Mobile-Based Learning Media Using Open Ended Learning Approaches to Increasing Students' Interest in Basic Programming Subjects of Vocational Schools

Hanan Taqiyuddin, Shofiyah Al Idrus, Sentot Wijarnaka
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引用次数: 1

Abstract

The current developments have ease in accessing information which is a challenge for students. One form of development of the times is the use of smartphones, where these smartphones can be used by students in accessing learning resources to assist the learning process. This research utilizes the use of this smartphone to design a mobile-based learning media using the Design Thinking development method to determine the feasibility of learning media applications on basic programming materials using the Open-Ended Learning approach and to determine the level of interest in learning of senior high school student’s competency skills in Software Engineering with using a Likert scale of 4 and the User Experience Questionnaire (UEQ) method. The data collection process was carried out by distributing questionnaires to media experts, material experts, small group tests and field tests. It is hoped that this learning medium will provide a good experience for users. The conclusions obtained in the media expert validation test produce an average percentage value of 84.7 percent and in the material expert validation test produce an average percentage value of 85.00 percent. The small group produced the highest scale on stimulation with an average of 1.95 and the smallest scale on novelty with an average of 1.28. The field test produced the highest scale on stimulation with an average of 2.01 and the smallest scale on novelty with an average of 1.47. And the interest level test produces an average value of 80.68 percent which is a high interest category.
利用开放式学习方法的移动学习媒体提高学生对职业学校编程基础课程的兴趣
当前的发展使获取信息变得容易,这对学生来说是一个挑战。时代发展的一种形式是使用智能手机,这些智能手机可以被学生用来访问学习资源,以协助学习过程。本研究利用该智能手机使用设计思维开发方法设计了一种基于移动的学习媒体,使用开放式学习方法确定学习媒体应用于基础编程材料的可行性,并使用李克特量表4和用户体验问卷(UEQ)方法确定高中生对软件工程能力技能学习的兴趣水平。数据收集过程是通过向媒体专家、材料专家分发问卷、小组测试和实地测试进行的。希望这个学习媒介能为用户提供良好的体验。媒介专家验证试验得出的结论平均百分比值为84.7%,材料专家验证试验得出的结论平均百分比值为85.00%。小群体的刺激得分最高,平均为1.95,新奇得分最低,平均为1.28。现场测试的刺激评分最高,平均为2.01分;新颖性评分最低,平均为1.47分。兴趣水平测试的平均值为80.68%,属于高兴趣类别。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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