an interprofessional educational assessment tool.
Row Sport Context in PISA Like Mathematics Problem
Arvin Efriani;
Ratu Ilma Indra Putri;
Hapizah Hapizah
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.9113
The aim of research was to produce valid, practical and had potential-effect to mathematic literacy ability in PISA like mathematics problem in using row sports context at Asian Games 2018. The research method used development research with development studies type. The subjects of the research were the students with 15 years old of class X SMAN 10 Palembang. The techniques of collecting data were used documentation, walkthrough, test, and interview. This research produced the problem about how the students determined how many benches could be made by only knowing length and width of the boats. The results showed that the problem developed (1) valid from the suitability with the framework PISA regarding content, context, literacy process and level of questions that was connected problems with daily life accordance experts review and one to one stage (2) practical because the problem could be understood by students accordance small group stage, and (3) had a potential effect from the result of analyze the student’s answer in mathematical literacy ability with representation and reasoning ability as dominant accordance field test stage.
Integrating Game-based Interactive Media as Instructional Media: Students’ Response
Dwi Yuniasih Saputri;
Rukayah Rukayah Rukayah;
Mintasih Indriayu Indriayu
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Intelektual Pustaka Media Utama
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DOI: 10.11591/edulearn.v12i4.8290
Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.