Engaging High School Students with Ruangguru: An Innovative Online Learning Approach

Eka Pratiwi, Ainur Rochmaniah
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Abstract

This qualitative research investigates the reception of high school students towards the Ruangguru application, a popular online medium of study. The study utilizes in-depth interviews, observations, and literature review to explore students' experiences with the application and its features. Purposive sampling was employed to select informants. The findings reveal that two informants dominate the hegemonic position, indicating their belief in the suitability of the application. Additionally, eight informants highlight the innovative nature of animated delivery in enhancing learning engagement. This research contributes to the understanding of student perspectives on using Ruangguru and has implications for improving online learning experiences globally. Highlights: The study explores the reception of high school students towards the Ruangguru application as an online medium of study, providing insights into its effectiveness and suitability. The research method involves qualitative data collection through in-depth interviews, observations, and literature review, allowing for a comprehensive understanding of students' experiences with the application. The findings reveal the dominant position of two informants who consider the Ruangguru application suitable, while eight informants emphasize the innovative nature of animated content delivery in enhancing student engagement and overcoming fatigue. Keywords: Ruangguru application, high school students, online medium of study, reception, qualitative research
让高中生参与 Ruangguru:一种创新的在线学习方法
本定性研究调查了高中生对 "旷课 "应用程序(一种流行的在线学习媒介)的接受情况。本研究利用深入访谈、观察和文献综述来探讨学生对该应用程序及其功能的体验。在选择信息提供者时采用了有目的抽样法。研究结果表明,两位信息提供者占据了霸权地位,表明他们相信该应用程序的适用性。此外,八位信息提供者强调了动画教学在提高学习参与度方面的创新性。这项研究有助于了解学生使用 Ruangguru 的观点,并对改善全球在线学习体验具有重要意义。 亮点 本研究探讨了高中生对 "Ruangguru "应用程序作为在线学习媒介的接受程度,并对其有效性和适用性提出了见解。 研究方法包括通过深入访谈、观察和文献综述收集定性数据,从而全面了解学生使用该应用程序的体验。 研究结果显示,有两名信息提供者认为 "Ruangguru "应用程序是合适的,占主导地位;有八名信息提供者强调了动画内容交付在提高学生参与度和克服疲劳方面的创新性。 关键词Ruangguru "应用程序、高中生、在线学习媒介、接受度、定性研究
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