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Principles of Instructional Design

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... He spearheaded critical research inquiries that deconstruct the act of learning as a result of learners' mental models and the environment of learning that influences their mental perceptions and learned capabilities (see Fig. 6.1). The Gagne's taxonomy is perhaps the most popular of the many learning taxonomies in the field of instructional design (Gagne and Briggs 1974). It's popularity can be attributed best for its ability to clearly distinguish between abstract and concrete definitions of learning (Seels and Glasgow 1990 Gagne and Briggs (1974). ...
... The Gagne's taxonomy is perhaps the most popular of the many learning taxonomies in the field of instructional design (Gagne and Briggs 1974). It's popularity can be attributed best for its ability to clearly distinguish between abstract and concrete definitions of learning (Seels and Glasgow 1990 Gagne and Briggs (1974). (Designed by author of the paper) of this field with respect to contemporary education context in distance learning scenarios: ...
... Tujuan pada tingkat pembelajaran (instruksional) dibuat secara khusus dengan fokus pada perubahan perilaku siswa. Tujuan dapat dibagi menjadi lima kategori: pengetahuan verbal, sikap, keterampilan intelektual, keterampilan motorik, dan strategi kognitif (Gagne & Briggs, 1974). Howard Kingsley mengklasifikasikan tujuan ke dalam tiga kategori, yakni keterampilan dan kebiasaan, pengetahuan dan pemahaman, serta sikap dan aspirasi (Kingsley, 1957). ...
... Adanya tujuan yang jelas juga memberikan panduan yang jelas dalam memilih konten/materi instruksional, strategi pembelajaran, lingkungan belajar, dan penilaian. Gagne & Briggs (1974) menjelaskan bahwa tujuan adalah kemampuan yang dapat dicapai oleh siswa secara langsung setelah melalui proses pendidikan, dan bukan hanya pengalaman yang dialami selama proses tersebut. ...
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Penelitian ini dilatarbelakangi oleh perlunya mengadapta�sikan kurikulum untuk menyesuaikan perubahan zaman dan tetap relevan dan efektif dalam membentuk karakter santri. Oleh karena itu, penting untuk dipahami bagaimana kurikulum pesantren didesain untuk secara khusus men�dukung pembentukan karakter positif dan sesuai dengan kebutuhan masyarakat. Salah satu di antaranya adalah kuri�kulum pesantren LDII yang selama ini telah diterapkan di Pondok Pesantren Wali Barokah Kediri. Penelitian ini ber�tujuan untuk menggali bagaimana konsep muslim sejati di Pondok Pesantren Wali Barokah Kediri, bagaimana anatomi kurikulum pesantren LDII di Pondok Pesantren Wali Baro�kah, bagaimana implementasi kurikulum pesantren LDII di Pondok Pesantren Wali Barokah, bagaimana implikasi kuri�kulum pesantren LDII dalam membentuk karakter muslim sejati di Pondok Pesantren Wali Barokah Kediri. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan kualitatif, sedangkan jenis penelitian ini ada�lah studi kasus. Teknik pengumpulan data yang digunakan adalah wawancara mendalam, observasi dan dokumentasi. Teknik Analisis data kondensasi data, penyajian data, ser�ta penarikan kesimpulan atau verifikasi. Teknik keabsahan data credibility data, transferability-transferability, dependabili�ty, conformab
... Menurut UU Sisdiknas No.20 Tahun 2003 dijabarkan bahwa pembelajaran merupakan proses berkomunikasi siswa dengan guru yang bersumber dai keadaan pembelajaran [1]. Gagne dan Briggs (1979:3) mengemukakan bahwa bagoan dari seperangkat yang bertujuan untuk mendukung proses pembelajaran siswa, yang berisi rentetan aktivitas yang didesain sehingga berdampak pada proses pembelajaran [2]. ...
Article
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Cakupan keilmuan IPS merupakan berkehidupan sosial manusia dalam bermasyarakat. Oleh sebab itu, bermasayarakat menjadi unsur penting dalam cakupan IPS faktor berkehidupan sosial dapat dipelajari dengan mengenali keterikatan sosial, ekonomi, budaya, psikologis, histori, geografi, dan politik. Penelitian ini bertujuan untuk mengetahui impelementasi pemikiran pragmatisme dan kontruktivisme dalam pembelajaran IPS SD sehingga tidak hanya dapat mengembangkan kreativirtas dan pengalaman dari guru akan tetapi dapat menciptakan suasana nyaman di kelas. Pengunaan metode dilakukan denganMetode yang digunakan adalah meta-analisis dari sepuluh artikel di jurnal nasional. Artikel tersebut diabstaksi dan dibandingkan hasil kajiannya dengan penelitian ini. Hasil penggabungan dari kedua pemikiran ini terbukti sesuai dan tepat diterapkan dalam pembelajaran, khususnya pembelajaran IPS sehingga dalam penerapannya dapat berupa praktik langsung ke lapangan, seperti menciptakan kreativitas, pengalaman dan kenyamanan dalam dalam pembelajaran IPS SD.
... Gagne defines learning media as a type of component in the student's environment that can stimulate them to learn [8]. Similarly, Briggs posits that media constitutes a tool in the form of a physical entity that is typically employed for the conveyance of material content [9]. Additionally, Briggs posited that the aforementioned tools could encompass tape recorders, video recorders, images, cameras, television, graphics, and computers. ...
... Canva's features, including customizable templates, visual aids, and multimedia integration, have proven effective in improving learning outcomes across disciplines. It combines visual and textual elements, enhancing students' ability to understand and retain information while stimulating their creativity (Gagne & Briggs, 1974;Pelangi, 2020). ...
... One way to overcome these barriers is to strengthen infrastructure and facility support. According to Gagne and Briggs (1979), the availability of adequate learning aids can increase the effectiveness of training by providing a more real learning experience for participants. This is relevant to research conducted by Zulhaini (2023), which shows that training supported by modern learning media better enables participants to apply skills. ...
... The ADDIE model involving analysis, design, development, implementation and evaluation phases is one of the most widely used instructional design model that is applicable in several contexts (Kruse, 2002). Gagne's series of nine learning events (Gagne & Briggs, 1974) has laid foundation for several instructional design models such as Dick and Carey model (Dick, Carey, Carey, et al., 2001) and Merrill's first principles of instruction (Merrill, 2012). Millwood summarizes over 25 learning theories in a concept map connecting the different facets of instructional design (Millwood, 2014). ...
Preprint
Instructional design is a fundamental base for educational technologies as it lays the foundation to facilitate learning and teaching based on pedagogical underpinnings. However, most of the educational technologies today face two core challenges in this context: (i) lack of instructional design as a basis (ii) lack of support for a variety of instructional designs. In order to address these challenges, we propose a patterns based approach for design of educational technologies. This is in contrast with existing literature that focuses either on patterns in education or in software, and not both. The core idea of our approach is to leverage patterns for modeling instructional design knowledge and to connect it with patterns in software architecture. We discuss different categories of patterns in instructional design. We then present the notion of Pattern-Oriented Instructional Design (POID) as a way to model instructional design as a connection of patterns (GoalPattern, ProcessPattern, ContentPattern) and integrate it with Pattern-Oriented Software Architecture (POSA) based on fundamental principles in software engineering. We demonstrate our approach through adult literacy case study (287 million learners, 22 Indian Languages and a variety of instructional designs). The results of our approach (both web and mobile versions) are available at http://rice.iiit.ac.in and were adopted by National Literacy Mission Authority of Government of India.
... We can classify instructional design in the form of several families and at different levels of granularity as shown in Figure §2. For example, we can consider the three fundamental ways of cognitivism, behaviourism and constructivism or we can group them based on models such as Gagne's model [91], Dick and Carey's model [92] , or the generic ADDIE process that is followed in most of the instructional designs. Each of these models can be grouped as a family based on subjects like STEM or K-12 or can also be formed as a family primarily based on learning styles such as Visual, Kinesthetic, Auditory. ...
Preprint
Rapid advances in education domain demand the design and customization of educational technologies for a large scale and variety of evolving requirements. Here, scale is the number of systems to be developed and variety stems from a diversified range of instructional designs such as varied goals, processes, content, teacher styles, learner styles and, also for eLearning Systems for 22 Indian Languages and variants. In this paper, we present a family of software product lines as an approach to address this challenge of modeling a family of instructional designs as well as a family of eLearning Systems and demonstrate it for the case of adult literacy in India (287 million learners). We present a multi-level product line that connects product lines at multiple levels of granularity in education domain. We then detail two concrete product lines (http://rice.iiit.ac.in), one that generates instructional design editors and two, which generates a family of eLearning Systems based on flexible instructional designs. Finally, we demonstrate our approach by generating eLearning Systems for Hindi and Telugu languages (both web and android versions), which led to significant cost savings of 29 person months for 9 eLearning Systems.
... According to Peterson [34], the design stage included setting behavioral objectives, which were defined based on the general goals established earlier. The researcher relied on the teacher's guide provided by the Ministry of Education to draft the initial list of digital competencies [35]. The objectives were reviewed and refined with input from experts in curriculum and instructional technology to ensure their accuracy and relevance. ...
Article
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This study examines the effects of competitive versus cooperative gamification mechanics on the learning achievement of female first-year middle school students in flipped classrooms, highlighting its implications for designing sustainable learning environments. Employing a quasi-experimental design, 60 students were randomly assigned to two experimental groups, each engaged in a flipped classroom environment with either competitive or cooperative gamified elements. While both groups showed significant improvement in post-test scores, no significant differences were observed in cognitive achievement or skills acquisition between the groups. These findings emphasize that competitive and cooperative gamification mechanics can be equally effective in enhancing learning, suggesting that the choice of mechanic does not critically impact learning outcomes. The study provides practical guidance for educators and instructional designers in developing balanced gamified learning environments that optimize competitive and cooperative strategies, thus fostering a more versatile and adaptable approach to student motivation and engagement in sustainable technology-enhanced education.
... The discussion can be augmented over several meetings by conducting a literature review and/or discussion with subject specialists and education experts as well as collaborative reading of key texts, such as using effective teaching strategies for learning-for example, the development of cognitive skills (19) and metacognitive and self-regulatory skills (20) as well as the overall design of lessons, such as Gagne's nine events of instruction (21) or Peyton's clinical skill development approach (22). ...
Article
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Lesson study (LS) offers a systematic, but flexible, approach for enhancing the quality of teaching and learning in Health Professions Education (HPE). During LS, teachers collaboratively increase their understanding of their own practice with a variety of stakeholders, including students, subject specialists and education experts. There is increasing global use of LS in primary, secondary and higher education, with studies highlighting its impact on enhancing the quality of both teaching and learning through the professional development of teachers. Despite these benefits of LS, there have been few studies of how LS have been implemented in HPE. The article describes how LS can be practically adapted and implemented in a variety of both academic and clinical settings across the continuum of HPE, from basic to postgraduate and continuing professional education. There is great potential of LS as a method for faculty development in HPE, with both integration into current faculty development programmes and as a continuing professional development activity for teachers across the continuum of HPE.
... This follows on from the instructional design methods used in the beginning of online learning. (Gagne, Briggs and Wager, 1988) The concept is that the Intended Learning Outcomes (ILOs) and assessment criteria should be aligned. Constructive alignment consists of two parts: ...
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From a social constructivist viewpoint, learning is a constructive act of the learner. Several different assessment methods are used in assessing students, which have implications when discussing knowledge construction in higher education. Teachers’ views about different formats and methods of assessment were examined by interviewing teachers in higher education. This work-in-progress suggests that students' perceptions about assessment have considerable influence on their approaches to learning, but that organizational and teachers’ perceptions of institutional objectives are significant factors in choosing assessment methods. Although the teachers interviewed agree in the constructive act of the learner, the assessment is still more of a teacher-centred process for teachers with little experience of networked learning environments. This is also partly because of the restraints of university examination rules, as well as universities adaptation to the Bologna Declaration (1999). Being gradually acculturated and assimilated into the networked learning community in the form of an apprenticeship should help in making teachers more inclined towards a student-centred approach and to using peer assessment.
... Robert Gagne (20), a renowned educational psychologist, proposed a systematic approach to instructional design known as the Nine Events of Instruction. This model provides a structured framework for designing and enhancing students' overall learning experiences. ...
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Effective and engaging learning experiences are crucial in dental education, especially in the field of dental materials science, as previous approaches were largely through didactic teaching. Interactive online modules have emerged as valuable supplemental tools to enhance dental education. It offers interactive elements, promotes active learning, and provides an immersive, self-paced learning environment. This article highlights the use of Gagne’s Nine Events of Instruction as a practical framework to design and implement interactive online modules in the dental materials science curriculum. Gagne’s model provides a structured approach to instructional design, improving students’ engagement and their learning process. The development of interactive online modules follows Gagne’s model, including gaining attention, informing students of objectives, stimulating the recall of prior knowledge, presenting new material, providing guidance, eliciting performance, providing feedback, assessing performance, and enhancing retention and transfer. Students’ perceptions and feedback can be evaluated at the end of the online modules. In short, this article provides a systematic approach to the design and implementation of interactive online modules, ultimately improving the educational outcomes for dental and other health profession students.
... Systeme sollen so entwickelt sein, dass die Anwender:innen diese optimal nutzen können. Dieser Ansatz wird in der HCI Software Ergonomie genannt (Dahm, 2006 (Gagné & Briggs, 1974;Mayer, 2009;Mayer & Pilegard, 2014 (Sweller, 2011;Sweller & Chandler, 1991). Sie ist empirisch gut abgesichert und gehört zu den instruktionspsychologischen Erklärungsansätzen. ...
Thesis
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Trotz ihres großen motivationalen Potenzials werden (digitale) spielbasierte Lernanwendungen (DGBL) selten nachhaltig in die Hochschullehre integriert. Gründe dafür sind mitunter in dem aufwändigen und ressourcenintensiven Entwicklungsprozess zu identifizieren. Ziel dieser Dissertationsstudie ist es daher, herauszufinden, welche Faktoren bereits im Entwicklungsprozess einen Mehrwert für die Entstehung von Lernmotivation liefern können. Zu diesem Zweck wurde eine empirische Fragebogenstudie (N = 112) im Rahmen eines DGBL-Prototypentests für Studierende der Berufs- und Wirtschaftspädagogik durchgeführt. Folgende Bedingungsfaktoren wurden festgelegt: Anwendbarkeit, Emotionales Erleben, Spielerisches Erleben und Wahrgenommene Nutzer:innenzentrierung. Für die Lernmotivation als Kriterium wurden zwei Facetten ausgewählt: Intrinsische Lernmotivation (Deci & Ryan 1985) und Instruktionsinduzierte Lernmotivation (Keller 1987). Die Ergebnisse zeigen, dass im Kriterium der Intrinsischen Lernmotivation die Anwendbarkeit und das Spielerische Erleben einen signifikanten Mehrwert für die Erklärung der Lernmotivation aufzeigen. Im Kriterium der Instruktionsinduzierten Lernmotivation lässt sich bei allen Bedingungsfaktoren ein signifikanter Mehrwert feststellen. Die Ergebnisse können dabei helfen, die Parameter zu identifizieren, die bereits im Entwicklungsprozess berücksichtigt werden müssen, um eine motivierende DGBL-Anwendung zu gestalten. Ferner verdeutlichen sie die Relevanz einer nutzer:innenzentrierten Entwicklung für motivationale Wirkungen sowie die Notwendigkeit einer ganzheitlichen, interdisziplinären Ausrichtung der Thematik.
... How do we evaluate the expected changes in learners' attitude towards environment? Gagne et al., (1992) defined attitude as psychological evaluation of a person's understanding and response towards an object, person or an event. An effective analysis of such nature can be achieved considering the cognitive, affective and behavioural components of a learner, (Kamradt, 1999). ...
Article
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India is a traditional country with values ingrained in its culture. The values absorbed in the early years of life are long lasting in life and therefore values are gradually taking their rightful place in the education system. Value-based environmental education can bring in a total transformation of our mindset, attitudes and lifestyles. The objective of this paper is to identify few cultural practices ingrained in the Indian cultural heritage, and bring out a few strategies to expose children to the strong value system, to achieve sustainability by caring for the nature.
... Media pembelajaran secara umum adalah alat bantu proses belajar mengajar yang dapat digunakan untuk merangsang pikiran, perasaan, perhatian, dan kemampuan atau keterampilan peserta didik sehingga dapat mendorong terjadinya proses belajar yang efektif. Menurut Briggs (1977), media pembelajaran adalah sarana fisik untuk memberikan perangsang bagi peserta didik supaya proses belajar terjadi atau untuk menyampaikan isi materi pembelajaran baik audio, visual maupun audiovisual. Menurutnya, media pembelajaran dapat menjembatani proses belajar peserta didik mengenai materi pembelajaran yang bersifat abstrak melalui bendabenda fisik yang dapat diamati oleh peserta didik atau dapat dibayangkannya. ...
... Instruction is a set of event that effect learners in such a way that learning is facilitated (Gagne & Briggs, 1992). ...
Article
Abstrak Penelitian ini bertujuan untuk: 1) menghasilkan media pembelajaran IPA berbasis android untuk siswa SD/MI, 2) memperoleh media pembelajaran IPA berbasis android yang layak digunakan untuk siswa SD/MI, dan 3) mengetahui respon siswa SD/MI terhadap media pembelajaran IPA berbasis android. Penelitian ini merupakan penelitian pengembangan Research and Development (R & D). Prosedur pengembangan meliputi enam langkah, yaitu: analisis potensi dan masalah, pengumpulan informasi, desain produk, validasi desain, revisi desain, dan uji coba produk. Instrumen penilaian yang digunakan adalah lembar angket untuk uji kualitas produk media pembelajaran IPA berbasis android. Penilaian kualitas produk media pembelajaran IPA berbasis android dilakukan oleh reviewer, peer reviewer, guru SD/MI, dan respon siswa kelas VI SD/MI. Hasil penelitian pengembangan ini adalah: 1) telah dikembangkan produk media pembelajaran IPA berbasis android materi perkembangbiakan pada makhluk hidup untuk siswa kelas VI SD/MI, 2) media pembelajaran IPA berbasis android untuk siswa kelas VI SD/MI pada materi perkembangbiakan pada makhluk hidup dengan kelayakan sesuai hasil penilaian reviewer, peer reviewer, dan guru SD/MI, yaitu kategori Sangat Baik (SB) dengan skor 631 dan persentase penilaian 86,85%, dan 3) respon atau tanggapan siswa kelas VI SD/MI terhadap media pembelajaran IPA berbasis android mempunyai kategori interval antara "Setuju dan Sangat Setuju", yaitu menghasilkan skor 635 dengan persentase penilaian 88,23%.
... Приклад опису підкласу <ідея>: <ідея-вступ> (опис того, що буде вивчатися, навчальна мета -див., наприклад, опис першого з 9-ти кроків навчання у таксономії (навчання Ґаньє [37]) <ідея-метадані> <ідея-формулювання> (основне формулювання) <ідея-факт> (пояснення ідеї -див. <факт>) <ідея-принцип> (керівні <принцип> щодо ідеї) <ідея-приклад> (<запитання> щодо ідеї для різних контекстів) <ідея-не-приклад> (які керівні принципи порушено) <ідея-аналогія> (для підвищення навчального вмісту) <ідея-дидактика> (дидактичний матеріали). ...
Article
Introduction. The modeling of a complex object “data analysis of learning of the subject throughout life”, supported by technology, is experiencing a special stage of its development, undergoing a great influx of potential opportunities and possibilities. induce a steady increase in digital capabilities for everyone, Numerous subjects implement the designated capabilities with different perspectives, goals, at different levels, stages, different approaches, methods, designs, languages, procedures, systems, processes, tools, services, standards The hidden problem It seems that this great potential has not yet been systematically realized throughout life. And therefore, a lot of existing knowledge, models and technologies are often not effectively translated into existing tools for everyone. In our research, modeling focuses at a high level of abstraction on the enhanced understanding of the subject of the strategy for direct development, the adoption of informed solutions to the selection, adaptation of existing and planned Innovative tools, methods, analytics of all types with the help of available management systems. Purpose. The purpose of this study is develop a formalized description with meaningful interpretations of basic system-forming elements, modeling constructs, a general model, inheritance models and a register of tasks to systematically improve understanding, progress of results, quality of products, services and making informed decisions for stakeholders based on methods and tools data analysis of learning of the subject throughout life. Methods. System methodology, methods of analogies, didactic methods. Results. On the basis of fundamental facts, ideas and systematic methodology, at the highest level of formalization, basic system elements, modeling constructs, a general model, inheritance models and a register of tasks are proposed and meaningfully interpreted in order to systematically improve understanding, progress, results, quality of products, services and acceptance reasoned decisions for interested parties based on methods and tools of of learning of the subject throughout life with the help of an accessible management system. Conclusion. Modeling and practical implementation of an extremely complex process, system in the era of digital transformations requires a comprehensive solution to many complex problems such as understanding, scaling, protection of property, elimination of uncertainty, interoperability, harmonization of existing and planned official and de facto standards. Systematized application of constructions from mathematical theories allows to better see their behavior, destroys uncertainty, helps to scale solutions, etc. Therefore, a necessary condition, a requirement for systematic improvement of models is a complex interpretation of abstractions in the context of the specified problems, as well as their practical approbation using available control systems with the aim of identifying and disseminating best practices to interested parties. The main directions of further research: building models of learning oriented games as part of the developed model of the Register of tasks in order to improve the skills of subjects in relation to data analysis: such as critical thinking, problem solving, communication, subject knowledge, data visualization; research on best practices for using the Glossary.
... Setelah selesai kegiatan sosialisasi peserta berdiskusi dan mendengarkan secara langsung narasumber memaparkan materi melalui slide PPT tentang tanda-tanda 130 rabies pada manusia dan hewan, tindakan pencegahan dan pemberantasan rabies, serta cara menangani kasus gigitan rabies rabies. Penyampaian pesan dalam slide yang disampaikan secara sistematis akan menimbulkan daya tarik dengan memutar video/ flm kartun tentang hewan yang terinfeksi rabies, mampu menarik perhatian anak sekolah dasar, menurut Briggs (1977) menyatakan bahwa media pembelajaran adalah "sarana fisik untuk menyampaikan materi pembelajaran seperti: buku, film, video dan sebagainya." Setelah mendengarkan penjelasan dari nara sumber dilanjutkan diskusi dan diakhiri dengan sesi tanya jawab dengan peserta dengan diberikannya kesempatan untuk mengajukan pertanyaan mengenai penyakit rabies. ...
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Tujuan penelitian ini untuk memberikan edukasi bagi murid sekolah dasar terhadap penyebaran rabies dan penyakit yang disebabkan oleh gigitan hewan peliharaan yang terinveksi rabies serta mengetahui langkah-langkah pencegahan penularan penyakit rabies atau yang dikenal dengan sebutan hewan penular rabies kepada manusia. Kegiatan penyuluhan bahaya rabies dilaksanakan di Desa Tumbang Jalemu Kecamatan Manuhin, Kabupaten Gunung Mas, Kalimantan Tengah. Metode meliputi: penyuluhan, diskusi, dan tanya jawab, penyebaran poster maupun pembagian stiker bahaya rabies. Hasil penelitian pertama, melalui informasi mengedukasi murid sekolah dasar agar lebih waspada tentang bahaya virus rabies yang ditularkan melalui hewan peliharaan terutama Anjing; kedua, Murid, guru, dan orang tua termotivasi untuk melakukan pencegahan terhadap penularan dari air liur hewan yang terinfeksi virus rabies, mengingat pentingnya kesehatan bagi anak-anak; ketiga, adanya kegiatan penyuluh ini, murid sekolah dasar mendapatkan informasi mengenai bahaya virus rabies, dan mengenal ciri-ciri hewan yang terjangkit rabies, dan langkah-langkah penanganan apabila tergigit agar tidak tertular rabies.
... Although a plethora of technology tools (VR/AR/MR) are available in the market to guide PSL training, these tools do not take advantage of existing features that can deeply engage learners in PSL mental processing, nor do they always offer scaffolding to provide consistent feedback that may aid in progressively developing specific skills. How can these emerging technologies and their sophisticated features be designed into instructional tools (Gagne & Briggs, 1974) that do not merely immerse learners in a virtual environment (i.e., immersive VR/AR/MR), but rather, become scaffolds to immerse the learner in the PSL task via mental and motor processing (i.e., reverse-immersive VR/AR/MR)? In other words, as suggested by Jonassen et al. (2013), how can we envision learning skills with technology as opposed to learning from technology? ...
Article
Contemporary research in the realm of psychomotor skill learning uses sophisticated features of Extended reality (XR) technologies (VR/AR/MR), with promising implications towards accelerating learning process and enhancing learning outcome. A functional prototype is presented that replicates the potential representation of underlying PSL mechanism including both mental processing and motor movements. Rather than focusing on immersing learners in the virtual environment, this prototype aims at reversely immersing them in the intricate mechanisms of psychomotor skill to achieve deeper levels of PSL. The proposed prototype challenges the traditional emphasis on observable behaviors, informing the significant role of mental processing. The integration of mental and motor processing enables learners to completely immerse themselves in the psychomotor task leading to more effective and efficient PSL. Learners engaged in psychomotor tasks use external sensory stimuli to promptly refine their body movements for optimal performance. This paper contributes to PSL discourse offering practical insights and implications.
... Delineating learning objectives represents a fundamental practice in systematic instructional design, providing the foundation for all subsequent design decisions [15]. Objectives describe the intended goals or desired performance capabilities learners should be able to exhibit after engaging in the learning experience [19]. Clear objectives help establish direction and priorities for developing the instructional materials, learning activities, assessments, and media needed to enable learners to demonstrate those capabilities. ...
Conference Paper
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Instructional design facilitates effective learning in higher education and workplace training contexts. This paper examines the crossover between instructional design approaches in these settings. It identifies core transferable practices like defined objectives, assessment alignment, and active learning grounded in learning theories and research-based models. Differential practices suited to the unique contexts are also explored, including critical thinking in higher education and rapid iterative design in corporate learning. Finally, mutual learning opportunities are presented for how each domain can adapt select practices from the other to enhance their instructional design effectiveness, such as higher education integrating more experiential learning and corporate training focusing more on critical thinking development.
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Active, Creative, Innovative and Fun Learning Training (PAIKEM) is a strategy designed to improve the quality of learning through an approach that involves students actively and creatively. This article aims to describe the implementation and results of PAIKEM training for elementary school teachers in Padang Cermin District, Pesawaran Regency, Lampung. Training was carried out in three stages: preparation, implementation and evaluation. The methods used include simulations, group discussions, and practical assistance in class. The results of the training show an increase in teachers' understanding of PAIKEM principles, increased skills in applying creative methods, and increased student participation in the learning process. This training makes a significant contribution to the development of teacher competence and the quality of learning in elementary schools. To ensure the sustainability of the impact of training, continued assistance and synergy between schools, government and the education community is needed.
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This research aims to determine the effect of PhET simulation on student learning outcomes in direct current electricity material at SMAIT Yapira Raudhatut Tauhid. The research method used in this research is an experimental method with a quantitative approach. The population in this study was class 12 students at SMAIT Yapira Raudhatut Tauhid with the sample size being class 12-3 with a total of 30 students, as the control class and class 12-2 with a total of 30 students as the experimental class. The results of the research show that there is a significant influence of the PhET Simulation media on the physics learning outcomes of class 12 students at MIA/SMAIT Yapira Raudhatut Tauhid. This can be proven by obtaining a value of t.count > t.table = 4.827 > 2.048.
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Media pembelajaran memiliki peranan yang sangat penting dalam memfasilitasi proses pembelajaran yang efektif dan menyenangkan. Melalui penggunaan teknologi dan alat bantu lainnya, media pembelajaran mampu meningkatkan kualitas pengajaran, menginspirasi kreativitas siswa, dan merangsang daya pikir mereka secara holistik. Dalam buku ini, kami telah mengumpulkan berbagai pengetahuan dan pengalaman praktis dari para ahli pendidikan dan pengembang media pembelajaran. Setiap bab menggali berbagai aspek penting dalam pengembangan media pembelajaran, mulai dari perencanaan hingga implementasi, serta pemanfaatan teknologi terkini. Melalui buku ini, diharapkan para pembaca akan mendapatkan pemahaman yang mendalam tentang konsep dan teori dasar pengembangan media pembelajaran. Selain itu, kami juga menyajikan panduan praktis yang dapat diimplementasikan dalam lingkungan pembelajaran, baik itu di sekolah, universitas, maupun dalam konteks pendidikan nonformal. Dalam proses penulisan buku ini, kami berusaha menjaga keterkaitan antara teori dan praktik. Kami berharap buku ini akan menjadi panduan yang berguna bagi para guru, pengajar, pengembang media, dan siapa pun yang berkecimpung dalam dunia pendidikan. Semoga buku ini dapat mendorong terciptanya pengalaman belajar yang lebih menarik, interaktif, dan berkesan bagi setiap individu yang terlibat dalam proses pendidikan.
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Media dan Multimedia Pembelajaran merupakan instrumen yang sangat strategis dalam ikut menentukan keberhasilan proses belajar mengajar. Sebab keberadaannya secara langsung dapat memberikan dinamika tersendiri terhadap peserta didik dan ikut menentukan keberhasilan proses belajar mengajar. Pemilihan media pembelajaran menjadi bagian penting dalam proses perencanaan pembelajaran, karena pemilihan dan pengemasan media pembelajaran dapat menentukan kualitas dari suatu pembelajaran yang sedang dilaksanakan oleh guru.
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The purpose of this study was to determine the role of elementary school teachers in Manggarai in developing literacy culture. This research used observation and interview techniques. The respondents were elementary school teachers in Manggarai. The data analysis used in this study was descriptive qualitative analysis. From the results of observations and interviews, it was found that most of the teachers have implemented reading and writing literacy for 15 minutes before learning begins, used sources and image media to help and facilitate students in understanding the material read and written, guided and trained and guided students directly in reading and writing, created reading and writing habits during the learning process.
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Increasingly modern developments, teachers are required to innovate in the field of learning media. The purpose of this study was to develop learning media in the form of animated videos through science process skills, ecosystem component materials for science learning at SD V. This research was a development using the ADDIE model with five stages of the development process, namely Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques was questionnaires, the instruments used are validation and response sheet questionnaires. Validation was carried out by material experts, media experts and teacher responses. The results of this validation were carried out by material experts by 91% with a very decent category, media experts by 98% with a very decent category to use. The results of the student response trial with an average score of 85% and the results of the teacher response trial of 96%. It can be concluded that learning with mass media through animation media using a science process skills approach is very feasible to be used in class V lessons of the Science Ecosystem Component
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Blended Learning Solutions for Higher Education explores the origins, empirical foundations, and implementation of blended learning in colleges and universities. Since emerging as a third-way solution to traditional and virtual higher education models, blended learning has become a predominant learning modality in an era of rapid technological proliferation. Offering an alternative to longstanding yet flawed methodologies and assumptions about its validity, this book conceptualizes blended learning as a complex social practice mediated by knowledge, institutional rules, policies, and norms as well as material factors such as technology and physical spaces. The book’s original MIRACLE framework offers a research-grounded, highly practical guide to blended learning design, improvement, and long-term efficacy. From demystified history and heuristics to digitized platforms and course content to reimagined governance and regulations, these insights provide a thoughtful exemplar of blended learning’s challenges and affordances along with a firm basis for integrating face-to-face and online learning, teaching, and assessment innovatively and creatively.
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