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Hasil Pencarian

Ditemukan 19582 dokumen yang sesuai dengan query
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Harasim, Linda, 1949-
"Learning Theory and Online Technology offers a powerful overview of the current state of e-learning, a foundation of its historical roots and growth, and a framework for distinguishing among the major approaches to e-learning. It effectively addresses pedagogy (how to design an effective online environment for learning), evaluation (how to know that students are learning), and history (how past research can guide successful online teaching and learning outcomes). An ideal textbook for Educational Technology Masters, PhD, and Certificate programs, readers will find Learning Theory and Online Technology provides a synthesis of the key advances in e-learning theory, the key frameworks of research, and clearly links theory and research to successful learning practice"
New York: Routledge, Taylor & Francis Group, 2017
371.334 HAR l
Buku Teks SO  Universitas Indonesia Library
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Huggett, Cindy
"Online training is becoming increasingly popular for learning solutions. This title will is geared toward trainers that are interested in delivering training programs online. The readers will learn about the differences between types of online training. The reader will also discover how to modify their existing classroom training skills to work in an online environment, engage online learners, and handle common technical difficulties that may arise."
Alexandria, Virginia: American Society for Training & Development, 2008
e20441959
eBooks  Universitas Indonesia Library
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Mantyla, Karen
"Discover how to blend e-learning technology with traditional training for exciting, new learning programs."
Alexandria, VA: ASTD Press, 2001
e20429144
eBooks  Universitas Indonesia Library
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"The world of education is being radically altered with the change being driven by technology, openness, and unprecedented access to knowledge. Older correspondence-style methods of instructional delivery are passé and ?classroom adapted to the web? approaches to learning are often ineffective and do little to harness the transformational potential of technology. E-Learning scenarios, mobile technologies, communication and information access, and personal learning environments are becoming mainstream and, as a result, control of the learning process is shifting away from institutions and into the hands of learners. This volumes promotes a forward-thinking agenda for research and scholarship that highlights new ideas, deep insights, and novel approaches to ?unconstrained? learning."
New York: Springer, 2012
e20401105
eBooks  Universitas Indonesia Library
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Sanders, Ethan S.
"Organizations have been quick to adopt learning technologies to increase the efficiency and effectiveness of the learning function. This issue describes the advances of using earning technologies and lists development times and costs for each type. As such, this issue is a useful tool for making strategic decision about these technology-based learning tools. The issue presents 31 competencies that enable trainers to use learning technologies and presents learning technologies in the context for the familiar ADDIE model to speed application and understanding."
Alexandria, VA: ASTD Press, 2001
e20435677
eBooks  Universitas Indonesia Library
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Rossen, Elisabeth
"If youve decided that its time for your company to transition into an e-learning environment, pick up a copy of this Infoline to get background information, templates, tools and other information to help you develop e-learning strategies and solutions."
Alexandria, VA: ASTD Press, 2001
e20429162
eBooks  Universitas Indonesia Library
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Athanassios Jimoyiannis
"This book aims to serve as a multidisciplinary forum covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in education and e-learning. Special emphasis is given to applied research relevant to educational practice guided by the educational realities in schools, colleges, universities and informal learning organizations. In a more generic scope, the volume aims to encompass current trends and issues determining ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development, assessment and evaluation, etc."
New York: Springer, 2012
e20400779
eBooks  Universitas Indonesia Library
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Giovanny Dwight
"Dewasa ini, pembelajaran menggunakan metode Mobile Learning telah menjadi alternatif yang seringkali dipilih oleh berbagai praktisi pendidikan di seluruh dunia karena fleksibilitas yang ditawarkan, antara lain melalui penggunaan podcast. Podcast dapat diartikan sebagai sebuah rangkaian data yang berbentuk audio dan/atau video yang dapat diakses melalui internet pada sebuah media elektronik. Tulisan ini akan membahas tentang penerapan media podcast sebagai media pembelajaran alternatif dalam dunia pendidikan, khususnya bagi mahasiswa. Penelitian dilakukan dengan menggunakan metode analisis komparatif yang membandingkan beberapa penelitian yang membahas topik serupa. Hasil penelitian menunjukkan bahwa meskipun memiliki dampak positif, efektivitas podcast terletak pada kemampuannya untuk mendukung proses pembelajaran di kelas, bukan sebagai media pembelajaran utama. Selain itu, hambatan yang terjadi dalam penggunaan podcast dapat dilihat dari buruknya pemanfaatan media, masalah konektivitas, hingga perbedaan dalam ekspektasi, kebutuhan, dan preferensi calon pengguna podcast dengan kesesuaian materi yang disediakan.

Mobile Learning methods with the flexibility it offers, have become a favorable choice of the various education practitioners nowadays. Among others, through the use of podcasts. Podcasts are defined as a series of data in the form of audio, video, or audio-video, and are accessible to an electronic device with internet. This paper focuses on examining the application of podcasts as an alternative learning media in the world of education, particularly for students. Several studies with similar topics are analyzed using the comparative analysis method in this research. The results, however, showed that despite having positive impacts, the effectiveness of the podcast lies not as main learning media, but as a supporting tool in the classroom. Moreover, limitations that befall its use can include poor media practices, connectivity problems, to the disparity in expectations, needs, and preferences of prospective podcast users with the suitability of the material provided."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2020
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UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Gronstedt, Anders
"Many people are unaware of virtual worlds and how they can be used in business and training. This Infoline will give you a firm understanding of virtual environments. Discover the various learning applications of virtual worlds, including holding virtual meetings, creating realistic simulations, and role-play. You will also learn how to determine whether or not to use virtual worlds in your organization."
Alexandria, Virginia: American Society for Training & Development, 2008
e20441996
eBooks  Universitas Indonesia Library
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Andira Anggun Maharani S Darmadji
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Penelitian ini dipicu oleh minimnya penelitian yang berkaitan dengan desain antarmuka aplikasi e-learning environment yang sesuai dengan kebutuhan siswa SMA jurusan IPA dan IPS. Penelitian ini bertujuan mengidentifikasi, menganalisis, dan mengimplementasikan fitur-fitur yang dibutuhkan oleh siswa SMA dalam proses e-learning. User Centered Design menjadi metode yang digunakan untuk memastikan desain yang dihasilkan menjawab kebutuhan pengguna. Pengumpulan kebutuhan pengguna dilakukan dengan mewawancarai 15 pelajar SMA jurusan IPA dan IPS. Hasil analisis kebutuhan pengguna menjadi dasar rancangan low fidelity prototype dan high fidelity prototype berupa clickable mockup yang mengacu pada teori Shneiderman’s Eight Golden Rules of Interface Design, active learning, dan perkembangan kognitif oleh Piaget. Low fidelity prototype bertujuan untuk memberikan gambaran tata letak pada desain yang dirancang. Kemudian, high fidelity prototype bertujuan untuk memberikan gambaran utuh terkait desain antarmuka yang dirancang. Hasil high fidelity prototype dievaluasi melalui usability testing dan kuesioner System Usability Scale. Penelitian ini menyimpulkan bahwa hampir keseluruhan fitur yang diajukan memiliki completion rate dan error-free rate sebesar 100%, yang menunjukkan bahwa pengguna dapat menyelesaikan task tanpa adanya kesulitan yang berarti. Hasil akhir penelitian ini mengajukan high fidelity prototype dan rekomendasi perbaikan yang didasarkan pada umpan balik yang bermakna selama proses evaluasi yang dapat dijadikan acuan untuk melakukan pengembangan pada desain antarmuka e-learning environment.


This research is driven by the lack of research related to the interface design of an e-learning environment application that suits the needs of high school students majoring in science and social studies. This research aims to identify, analyze, and implement the features needed by the high school students during online learning. We applied the User Centered Design (UCD) method to ensure the results meet the user needs. We interviewed 15 high school students majoring in science and social studies to gather the requirements needed. The results became the basis for designing a low fidelity prototype and a high fidelity prototype in the form of a clickable mockup while still referring to the theory of Shneiderman's Eight Golden Rules of Interface Design, active learning, and cognitive development by Piaget. Low fidelity prototype aims to provide an overview of the layout of the design. Then, the high fidelity prototype aims to provide a complete picture regarding the interface design. We evaluated the high fidelity prototype through usability testing and the System Usability Scale (SUS) questionnaire. This study concludes that almost all of the proposed features have a completion rate and error-free rate of 100%, which indicates that users can complete tasks without any significant difficulties. This study proposes a high fidelity prototype and recommendations based on meaningful feedback during the evaluation as a reference for designing the interface of an e-learning environment.

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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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