Book Learning Technologies in Education
Topics covered
Book Learning Technologies in Education
Topics covered
IN EDUCATION:
ISSUES AND TRENDS
Editors:
Cecilia Titiek Murniati
Ridwan Sanjaya
i
LEARNING TECHNOLOGIES IN EDUCATION:
ISSUES AND TRENDS
© Soegijapranata Catholic University 2017
ISBN:
978-602-6865-40-3
Editors:
Cecilia Titiek Murniati
Ridwan Sanjaya
Setting layout:
Henry Ernanto
Publisher:
Soegijapranata Catholic University
Jl. Pawiyatan Luhur IV/1, Bendan Duwur
Semarang – Indonesia
Telp. +62448441555
Fax. +62248415429
Email: [email protected]
ii
FOREWORD
This book is a part of our research project funded by the Ministry of Research,
Technology, and Higher Education. It would not have been possible without
the support from the Ministry in the form of International Collaboration and
Publication Grant (Penelitian Kerjasama Luar Negeri). Our utmost gratitude goes
to Dr. Kristine Blair of Youngstown State University, our co-investigator in our
research project, who has been working diligently during our data collection and
analysis. We also thank the President of Youngstown State University who gave his
approval for the MOU so that our research project can be completed, the former
Rector of Soegijapranata Catholic University, Prof. Dr. Ir. Y. Budi Widianarko,
M.Sc., for his encouragement and support, the Dean of Faculty of Language and
Arts, Angelika Riyandari, PhD., and the Dean of Computer Science Faculty, Erdhi
Widyarto, ST., MT. for their approval and support. Last but not least, we also
like to thank colleagues, lecturers and ourstanding students who have dedicated
their time during the conference and the writing of this book.
iii
TABLE OF CONTENTS
FOREWORD iii
E-LEARNING
iv
Design and Proposal of Interactive Distance Learning Media in
Rural Area 94
Eko Hadi Gunawan, Ridi Ferdiana, Sri Suning Kusumawardani
v
vi
METHODS AND APPROACHES
Modest approaches for learning and emerging
technologies impact on learning
Evans Ochola
ABSTRACT
INTRODUCTION
The rapid changes of today’s world present new challenges and put new demands
on the education system. Globally, there is a growing awareness of the necessity
to change and improve the preparation of learners in a continually changing
society. In this chapter, the focus is on new approaches and the infusion of
emerging technologies into the education system to create an impact on the
learning and instruction process. The education landscape is witnessing changes
in the way education is taught and in the way students learn. These approaches
with innovative methods are geared to enhance instruction and learning.
These methods undoubtedly influence the way instruction is presented and
how students learn. The approaches are generally applicable to any learning
environment. These approaches show positive learning effects for students under
widely varying conditions. Educators find the practices useful and valuable in
investigating the applicability of the new approaches and emerging technologies
in their particular circumstances. As with all educational practices, of course,
the new approaches can be conducted effectively or ineffectively planned, and
the results may vary in a rapidly evolving world.
In the book, Turning Learning Right Side Up: Putting Education Back on Track,
Ackoff and Greenberg (2008) emphasize that today’s education system is
imperfect. They posit, the objective of education to teach how to learn, problem
The world of work demands that all members of society have a minimum level
of basic understanding of modern economic, social, political, and technological
requirements. No country can afford not to expose its members to these
requirements. People without the ability to acquire essential knowledge and
skills will have unstable lives, and society will be deprived of their contributions.
Similarly, education must reflect equity concerns so that in times of educational
change, historical disparities by gender, region, or social grouping are addressed.
The prevailing challenge is to reach groups and individuals that are historically
underserved: females who face cultural and physical obstacles to educational
institutions; rural populations that are too thinly dispersed to populate; and
persons with disabilities. In these circumstances educators need to be innovative
and think outside the box. Innovation then becomes a continuum, with no
marked beginning and end, which provides new paradigms for lifelong learning
to help individuals, families, workplaces, and communities to adapt to societal
and economic relations.
Educators and stake holders must recognize that change is a major part
of education, whether it is change in instruction and learning approaches,
technologies or policy. Most of the time the society continues to grapple with how
change occurs. For us to wrestle with the idea of new methods and maximize the
impact on learning, educators must look at what literature reviews say. Research
shows that good student outcomes depends on effective classroom practices and
that learners must be equipped with instruction in skills necessary to operate
success-fully in the society. Brophy (1988) described aspects of teaching practice
which are related to effective classroom learning and student outcomes. Triumph
is influenced by teaching strategies (Wang, Haertel & Walberg, 1994), and it
is therefore important that instructors modify approaches to ensure equitable
pedagogy.
Hattie and Timperley (2007) highlight the importance of being specific as possible
and supply students with specific information about what they are doing right
or wrong. For example, feedback like “excellent work” do not show the learner
what the learner did right, and likewise, a phrase such as “what does this mean”?
Does not give any insight to what the learner did wrong and how the learner can
do better the next time around. Instead, researchers suggest taking the time to
provide learners with information on what exactly they did well, and what may
still need improvement. They also note that it can be helpful to tell the learner
what the learner is doing differently than before. Has a student’s improved since
the last time you assessed their learning? Let learner know about it, even if
learner still has a long way to go (Figure 1).
Some research noted that the way feedback is presented can have an impact on
how it is received, which means that sometimes even the most well-meaning
feedback can come across the wrong way and reduce a learner’s motivation.
Other research showed that not all feedback is equally effective, and it can
even be counterproductive, especially if the feedback is presented in a solely
negative manner. Research by Deci and Ryan (2008) identified three situations
in which feedback could be counterproductive: i) If learners feel that they are
being too closely monitored, they might become nervous and as a result, dis-
engaged from learning, ii) Learners may sometimes interpret feedback as an
attempt to control them rather than guidance on how to improve, iii) Feedback
shared in a group setting could cause learners to feel like they have to compete
with their peers.
To avoid these three situations, Deci and Ryan suggest fully explaining the purpose
and ensuring that learners understand how the feedback is meant to help them.
Students are what the instructor guides them to do. Learners are the center of
the classroom, not the instructor. However, the instructor is the most impactful
person in the classroom. With helpful feedback, students become more motivated
about learning and confident in their abilities. They take ownership of their
learning. Black and William (1998) found that instructors who used formative
assessment practices with their students, and provided consistent feedback,
significantly improved performance as students make significant gains.
However, while the instruction principles are similar, the landscape between the
traditional models where the instructor is the sage on the stage has changed
quite dramatically in recent years. With flexible instructional approaches and
technological capacities which are evolving with increasing rapidity, teachers
can use multiple ways of teaching and assessment. New paradigms, technology,
and interactivity in themselves do not necessarily constitute an enhancement
of the quality of instruction and learning, quality of content is important, but
new approaches are an enabler for such enhancement. The bottom line, is great
opportunity for both instructors and learners to draw on a wide range of materials
in a variety of formats which can improve the quality of the curriculum. All things
considered, students are exceptional, and so is the way they learn. Thus, the
instruction tools used in schools should cater to diverse ways of learning, with
Modest approaches together with emerging technologies and the type of school
curricula can create tension. The competing and often conflicting demands are
in fact ensuring that new approaches, technology and the curricula type remains
alive and well. Tension between new approaches, technology, and the curricula
functions are complimentary. Technology is to improve education and education
is a matter of assuring continuity that is, passing on what is known. On the other
hand, it is a matter of nurturing creativity that is propelling learners into the
unknown. The emerging technologies and new approaches are at the same time
complementary and conflicting. They touch the core of the teaching and learning
Technology is changing far faster than the schools and policy formulation. As a
result, involvement in a technological society requires an understanding of the
ways in which technology is changing society. Humans are used to a rate of change
that is somewhat contingent and at least allows for reasonable stability. Today,
however, rapid and accelerating technological change is constantly overthrowing
the stability. The complexity of this relationship between technology and society
cannot be overstated, for technology shapes and is shaped by society. In a
global society, these modest approaches, emerging technologies have enormous
potential to effect change in schools. They enable schools to meet a broader
range of learners’ necessities, adapting instruction methods and allows learners
to learn anywhere, anytime.
In a mixed model course, with the typical instruction and homework, content-
related work that was commonly done in a classroom is now given as homework.
Short video instructions are viewed by students at home before they come to
class, while in-class time is dedicated to exercises, projects, or discussions.
Besides, posting instructions online is not a brand-new idea, nor is it a first
for academic settings. The pedagogical model of flipped learning identifies a
core curriculum with concepts and lessons that can be taught through posting
condensed instruction video clips. Flipped learning changes instruction into
collaborative and interactive sessions where students practice that curriculum
and explore their passion.
Mixed model courses have succeeded when strategically aligned with the
school’s mission and goals. The development and delivery of mixed model
courses can be used to address a variety of school, faculty, and student needs.
Mixed model course success has been proven in terms of performance in part
because instructors gain access to real-time data about student performance at
each stage of the learning process. Research by Dziuban, Moskal, and Hartman
(2005) used factor analysis to identify two dimensions of satisfaction, which
they identify as “learning engagement” and “interaction value.” They later
identified eight elements that con-tribute to learner satisfaction in a mixed
model courses (Moskal, Dziuban, & Hartman, 2010). Educators should continue
to ask: how can instructors make the best use of the classroom time they have
with learners in the classroom? Another way to move learners toward higher
levels of understanding is to move the instruction out of the classroom, and use
in-person time for interactions that require applying, relating, and creating.
Furthermore, Dziuban, Hartman, Cavanagh, and Moskal (2011) maintains that
in the mixed model tools such as videos, podcasts and online quizzes enhance
in and out of class activity work together. The instruction must be clear about
setting and articulating expectations for digital work and participation.
The benefits gained for students by a mixed model course are realized only if the
associated risks are lessened; for, without careful course planning and design,
These emerging technologies and new approaches to education are already having
a positive impact on education. Educators must support efforts within the new
paradigm agenda to enhance the quality and reach of education globally. Research
supports many of the propositions of the new approaches. We are already seeing
the facilitation of better quality learning and instruction, as more interactive
content for learning are employed. Methods of instructions and learning are
tailored to individual learners’ needs and learning analytics are allowing quicker
feedback on learners’ performance. The fusion of new approaches, policy and
technology results in interactive environment (Figure 2).
POLICY CONCERNS
From the standpoint of policy makers who are aware and informed about the
issues that arise in the current global society. Sound policy making requires
determined and focused goals. No goal is more important than ensuring access
to education by removing barriers. Global society must respond to forces within
and without to embrace new approaches and emerging technologies. The policy
concerns are effective curriculum planning involving sub-jects and instructors
with interest in new approaches, emerging technologies and solid policies.
Topics must be explored in multi-disciplinary ways, while not losing touch with
the content, skills and assessment targets of the curriculum.
The curriculum must be built round a sequence of learning journeys. The scope
and focus of each journey must be mapped. With these approaches, every
subject begins with anticipation. The interest is to get learners inspired and
make them want to know more. This approach gives clarity to the breadth of
learning involved. In between the excitement, inspiration and the outcome.
Offering a variety of approaches, including access through technologies, means
that students do not give up when they encounter a problem. At the end of every
The body of literature points to the need for the preschool teacher to be placed
crucially with regard to literacy learning in the early childhood years. Much of
children’s accumulated knowledge could be utilized in the transition process.
The literacy curriculum in the early years of childhood must become seamless
and ensure that children are engaged in satisfying literacy based activities on
a regular and systematic basis. Professional development programs must be
conducted on the issue of new approaches, emerging technologies and policy.
Professional development programs must make sure that schools are certain
about how to respond to these changes. So that the initiatives that are dispersed
and are not inept, policy planners must al-ways clear obstacles that might
prevent integration of new modes and emerging technologies into the education
system.
CONCLUSION
We established that new approaches to learning and teaching are made possible
by emerging technologies that complement and consolidate policy and further
advance instruction and learning. The chapter showed that moving away from
the traditional modes toward modest approaches of flexible, modular, and
interoperable learning arrangements (Bush & Mott 2009) help schools, instructors,
and learners. However, it would be ingenuous to suggest that by changing the
traditional way of instruction and learning will result in teaching and learning
improvements of any kind. As White, Ringstaff, and Kelley (2002) note, while
new approaches and emerging technology are supporting and bringing change in
education, they will have little impact without clear policies.
In the modern world that is rapidly evolving, both the learner and the instructor
must work hard and persist when there is an obstacle or change. Change is a
major part of life, whether it is change in education or emerging technologies
that have an impact on learning. Infusing teaching approaches with students’
characteristics are critical steps toward solving the particularly difficult problems
of instructional approaches and learning processes. Certainly, some difficulties
are encountered not only by instructors but also by policy makers in the endeavor
to adapt instructional changes to meet students’ needs.
REFERENCE
Ackoff, R. L., & Greenberg, D. (2008). Turning learning right side up. Upper
Saddle River, NJ: Wharton School Publishing.
Black, P. & William, D. (1998). Inside the black box: Raising standards through
classroom assessment. London: King’s College.
Bush, M., & Mott, J. (2009). The transformation of learning with technology.
Educational Technology, 49(1), 3–20.
Deci, E. L., & Ryan, R. M. (2008). Facilitating optimal motivation and psychological
well-being across life’s domains. Canadian Psychology/Psychologie
Canadienne, 49(1), 14-23. http://dx.doi.org/10.1037/0708-5591.49.1.14
Dziuban, C., Hartman, J., Cavanagh, T. B., & Moskal, P. D. (2011). Blended
courses as drivers of institutional transformation. In A. Kitchenham (Ed.),
Blended learning across disciplines: Models for implementation (pp. 17-
37). Sterling, VA: Stylus. http://dx.doi.org/10.4018/978-1-60960-479-0.
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Green, H., & Hannon, C. (2007). Their Space: Education for a digital generation,
online version, accessed August 4 2017, http://www.demos.co.uk/files/
Their%20space%20-%20web.pdf
Hattie, J., & Timperley, H. (2007). The power of feedback. Review of Educational
Research, 77, 81–112. http://dx.doi.org/10.3102/003465430298487
Moskal, P.D., Dziuban, C., & Hartman, J. (2010). Online learning: A transforming
environment for adults in higher education. In T. T. Kidd (Ed.), Online
education and adult learning: New frontiers for teaching practices (pp.
54-68). Hershey, PA: IGI Global.
Opitz, B., Ferdinand, N. K., & Mecklinger, A. (2011). Timing matters: The impact of
immediate and delayed feedback on artificial language learning. Frontiers in
Human Neuroscience, 5(8). http://dx.doi.org/10.3389/fnhum.2011.00008
Reigeluth, C. M., Watson, W. R., Watson, S. L., Dutta, P., Chen, Z., & Powell, N.
(2008). Roles for technology in the information-age paradigm of education:
Learning management systems. Educational Technology, 48(6), 32–39
Wang, M. C., Haertel, G. D., & Walberg, H. J. (1994). What helps students learn?
Educational Leadership, 51, 74-79.
ABSTRACT
The world of education at the present time is very advanced and tight in the
competition so the stakeholders in it that is the educational foundation must
participate in a tight competition in maintaining its business which can be seen
from the quality of service, learning innovation, and educational funds being set.
From various aspects, there are some problems. The problem in the world of
education in general, in the learning process in particular is the lack of innovation.
Innovation meant here is the concept of an interesting learning that can make
the learning process becomes fun and interesting so that learners do not become
bored in following the process of learning in the classroom. Students who are not
bored will become active in participating in class lessons in the classroom. To
create it, there needs to be innovation in the world of education, especially in
the learning process that can create a fun learning process.
Here being discussed is YouTube as one of the social media for the final assessment
tool for students 4th semester Elementary School Teacher education Program,
Faculty of Education, Universitas PGRI Semarang. From the practice initiated by
this tutor, it was found that there were various responses from the learners who
took the exploratory study course. Various responses are divided into two. The
first is the abstract response for answering questions of what kind of technology
they want that can be applied in education. The second is a rather clear response
for answering questions of what kind of technology are suitable for children of
elementary school.
TECHNOLOGY
Many businesses use technology to stay competitive, they create new products
and services using technology, and they also use technology to deliver products
and services to their customers in a timely fashion. A good example is mobile
companies like Apple and Samsung, these two electronics companies, using top-
notch technology to create new smartphones and other electronic devices to
stay competitive. This competitive advantage is obtained through the use of
advanced technology.
MEDIA SOCIAL
Social media is an online medium, with its users can easily participate, share,
and create content including blogs, social networks, wikis, forums and virtual
worlds. Blogs, social networks and wikis are the most common form of social
media used by people around the world. Another opinion says that social media is
an online medium that supports social interaction and social media is using web-
based technology that turns communication into interactive dialogue. (Briggs,
2006: 50).
Andreas Kaplan and Michael Haenlein define social media as “an internet-
based application group that builds on the foundation of Web 2.0 ideology and
technology, and which enables the creation and exchange of user-generated
content”.
Social networking is a site where everyone can create a personal web page, then
connect with friends to share information and communicate. The biggest social
networks include Facebook, MySpace, and Twitter. If traditional media uses print
As internet and mobile phone technology is getting more advanced then social
media also grows rapidly. Now to access Facebook or twitter for example, can
be done anywhere and anytime just by using a mobile phone. People can access
social media fast resulting in a big phenomenon against the flow of information
not only in developed countries, but also in Indonesia. Because of the speed of
social media, it also began to appear to replace the role of conventional media
in spreading the news.
The rapid development of social media is now because everyone is like to have their
own media. If to have traditional media such as television, radio, or newspaper
required a large capital and a lot of workforce, then another case with the
media. A social media user can access using social media with internet network
even the slow access though, without big cost, without expensive tool and done
alone without employees. We as users of social media can freely edit, add, and
modify texts, images, video, graphics, and various other content models.
EXPLORATORY STUDY
There are various kinds of lessons in the Elementary School Teacher education
Program, Faculty of Education, Universitas PGRI Semarang. The subjects are
generally aimed to form learners to become a person who has a good character
so that later they will be eligible to become teachers and deserve to be role
models for their students later. In addition lessons in Elementary School Teacher
education Program also aims to prepare the learners to have the provision of
sufficient skills to become elementary school teachers. Various kinds of skills are
implanted in the participants so that they will be able to master the demands of
the work world that requires teachers with various skills.
LEARNING MEDIA
Besides being able to use the tools available, teachers are also required to be
able to develop the available tools; teachers are also required to be able to
develop skills to create teaching media that will be used if the media is not yet
available.
Learning Media means everything that can be used to stimulate the mind, feelings,
attention and ability or skills of learners so as to encourage the learning process.
Meanwhile, according to Briggs (1977) learning media is a physical means to
deliver content / learning materials such as: books, movies, videos and so forth.
Then according to National Education Association (1969) revealed that the media
learning is a means of communication in the form of printed media and audio
visual, including hardware technology.
Definition of the learning media is all the teaching tools used to help conveying
the subject matter in the process of teaching and learning so as to facilitate the
achievement of learning objectives that have been formulated.
The term FGD or Focus Group Discussion is currently very popular and widely
used as a method of data collection in a social study. Then, what is the FGD?
Simply FGD can be interpreted as a discussion conducted in a systematic and
directed way about a particular issue or problem. FGD or Focus Group Discussion
is a form of qualitative research in which participants can ask questions about
their attitudes to the issues in the topics covered.
Meanwhile, according to Irwanto (1998) put forward his opinion on the definition
of Focus Group Discussion is a process of collecting information of a particular
problem which is specific through group discussion. According to Hening and
Coloumbia (1990) mentioned that focus group discussions are interviews from
a small group of people led by a resource person or moderator who subtly
encourages participants to dare to speak openly and spontaneously about what is
considered important related to the topic of discussion which is being discussed.
(Irwanto, 2010: 33)
DISCUSSION
Technology cannot be separated from our lives in all aspects, including education.
Technology in education is very helpful in the process of teaching and learning
so that learners are able to obtain all the skills they have to master. It cannot be
denied that the role of this technology is very helpful in that regard. Technology
is also in line with the development of the era. In the present era, the condition
of learners is different from the condition of learners in earlier times, the era
before technology was rampant. Now everyone, including children (also learners)
is addicted to technology (gadgets). This can be used by educational practitioners
to create something innovative so that learners are able to follow what we want
without having to let go of what they want (addicted to gadgets).
With the above description, then YouTube can be used in the learning process. In
this case, it is in the learning process exploratory study lesson. The educational
practitioner takes advantage of YouTube as a means of evaluating the final project
for exploratory study courses. As described above, in the course of exploratory
study the students are divided into several groups and they are given the task
of five major projects. At the end of the assignment, students must gather their
observations in the five major projects. Here the teacher brings the students
to make the final report in the form of a video. And the teacher assigned them
to upload the video to YouTube. The teacher assigns a score after the video has
been successfully viewed online by the teacher.
The description above explains how the process of using technology (social
media: YouTube) in the learning process in exploratory study course. Teachers
take advantage of YouTube social media technology in the evaluation process.
From the results of observations of researchers, the process is said to have a
positive impact. The students become more thorough in making the final task
due to their awareness that their final video-shaped task must be uploaded to
YouTube where later the video will be accessible to all viewers from all over the
world. With that awareness they want to make the final video the best they can.
From the explanation, it can be seen that the use of YouTube social media
technology in learning in exploratory study course is able to support the purpose
of learning course that is this lesson aims to educate the students to have the skills
in the field, among them: observing, being structured, interviewing, socializing,
communicating, being courteous, being responsible, reporting, cooperating,
being thorough, being organized, and others. (1) observation skill occurs when
they go into the field and this can be seen from their final assignment video (2)
structured skill is implemented with five pre meetings each before they go to the
field for each project (3) Socializing / communicating skill is done successfully,
they plunge into the field and communicate well and courteously with the people
they meet in each of the places of assignment (4) responsible accountability is
done with the success of the students’ visits to several assignment places where
the student is able to take responsibility not to do any damage in those places
and they are also responsible for bringing the good name of the institution in
public (5) the cooperation skill is accomplished by group discussion to make the
observation instrument before entering the field, the cooperation is also done
when the students do the observation in the field, besides that cooperation is also
carried out when they make the final report (6) the ability to report executed
with the creation of final project video that has been uploaded on YouTube (7)
skill to be meticulous is executed by the students successfully make the final
report well and true (8) skill to be organized is done successfully with the success
of the students accommodate the tasks in accordance with the procedures of the
arrangement of the assignment.
CONCLUSION
From the above explanation it can be concluded that this is a reflective research
in which the study presented in this presentation is all things that have been
implemented by teachers who are also domiciled as a researcher. From the
existing explanation, it can be concluded that the use of YouTube media social
technology as a means for evaluation in the course of exploratory study is said
to succeed. This is shown from the response of the students when researchers
collect data by methods of observation, interviews, and documentation. The
student’s response is positive for the application of social media technology
YouTube in the learning process of exploratory study course. Another effect that
REFERENCES
Briggs, Asa . 2006. Sejarah Sosial Media. Jakarta: Yayasan Obor Indonesia
Supardan. 2009. Ilmu, Teknologi Dan Etika. Jakarta: BPK Gunung Mulia
ABSTRACT
28 E-Learning
described few achievements about the e-learning system. The data
sets trained by Naïve Bayes classifier to group each user respond into
negative or positive. The classification results were also evaluated
by a number of particular evaluation metric used in data mining
to show the classifier performance such as accuracy, precision, and
recall.
INTRODUCTION
The rapid growth of the internet based technology leads to revolution in education
area. The traditional face to face learning changed by web based learning and
relieve distance during learning process (Guri-rosenblit, 2005). Web based
learning which known as e-learning system has numerous approach in different
educational level. Now days a lot of educational institution offering e-learning
as part of learning activity especially in higher education (Garrison & Anderson,
2011; Guri-rosenblit, 2005). E-learning system defined as the improvement
of teaching quality through multimedia and internet technologies. E-learning
not only provide teaching material and educational service but also evaluation
scheme, exchange information and collaborative learning between student and
lecturers (Dominici & Palumbo, 2013; Nichols, 2008). The main purposes behind
Education institutions use the e-learning technology is to improve learning
outcomes. They believe that more participation, self-regulated and interactive
communication are considered as key factor to improve learning outcomes
(Garrison & Anderson, 2011; Persico, Manca, & Pozzi, 2014). Recently, e-learning
platforms also introduced in public administrations and corporations to make
learning quality better than traditional teaching (Stoffregen, Pawlowski, &
Pirkkalainen, 2015; Violante & Vezzetti, 2013).
E-Learning 29
real environment. This paper purposes to perform the analysis of the e-learning
system effectiveness based on personal feedback retrieved from both student
and teacher. We believe that “what other people think” has become important
piece of information for the people during decision making process(Pang & Lee,
2008). Therefore, the personal impression retrieved from student and teacher
could be a good indicator about e-learning effectiveness and also useful for top
level management to create decision.
Sentiment or opinions are key of our activity, because human behavior influenced
based on it. Human decision sometimes influenced by the other opinion. In
the real world, organization and business always try to improve their product
and service by finding out about customer’s opinion. It is commonly happened
because customer always want to know about another opinion of a product before
purchasing it. This paper conducted based on this idea, whether the e-learning
participant opinion would lead to proper advice for decision making process.
REVIEW OF LITERATURE
30 E-Learning
About Moodle
METHODS
The e-learning user’s response corpus has 272 positive and 168 negative
sentences. This research has used 4/5 of them as training set, and the rest as
test set. This constructs dataset containing 351 training instances and 89 test
instances. The naïve Bayes classifier training method has created a token list
in the form of [(feats, label)], where feats is feature dictionary and label the
classification label. Feats contains {word:True} and label will be ‘positive’ or
‘negative’. This study, we assume the corpus as direct opinions. They are easier
to handle, otherwise indirect opinions often needs more time to deal with(Liu,
2012). For evaluation methods, this study uses nltk.classify.util.accuracy, nltk.
precision, nltk.recall and nltk.f_measure library (Steven, Klein, & Loper, 2009).
This research uses NLTK (Natural Language Toolkit), a python based programs
which known as platform to work with human language data (Steven et al.,
2009). Naïve bayes has been used as base classifier algorithm to train corpus.
E-Learning 31
The experiment which has been conducted in this research follows a number of
steps as described below:
Collect the data through questioner, as explained before that questioner form
has been distributed to e-learning participant for both student and teacher in
certain periods of time.
Feature extraction, decide the relevant feature for classifier by selecting specific
words.
Training and testing dataset, cutoff for both positive and negative corpus as
much as 80% for training set and 20% for testing.
Conclude the sentiment result, extract the most important feature based on
classification result, useful for higher education to create decision for future
improvement on e-learning system.
“Time”
Positive Negative
Above figure illustrate training corpus which most classified into negative so
the classifier starts closer to the” negative” label. In this example, the input
document contains the word “time” which strong indicator for “positive” label.
After each feature has made its contribution, the naïve bayes checks which it is
indicated to, and defining that label to the input. For example, the word “time”
occur in 80% of the positive document, 20% in negative document. Calculated
likehood score, by multiplied by 0.8 for the positive label and 0.2 for negative
label. The whole effects, will be to decrease the score of the negative more than
positive label.
32 E-Learning
Naïve bayes algoritm creates classification by finding the probability for a label.
First, it uses the Bayes rule define Q (label|features) in term of Q (label) and
Q(features|label) and N(feature|label)
(1)
Naïve Bayes algorithm then makes the ‘naïve’ assumption which whole features are
independent as formulated below:
(2)
Then for each label, the algorithm calculates the numerator and normalized them
by sum to one as represented in the following formula:
(3)
E-Learning 33
relevant, with the formula is TP/(TP+FP). Recall shows the number of relevant
items which successfully identified by the formula TP/(TP+FN). F-measure
(F-score) combined by precision and recall, also defined as harmonic mean of
precision and recall by the formula (2 x precision x recall) / (precision + recall).
Accuracy
After the evaluation process, the algorithm shows accuracy on 87.5%. It means
87.5% was correctly labelled on the test set.
As shown on table 1, 93% recall means every user’s responses that has identified
positive correctly. Very few false negatives in the positives class. Correct positive
classification identified with 87% positive precision and the rest 13% identified as
false positive for positive label. Negative precision as 87.9% indicates very few
false positive for the negative class. Relatively high recall causes about 23% false
negative for negative label. F-Measure shows weighted harmonic means between
precision and recall.
Informative Features
Table 1. Precision and recall score
34 E-Learning
Table 1 shows the most informative feature which affect the sentiment degree.
The table only shows ten informative features sorted by their ratio in feature
label. The table also shows that the training set which contain the word “kuis”
reaches 13.5 labeled as negative more often than positively labeled. Another
feature is the word “forum” also labeled as negative more than positive as much
as 10.7 times higher.
Table also shows the result that needed by top level management to create
decision making. The words that appear in most informative feature can be
analyzed to find the major drawback on current e-learning system. In addition,
selecting relevant feature and deciding how to handle with it for learning process
leads into learning model ability to create a good model. In this study, we use
a fairly simple and obvious set of features which is carefully constructed during
data preparation. Typically, feature extraction involves trial-and-error process
guided by intuition about what information is correct related to the problem.
E-Learning 35
CONCLUSION AND SUGGESTIONS
REFERENCE
Bringula, R. P. (2013). Computers & Education In fl uence of faculty- and web portal
design-related factors on web portal usability : A hierarchical regression
analysis. Computers & Education, 68, 187–198. https://doi.org/10.1016/j.
compedu.2013.05.008
Capece, G., & Campisi, D. (2013). User satisfaction affecting the acceptance
of an e-learning platform as a mean for the development of the human
capital, (April), 37–41.
Dominici, G., & Palumbo, F. (2013). How to build an e-learning product : Factors
for student / customer satisfaction. Business Horizons, 56(1), 87–96.
https://doi.org/10.1016/j.bushor.2012.09.011
36 E-Learning
Computers & Education, 58(4), 1085–1093. https://doi.org/10.1016/j.
compedu.2011.11.012
Garrison, D. R., & Anderson, T. (2011). E-Learning in the 21st Century A Framework
for Research and Practice.pdf. Taylor & Francis.
Lee, S. M., Kim, Y. R., & Lee, J. (2016). An Empirical Study of the Relationships
among End-User Information Systems Acceptance , Training , and
Effectiveness An Empirical Study of the Relationships among End-User
Information Systems Acceptance , Training , and Effectiveness, 1222(April).
https://doi.org/10.1080/07421222.1995.11518086
Pang, B., & Lee, L. (2008). Opinion Mining and Sentiment Analysis, 2, 1–135.
E-Learning 37
https://doi.org/10.1561/1500000001
Persico, D., Manca, S., & Pozzi, F. (2014). Computers in Human Behavior Adapting
the Technology Acceptance Model to evaluate the innovative potential of
e-learning systems. Computers in Human Behavior, 30, 614–622. https://
doi.org/10.1016/j.chb.2013.07.045
Steven, B., Klein, E., & Loper, E. (2009). Natural Language Processing with
Python.
38 E-Learning
Starting an Online Class Exchange: Gains, Fails, and
Future
Mikio Fuse
ABSTRACT
This paper reviews the results of the two web meeting sessions
my Film Study seminar students had this spring with the Play
Performance classes of Dr. Ouda Teda Ena and Mr. Krisna Septa of
Sanata Dharma University, Yogyakarta. Dr. Ouda and I met at the
ASEACCU [Association of Southeast and East Asian Catholic Colleges
and Universities] conference in the previous year. It was the first
experience for both parties to organize an online class exchange
event.
E-Learning 39
events more successful, sustainable, and mutually profitable.
INTRODUCTION
In spring 2017 my 3rd-year Film Study seminar students had two web meetings
on Google Hangouts with the Play Performance class students of Dr. Ouda Teda
Ena and Mr. Krisna Septa of Sanata Dharma University, Yogyakarta. When I first
met Dr. Ouda at the ASECCU conference in summer 2016, he told me of his Play
Performance classes, which sounded very fascinating, particularly because his
practice involved not just L2 education but education of (and through) arts. I
suggested that his classes would be a good partner for my Film Study seminar
students’ virtual international class exchange experience, and Dr. Ouda kindly
agreed to do something together. Besides our shared interest in arts, the minimal
time difference (Tokyo is 2 hours ahead of Yogyakarta) and the availability of the
common second language (English) were expected to positively motivate and
promote our interaction.
REVIEW OF LITERATURE
40 E-Learning
and Ritter (2006) who say, “it is by now well established that telecollaborative
exchange frequently end in ‘failed communication’ and do not automatically
bring about successful negotiation of meaning between the learners” (623).
They suggest 10 different fail factors at 4 different levels. They list them, not
because they are to be avoided or eradicated, but because they are precisely the
“cultural rich-points that we want our students to explore” (Belz, 2003, ctd. in
O’Dowd and Ritter, 2006, 639).
It may be argued that students should not be unguardedly exposed to such fail
zones, however culturally rich, but teachers who organize virtual intercultural
exchange events should be prepared to recognize such fail factors and plan
proactively in such ways that only teachers can do. The teachers’ professional
responsibility includes the recognition of “institutional fault lines” in whose
exploration the teachers involved should become “intercultural learners” (Belz
& Müller-Hartmann, 2003).
METHODS
In this report I will describe how we prepared and realized the two web meeting
events, what were the gains and fails of the experience from my point of view.
In examining the causes of apparent fails, I will refer to the above-mentioned
O’Dowd & Ritter (2006) as a frame of reference. Because the project is still in
the fledging stage, how we can improve and develop our virtual class exchange
project is the most important consideration. As the first move of the intercultural
learning teachers’ renewed dialogue, I will conclude this report by offering some
suggestions for the future. It is to be followed up by Dr. Ouda later this year in a
paper to be read in Yogyakarta.
In preparation for the first web meeting event, Dr. Ouda and I started to contact
each other in late January. We informed each other about the contents and
schedules of our individual courses, and what our students might be interested
to do on the online class exchange.
Through our email correspondence I learned that Dr. Ouda was going to pick up
six one-act comedies written in or translated to English, such as Percival Wilde’s
The Sequel and Anton Chekhov’s The Proposal, to be produced by six student
groups of his and Mr. Krisna’s classes. Their course was to conclude with the
E-Learning 41
public performance of the students’ plays. In my turn, I informed Dr. Ouda that
I was going to pick up a number of short films on Viddsee.com that were made
by mainly Asian independent filmmakers. We were to study the films, compare
them, and produce students’ own films inspired by the works they studied. With
the interaction with Indonesian students in view, I had chosen a number of works
by Indonesian and Japanese filmmakers.
For the course calendar, I learned that Dr. Ouda’s Friday class and Mr. Kristna’s
Wednesday class were scheduled to start in mid-February and end in late-May or
early June. This revealed our first institutional fault line, for my seminar was
scheduled to start in early April and end in late July. As Figure 1 shows, there is
only a little more than two months’ overlap. What is more, our school has the
“Golden Week” holidays from late April to early May, so it is only after the
holidays that my seminar students are expected to get used to the coursework,
to say nothing of getting ready for the online class exchange. The first online
meeting has to be set definitely after the Golden Week holidays.
Eventually, the date for the first web meeting was set on Friday, May 12, 2017.
There was, however, another institutional fault line to be negotiated. It was
lucky that both Dr. Ouda’s class and my class fell on Fridays, but our class periods
did not overlap. While my seminar started at 13:30 and ended at 15:00 Japan
Time, Dr. Ouda’s class started at 14:00 and ended at 16:30 Jakarta Time, that is
from 16:00 to 18:30 Japan Time (Figure 2):
As it proved that Dr. Ouda’s class had no other option, I asked my seminar students
about their availability of the 5th period that did overlap with Dr. Ouda’s class.
None had the 5th period class to attend, but not a few of them had previous
42 E-Learning
engagement, including part-time jobs. However, all but one managed to change
their schedules and joined the web meeting.
Because this was going to be the very first time for both of us to do this kind of
international online class exchange, Dr. Ouda and I agreed to make no rush and
organize the event in a relaxed way. Before anything, students would like to
simply get to know each other and introduce what they are working on. As the
web meeting day approached, Dr. Ouda and I made a couple of prearrangements
to help our students get to know each other. First is to exchange the snapshots
of our classes. Second is to assign student MCs on both sides. In the last minute
chat with Dr. Ouda, I learned that his student MCs had a number of questions
ready, so we decided that we leave the Indonesian students to lead the exchange
event. Third is to ask Dr. Ouda if some of his students could make selfie videos to
tell what they had been doing so far. Eight of his students, all belonging to the
same group working on the play The Sequel, created individual self-introduction
videos. Unfortunately I received the videos so shortly before the first web-
meeting that my students had no time to watch them in advance.
The first moment of meeting each other online was hilarious, and that is the
beauty of web-cam based, as against text-based SCMC. By simply waving hands
and calling “hello” to each other, both groups of students sent positive signs
of their willingness to be on the same page. As the event proceeded, however,
I soon came to realize that there was a third fault line in this international
exchange. My Japanese students’ skills and style of communication in English
evidently fell out of tune with their Indonesian partners. While the Indonesian
students consistently spoke and responded actively, full of verbal and nonverbal
expressions, my students sat quietly and almost always fell quieter before
speaking and responding, when they managed to respond at all. In fact they
frequently “froze” and left many questions unanswered. To be sure, when they
were asked what they had been doing in class, they had not much to tell because
my class had met only three times by then, but even when they were asked such
questions as “what is it like to study at a women-only school?,” “what do you
do beside your school work?,” “what is your hobby? What do you think of Korean
movies?,” my students lost all these conversation cues and failed to respond.
When the one hour meeting ended, many of my students said they were sorry,
and I felt sorry for them and for Dr. Ouda and his students. When Dr. Ouda wrote
to me soon after to tell that his students wanted to meet us again, I felt heartily
relieved and encouraged.
So we arranged to meet online again two weeks later on June 2. In view of the
E-Learning 43
second meeting, Dr. Ouda and I made another arrangement. Because this was
our second meeting, we thought we might go deeper than the first meeting and
talk about our subjects of study. Dr. Ouda was kind enough to get his students
involved in the Viddsee videos by choosing three videos, asking his students
which they liked best and why, as well as asking about the difference between
play performance art and film art. I added the three videos in my seminar’s
study assignments and had a class discussion on the difference between the
two arts. Unfortunately, only one of my seminar students said she could attend
this time, but I had a list of comments and questions of all the other students
about Dr. Ouda’s Viddsee-related assignments, as well as about the 8 Indonesian
students’ selfie videos we had received earlier and had watched by then. The list
of all my seminar students’ comments and questions were written down on the
whiteboard of the web conference room, to be consulted as appropriate by the
single student who represented my seminar on the meeting day.
44 E-Learning
the others always gave a friendly support, so there was apparently no fear of
“freezing.”
Although neither of the two web meetings proceeded as I had foreseen, the
experience taught me and my students a number of good things we would
never have learned otherwise. First of all, we were very much impressed by the
Indonesian students’ high communication skills. It includes a good command of
English, of course, and the credit goes to the efficient English Language Education
Study Program of Dr. Ouda and his colleagues that endows the students the ease
and confidence to speak English. What’s even more remarkable is their active and
lively communication style in which they are not only good speakers individually
but know how to help each other and enjoy creating the conversational rapport
together. Last but not least, we were very much impressed by the confidence
with which they can talk about what they have been doing, in- and off-class.
It also proves that the English Language Education Study Program of Sanata
Dharma Unversity is successful not simply as an L2 education program per se
but in empowering students to speak and act as active agents in society with
a solid awareness of their mission. I particularly remember the selfie video of
a student who said, “if some day I will be a teacher and my students have an
opportunity to show a drama, I absolutely can help them to prepare it because I
have experiences of a drama.”
E-Learning 45
Having mentioned the major gains we had with the synchronous international
class exchange with Indonesian students, I would like to identify a number of fault
lines that led to apparent fails in the first two web meeting events and consider
how to plan for the future proactively. The first and most difficult obstacle was
definitely “the misalignment of academic calendars” of the two schools that
constitutes the very basic “institutional fault line” (Belz & Müller-Hartmann,
2003). In O’Dowd & Ritter’s table of the “Reasons for Failed Communication”
(Figure 3), the obstacle is to be located in the “socioinstitutional” difference of
the two schools’ “(9) General organization of course of study.” For the difference
of class periods (see Figure 2 above), I will probably be able to move my seminar
to the 5th period to make it overlap with Dr. Ouda’s class, but that would not
solve the more basic problem of the “unparallel semester periods”
Added to the imbalance on the socioinstitutional level, the difference in the “(1)
Learner’s current level of ICC [Inter Cultural Communication]” proved to be an
equally marked fault line, as the moments of my students’ “freezing” typically
demonstrates. To be sure, on the “individual level” some of my students have
very low competency in English, including one who, after attending the first web
meeting, said she couldn’t understand the questions Indonesian students were
asking. However, it is also true that most of my students, including those who
have relatively high skills in English, did understand the questions but simply
didn’t know how to respond in English on the spot. If they did not understand
the questions, they could at least have been taught what to say in such a case,
but if they did understand the questions, how can they be encouraged to express
46 E-Learning
themselves and remain on the same page with their conversation partners? As
O’Dowd & Ritter argue, failure comes from “a combination of interconnected
factors” (625), so the solution may not come easily. However, I would rather stay
optimistic, because it is thanks to the international exchange that I, as a teacher,
became aware of a number of weaknesses in my education style and method on
“individual,” “class” and “socioinstitutional” levels and came to realize the urge
to improve them. For my students, I simply trust them, believing if they are given
tasks more focused than this time and given opportunities to try and practice in
advance saying what they want to say, and if they are eventually exposed to and
involved in the positively communication-friendly “(6) Local group dynamics” of
Indonesian students on the web meeting, they will have a much better chance
of proving themselves.
While Dr. Ouda and I kept corresponding to each other before the web meetings,
the results were not (and in some points not so good) as we had expected. It
reveals the sober reality that keeping a good “(8) teacher-teacher relationship”
does not necessarily promise a good result. Apparently, as “teacher-learners,”
we should keep watching out for all possible fault lines and keep discussing
them. The suggestions I made here may or may not be endorsed by Dr. Ouda,
but this review from my side of the fault lines would have opened up things
that cannot be adequately communicated through email. I hope this starts our
renewed dialogue for an even more exciting future.
ACKNOWLEDGEMENT
I would like to thank Dr. Ouda Teda Ena and Mr. Krisna Septa of Sanata Dharma
University, Indonesia, for their sustained good-will in realizing our international
online collaboration. I would also thank Dr. Cecilia T. Murniati and Dr. Ridwan
Sanjaya of Soegijapranata Catholic University, Indonesia, for their earlier
communications about possible online exchange projects with us, and for giving
me this opportunity to speak at the ICLT 2017 conference.
E-Learning 47
REFERENCE
Belz, Julie A., & Müller-Hartmann, Andreas. (2003). Teachers as intercultural learners:
negotiating German-American telecollaboration along the institutional fault line.
The Modern language journal, 87(1), 71-89.
Farr, Fiona, & Murray, Liam (Eds.). (2016). The Routledge handbook of language learning
and technology. New York, NY: Routledge.
---, & Ritter, Markus. (2006). Understanding and working with “failed
communication” in telecollaborative exchanges. CALICO journal, 23(3),
623-42.
48 E-Learning
Socio-cultural perspectives of a Virtual Learning
Environment through Schoolbook:
The De La Salle University - Dasmarinas, Cavite,
Philippine experience
How do families keep track of their sons and daughters academic performance
including attendance records accurately in a Virtual Learning Environment?
Furthermore, how do the students know their class standings and grades for the
Prelims, Midterms, and Finals immediately without meeting the teacher on a
face-to-face basis? Since the full scale implementation of the Schoolbook by De
La Salle University - Dasmarinas, Cavite, Philippines last 2010, the college faculty
were initially encouraged by the school administrators to utilize the e-learning
portal on a full-time basis to enhance their teaching insofar as it saved time and
resources; not to mention, paper. At the beginning, the faculty who were not tech
savvy viewed Schoolbook as a remake or extension of Facebook. However, upon
close scrutiny with proper training and orientation by the people of the Center
for Innovative Learning Programs (CILP) of the aforementioned institution, many
other faculty members coming from different departments were enlightened
to realize that Schoolbook, indeed, had a lot to offer in terms of academic
achievements, enhancement, and research. This paper features a brief history
of utilizing and applying Schoolbook in the De La Salle University Dasmarinas,
Cavite setting. Essentially, it includes the advantages and disadvantages of the
portal in teaching, learning, and research among college faculty, students, and
their parents as well. Future prospects of applying the Schoolbook portal in other
aspects of social and cultural communication will also be discussed.
E-Learning 49
OVERVIEW OF THE ACADEMIC YEAR AT DE LA SALLE UNIVERSITY
DASMARIÑAS, CAVITE, PHILIPPINES: A Reality Check
The Philippine academic year begins in August and lasts until December for the
first semester while the second semester begins in January and lasts until the
end of May the following year. The summer term begins in June and lasts until
the middle of July. In this regard, the first semester has a total of 17 weeks
academic time or 107 class days while the second semester comprises a total of
16 weeks or 104 class days. The second semester is relatively shorter because
of the Christmas break, which begins in the middle of December and lasts until
the second week of January of the New Year. Additionally, the second semester
is affected by the Lenten Observance of the Holy Week, which has become a
religious tradition of the Filipinos to commemorate the Passion, Death, and
Resurrection of the Lord Jesus Christ. The summer term, in turn, covers a total of
4-5 weeks or 30 class days with 2-hour periods per class where students are met
everyday for a total of two hours each subject. Full-time faculties are assigned a
maximum total of 6 units or four class hours daily from Monday to Friday during
the summer term. On a regular semester basis, full-time faculty are usually
given a total teaching load of 18 units or six subjects of 3 units each with a
provision for an overload of 3 units or 1 subject when the need arises. Usually
during the first semester, most class activities are confined to the classroom
mainly because of heavy rains and floods. July to November is commonly known
as the peak rainy season months when heavy rains, floods, and typhoons abound
over the entire archipelago. Early December until May are considered the wet
to dry-season months where alternative outdoor classroom activities may be
organized. The summer term, however, serves as the most conducive period to
hold outdoor activities or off-classroom activities like field trips, insofar as the
students have relatively more free time to undertake which is a great to acquire
more knowledge from the subjects concerned in a practical way.
The problem with many classes today on the university/collegiate level is that
teaching for most university lecturers and professors mainly involves standing in
front of a lecture hall while reading off notes, based on textbooks and scholarly
journals, while students have truly no desire to read at all. If students opt to
read the books and required readings insofar as they may have been threatened
with a surprise quiz or graded recitation by the teachers concerned, the college
50 E-Learning
students may obtain little useful knowledge and comprehension out of them
since the language utilized by the authors of such readings is so technical and
too high for them to comprehend. Let’s face it. Most university professors and
lecturers alike consider this method as the easiest to execute and get by with. In
fact, it is so easy a method since it provides us with the opportunity to easily kill
time and conduct a monologue without even caring if our students are listening
to us or not at the end of each period. This is the gray area where the important
and active, highly participative and dynamic role of the university professor
and/or lecturer employing creative and innovative methods and strategies are
supposed to come into play so that the lessons become more comprehensible,
significant, relevant and highly meaningful to all students absorbing them.
Through many years of teaching experiences, practical wisdom about varied and
creative/alternative techniques of “lecturing” have been produced. University
professors and lecturers aiming to be effective lecturers are currently required
to be scholars, writers, producers, comedians, entertainers, and animators
most of the time to catch the attention of the students. Essentially, creativity
and innovation of teaching and learning methods do not stop nor remain static
even after a so-called, “successful and fulfilling semester” insofar as this current
generation, the Generation Text, Generation Me, Generation Digital is concerned,
where their attention span is relatively short and easily distracted in the usual
classroom setting. An admission of fact indicates that very few college professors
combine such talents in optimal ways and that even the best that constantly
hope and wish to do their best in class are not always in top form. After an entire
semester of providing the students with the aforementioned learning tools, the
greatest assumption the professors and lecturers predict is that the students
have truly grasped the subject and hopefully found some significant meaning in
their lives and reorganization of their values as well (McKeachie, 1999:66).
This is where alternative teaching and learning strategies through Schoolbook like
group interaction games similar to Kahoot and mini-group discussions enters the
picture as it is believed to play a significant role in the retention of information
and lessons learned from the subjects concerned. Well-planned and carefully
organized teaching strategies offer different challenges including windows of
teaching and learning opportunities for both teacher and student since such are
believed to make a great impact on their lives and values formation. Moreover,
E-Learning 51
these alternative strategies gradually transform both the teacher and students
into highly active mentors, learners, and leaders insofar as relatively new
information and knowledge is generated and acquired far beyond what have
been written in books, journals, including magazine-based feature articles.
THEORETICAL FOUNDATIONS
This paper put two existing theories in digital education to an initial, exploratory
test, namely, The Sociology of Digital Technology and Education by Selwyn, N
and Facer, K. (2014) for anticipating the culture of resistance to technology for
education and Flow Theory by Mihály Csíkszentmihályi (1996) for teaching and
learning of teachers and students.
Digital technology in the form of digital devices such as tablets, laptops, and
smartphones has been part of contemporary education in ways that would
have been hard to imagine even a few years ago. The technology currently
supports a diversity of informal learning practices at home, at work and on
the move. Classrooms and other formal learning environments are saturated
with computer hardware and software where a growing amount of educational
work is conducted on a ‘virtual’ basis. Despite the diversity and complexity of
technologies in use, ‘the digital’ is now an expected but largely unremarkable
feature of the educational landscape. Indeed, digital technologies are such an
integral component of everyday education that ‘the digital’ should not just be
limited to those researchers who have a particular interest in technology, media
and ‘ICT’ but should include a broad concern for all education researchers,
regardless of specialization or background. In addition, it could be argued that
there are growing opportunities for sociologists of education to explore ways
of engaging in the active construction of educational practices and institutions
that reflect, challenge and build upon the wider socio-technical changes of
today. So what lies ahead given the ‘present’ state of the sociology of education
and technology? As the decade of the 2010s progresses into the next, there are
encouraging signs of a large gamut of work in the field of Sociology. Analyses
of digital education are beginning to feature more frequently within the pages
of specialist journals such as the British Journal of the Sociology of Education
and Sociology of Education. Conversely, ‘new media’ scholarship (as shown in
52 E-Learning
journals such as Information Communication & Society and New Media & Society)
is increasingly turning its attention towards educational topics and issues. It
is not surprising to encounter doctoral studies being pursued (and doctorates
awarded) in sociological aspects of education and technology, with specialized
programs in subjects such as ‘Education, Technology & Society’ also thriving at
undergraduate and postgraduate levels. In addition, mainstream educational
technology journals are beginning to feature work that draws directly from the
likes of Foucault (Hope 2013), Bourdieu (Johnson 2009), Bernstein (Player-Koro
2013), Goffman (Davies 2012), Actor Network theory (Wright and Parchoma 2011)
and even Marxist perspectives (Hall 2011).
If these trends continue, then we could well be on the verge of seeing the
sociology of education take the decisive ‘digital turn’. Viewed in this context, a
number of key issues and debates relating to ‘the digital’ continues to develop
within the mainstream sociology of education: Digital technology and the
reconfiguration of space, time, and responsibility. Indeed, the negation of
boundaries lies at the heart of the ideological promises of digital education.
Sociologists have therefore moved on from initial concerns over ‘time-space
compression’ and a ‘death of distance’ to explore the implications of these
changes. In particular, the provision of digital education on an expanded and
accelerated ‘any time, any place, any pace’ basis raises a host of questions
relating to educational engagement and educational governance – not least the
redistribution of responsibilities across different sites and actors (Webster 2013).
Indeed, digital technology is clearly associated with a redistribution of work that
has to be done in delivering educational opportunities, as well as a potential
redistribution of responsibility for educational outcomes that result. In all cases,
digital technologies are seen to be enabling educational engagement regardless
of place, space, or setting.
E-Learning 53
educate. Similarly, adults and children alike may find digital technologies
further eliding the social relations of learning and consumption, thus reducing
the available time for what Andre Gorz (2001) refers to as a ‘time for living’.
Flow represents one of eight mental states that can happen during the learning
process. In addition to flow, these mental states include anxiety, apathy, arousal,
boredom, control, relaxation, and worry; they result when a learner experiences
a combination of skill and challenge levels of a task in non-optimal combinations.
Flow is the most optimal of these states for learning, as it is where skill level
and challenge level of a task are at their highest. This creates an opportunity for
learning and intense focus, where learners can even feel that they lose track of
time because they become so immersed in the task, perhaps with a lot of thrill
and excitement combined.
Data gathering for this paper employed the qualitative research design. Primary
informal interviews through storytelling were conducted with the implementors
and pioneers of Schoolbook who are currently assigned to the Center of Innovative
Learning Programs (CILP). Informal interviews through narratives were also
conducted with teachers from different departments of the total seven colleges
of De La Salle University - Dasmarinas, Cavite who were perceived to actively
use Schoolbook in their classes. College students under the care and supervision
of this researcher over the past two school years (2015 - 2016 and 2016 - 2017)
were informally interviewed through storytelling shortly before the end of each
semester. The questions asked for both parties –teachers and students - were
summarized into two categories: The Advantages or Benefits of Schoolbook and
54 E-Learning
the Disadvantages or Pitfalls of Schoolbook. The respondents were requested
to freely share their thoughts and opinions about their teaching and learning
experiences with Schoolbook during a one-hour period. Insofar as the parents
were originally included in this study, at the time of this writing, only 62 parents
were registered as parental accounts in Schoolbook; no parent was, however,
available for comment and interview because most of them were based abroad
and busy earning for the tuition of their children. Some students whose parents
closely monitor their sons or daughters academic progress via the Grade book of
Schoolbook shared a limited view, which the study used for analyzing the parent’s
point of view. Since the paper has limited space, the best responses from both
teachers and students, which could highlight the majority of respondents, were
lumped into one to two responses per category. In other words, one to two
teachers or students responses could already represent at least ten to twenty
respondents’ comments and opinions as regards advantages and disadvantages
of Schoolbook.
A. Humble Beginnings
Since 2010, Ms. Arlene Roa Awayan, a full-time faculty member of the Marketing
Department of the College of Business Administration and Accountancy (CBAA)
decided to embark on a project which simplifies the effective delivery of teaching
materials to both faculty and students initially of the departments – Marketing
and Management. In due time, Ms. Awayan was able to recruit a colleague by
the name of Ms. Jennifer Padernal of the Business Management Department to
join her with the same project. In this regard, both personalities began to orient
themselves with Schoolbook, which was introduced by a private Information
Technology company devoted to Education known as NEO LMS PHILIPPINES based
in Makati City, Metro Manila. Since the trend at that time was to incorporate e
learning in the university curriculum, some faculty members from other colleges
and departments gradually expressed interest to incorporate the e-learning
structure in delivering their lessons promptly and effectively. In this regard, the
concept was presented to the university administrators for strategic planning
and review.
E-Learning 55
The years 2010 to 2012 saw Schoolbook with mixed reactions from the academic
community. Some were open-minded while others were not. Those who were
labeled anti-technology believed that it was just a waste of time and financial
resources since educational materials may be shared to the students via
Powerpoint presentations and that the grades may be encoded and later on
shared with the students themselves using MS-Excel. Moreover, some faculty even
believed that Schoolbook might have simply been an extension of the existing
popular social media site – Facebook. For the broad-minded individuals, they
were simply going to give everything a try. Such comments and criticisms did
not, however, stop the two personalities, Awayan and Padernal from pursuing
their goals and spearheading a project for the academic community. In fact,
they did not even have an office, which they could truly call a Learning Center
committed to Educational Technology. Both persisted and moved on and by
2013, the academic community gradually began to take a closer look at the
benefits of Schoolbook.
B. What is Schoolbook?
56 E-Learning
Self-paced and Blended.
Self-paced implies that the teachers simply upload all their lessons, usually in
PowerPoint format, for their students’ reference and comprehension. In this
mode, the lecture method is mainly used because the uploaded lessons are merely
repeated in the classroom. For Self-Paced mode, both teachers and students
conduct minimal work online since the students are left to themselves to learn
and study the uploaded lessons on their own. Blended Learning, for its part,
offers two types of course delivery modes: Web-presence and Web-enhanced.
For the first mode, Web-presence, is a course delivery mode where the class
is largely conducted using face-to-face sessions. The E-class enables teachers
and students to utilize the portal as a communication and resource-sharing tool
through the use of announcements, news features, messages, educational links
and submission of assignments. Web-enhanced, on the other hand, is a course
delivery type conducted on a blended mode where both teachers and students
meet fifty-percent online and another fifty-percent in the classroom. The faculty
meets the students inside the classroom once a week and prepares weekly online
learning activities. Most outputs like quizzes and individual/group discussions
are administered online as students are immediately graded for their submitted
works. The teachers intending to conduct blended classes for the entire semester
are initially required to undertake and complete level 3 training provided by the
Center for Innovative Learning Programs (CILP). Only those faculty members
who have been certified will be allowed to conduct web-enhanced courses. The
course calendar must contain the following: Online Learning Activities for each
topic and specific schedule of online and face-to-face sessions. The required
document is attached to the course syllabus where they have to be approved
by their respective chairs and college deans each semester. In turn, the Center
for Innovative Learning Programs (CILP) must be provided with a copy of each
college faculty’s Schoolbook Course Calendar for proper monitoring (Padernal,
2016)
Admittedly, some teachers were initially resistant in using the educational portal
but after moments of exposure especially with their colleagues in their respective
departments using Schoolbook, many of them became enlightened and engrossed
in uploading lessons and assessments. Note that their responses support the Flow
Theory of Mihály Csíkszentmihályi, one expert in the Psychology of Learning.
E-Learning 57
A Business Management teacher discloses:
“At first, I thought using Schoolbook was hard and complicated, but after being
taught how to use the portal effectively, I realized that it was just so easy and that
my students could understand the lessons well. Many times I become engrossed
and excited in using Schoolbook. In the past, I was compelled to repeat the
lessons in class after lecturing, but now with Schoolbook, it is not necessary to
repeat because “lecture time” is now spent with the students asking questions
for clarification. Now, I am not worried if my students will pass or fail their major
exams. Thanks to Schoolbook, everything has been simplified and made easy for
teacher and students to learn effectively.”
“Schoolbook at the beginning was tedious and rather taxing for me because I
had to upload all my lessons and assessments. But after going through Module
3 Training, I realized that the lessons including assessments previously uploaded
could be reused in the following semesters. Now I can do a lot of multi-taskings
since I am able to work from home. The Schoolbook operations make it a breeze
for me because I can easily check the submitted works of my students. So I can
spend half of the time in school and half of the time with my family at home
without sacrificing quality time for my students needs. And guess what? I can
even do my laundry! My time in school and the home is maximized as well!”
58 E-Learning
D. Disadvantages of using Schoolbook
Supporting the tenets of Selwyn and Facer (2014) as regards changes in work etic
and taskings including family relationships among parents and students utilizing
educational technology, the following accounts have been shared by some faculty
members and students.
For one who is not so technologically knowledgeable, Schoolbook for this teacher
delays his delivery of the lessons including the submission of grades for his
students. A General Education teacher discloses:
“I’m not so Tech Savvy with laptops and desktops! Moreover, I am only using
Powerpoint to deliver my lessons and I believe that is enough. To upload my
lessons in Schoolbook makes it more complicated and slower for me. And to
encode the grades in Gradebook makes it more challenging for me. In fact, I’m
not so good yet in using Powerpoint to make my lessons more interesting, so to
speak. I still continue to utilize the lecture method and write my lessons on the
whiteboard using a whiteboard marker. Nonetheless, I will have to learn how to
use Schoolbook but it will definitely take time.”
Another General Education teacher shares the same view and adds that Schoolbook
may be distracting to both teacher and student while the lessons are delivered
and explained:
“Schoolbook does not guarantee that the lessons will be delivered effectively.
Many times I have observed my students to be lazy and not listening to my
explanation since they are confident that the lessons will be uploaded in the
portal anyway. In this regard, to catch their attention, I resort to the traditional
method of lecturing. Schoolbook for my subject will only be used to encode their
grades for the Prelims, Midterms, and Finals so they will know how they stand in
my class.”
And for a Sophomore Engineering student who has been familiar with Schoolbook,
shares this observation:
“I’m so relaxed using Schoolbook because I can take my time doing my assignments
and answering my online quizzes. Sometimes, so relaxed, I suddenly realized it
is very close to the deadline that I hardly have time to complete. I also realized
that my laziness pays off because of this Schoolbook thinking our teacher could
extend the deadline, but to no avail. Now my parents get mad at me because
they can instantly see from the Gradebook if I am doing well in all subjects or
not. Before I could lie to them and assure them that all is well with me. I am
E-Learning 59
passing in all subjects, so they think. But not anymore because I can easily get
caught lying to my parents about my real academic standing!”
CONCLUSIONS
2. Even if there are negative reactions towards using Schoolbook at this moment
in time by some faculty and students, this researcher believes that Schoolbook
will continue to flourish since the benefits and positive effects largely outweigh
the negative reactions towards its use in the community.
3. Somehow those individuals who were initially resistant, will learn to see the
usefulness and efficiency of the portal in its implementation. It will just be a
matter of, say, two more years from the time of this writing, where more people
will be using Schoolbook in their everyday lives.
5. The mission to continue the use of Schoolbook should have a sense of political
will and support not only from people assigned to the Center for Innovative
Learning Programs (CILP) but from the central administrators who should remain
open minded as well. All members of the academic community should realize
that Schoolbook is but one online educational tool that provides current teachers
and students with the vision and structure of a classroom of the future.
60 E-Learning
REFERENCES
McKeachie, W. (1999). Teaching Tips: Strategies, Research, and Theory for College
and University Teachers. New York. Houghton Mifflin Company.
Selwyn, N., & Facer, K. (2014). The sociology of education and digital technology:
Past, Present and Future. Oxford Review of Education, 40(4), 482-496.
E-Learning 61
Webster, A. (2013) “Digital technology and sociological windows” in Prior, N.
and Kate Orton-Johnson, K. (eds) ‘Digital sociology’ Basingstoke, Palgrave
(pp.227-233)
PERSONAL COMMUNICATION:
Roland Ruben – Current Director of the Center for Innovative Learning Programs
(CILP) of De La Salle University - Dasmarinas, Cavite. Schoolyear 2016-2017
62 E-Learning
Infrastructure Readiness and Human Resources in
the Implementation of E-learning
ABSTRACT
E-Learning 63
INTRODUCTION
In this research will discuss whether the university who get accreditation A in
Central Java can carry out e-learning education well, so it can help the government
in distance education by looking at the readiness of its own infrastructure.
LITERATURE REVIEW
64 E-Learning
According to Law no. 12/2012, Distance education is a process of teaching
and learning that is done in a distant way using various communication media
with the aim of providing higher education services to community groups who
can not attend regular or regular education and expand access and facilitate
higher education services in education and Learning (Law, 2012). Strengthened
by education and cultural minister’s regulation that distance education is a
process of teaching and learning that is done remotely through the use of various
communication media (Government Regulation, 2013)
E-Learning 65
Table 1. Principles of ICT utilization in learning
The development of learning now also appears mobile learning which is a join
of mobile technology and e-Learning. The mobile aspect in learning makes it
different from other learning, especially designing the learning experience by
utilizing the ‘mobility’ service. M-Learning focuses on the mobility of learners,
interacting with portable technology.
E-learning can be built at their own expense, rented, can also use cloud
technology. By developing their own procurement of hardware, software,
experts, network, space then the financing should be borne alone. While the
rental system is enough to rent with a certain capacity to the vendor. If the
University uses an e-learning system using technology coud the cost of building,
maintaining, borne by the vendor. With this model IT staff to keep the server
maintained 24 hours by vendors. Cloud technology for e-learning can reduce the
66 E-Learning
budget needs of hardware, electricity and server space. The linkage between
physical infrastructure affects lecturer performance. The availability of complete
equipment makes scientists proud of the university and performs well[11].
The e-learning system must keep abreast of technological developments and the
demands of society, to develop e-learning using the concept of cloud computing
can be easily implemented. But cost and risk management affect how e-learning
management solutions are based on cloud computing[12].
RESEARCH METHODOLOGY
2. Choosing a college located in Central Java: Look for all websites owned by
accredited A college to explore information about e-learning that is owned
and implemented.
4. Analysis: After searching for all e-learning services the process then analyzes
whether the service is appropriate for e-lending required by the government.
E-Learning 67
RESULTS AND DISCUSION
Support
start Distance
University Staf IT leaders Unit development Users
years learning
university
X1 Less supported University Library >4 anny No
department
X2 enaugh supported Centre Technical >8 Anny No
implementation department
unit
X3 enaugh supported Centre Technical >5 Anny Yes
implementation department
unit
68 E-Learning
infrastructure development is done by gradually is the procurement of servers,
internal network, and bandwidth because it requires high cost. With the increase
of study programs that use e-learning then the process needs and server speed
increases. The addition of bandwidth is influenced by several factors: the number
of users increases, the larger the multimedia size the larger, the laptop and
mobile devices the higher the speed, also the need to access data abroad. The
need for data IX (international exchange) is higher due to the many materials
available. The addition of the network is done due to the increase of computer
laboratory, the installation of network in the classroom, increasing the wifi point
open room.
The internet service for e-learning of the three high-performers has used a
1: 1 dedicated leaseline comparison where local Indonesian data access and
international data get a 1: 1 comparison. Implementation of e-learning is greatly
assisted by the cooperation between ISPs using the Open IXP model, using this
model of communication between ISPs is very fast and not paid because of the
ISP that is included in the IDC (Indonesia Data Center), so that e-learning access
speed can be increased.
Bandwidth management is done by dividing some parts of Server, Wifi, and cable
network. However, these three universities have different architectures that
divide each building and some divide bandwidth centrally. Wifi networks are
mostly used for student and guest services, while wired networks are used for
academic and teaching staff. The number of students accessing greatly affects
the speed of access to the server. The process of calculating bandwidth is as
follows:
By comparing with the number of students then the need for internet access is
still less than 1Kbps / student. This data shows that if all students use e-learning
technology then that can be accessed is lecture material. The internet network
has not been able to access multimedia such as movies, video calls, video
conferencing. So that is done by doing a conference in class by scheduling.
E-Learning 69
Opensource technology is still the main choice, where the operating system and
learning management system (LMS). Selection of operating system based on
opensouce because it is considered safe, stable, easy to manage, update system
quickly. Linux operating system used one type with the aim of not difficulty in
transfer of knowledge to IT staff.
Conclusion
70 E-Learning
REFERENCES
[1] Cox MJ. K , “Formal to informal learning with IT: research challenges and
issues for e-learning “
[2] Jennifer C. R., Karen Swan. “Examining Social Presence In Online Courses In
Relation To Students Perceived Learning And Satisfaction”
[4] UU no. 12/2012 “tentang pendidikan tinggi, pendidikan jarak jauh pasal 31”
[
7] Kebijakan Pendidikan Jarah Jauh dan e-learning di Indonesia
[9] Yousef M. , Hamideh Z., “Mobile Learning for Education: Benefits and
Challenges”
[10] Shu-Sheng L., Hsiu-Mei H., Gwo-Dong C. “Surveying instructor and learner
attitudes toward e-learning”.
[11] Rozilah K., Musa A. A., Bala I. “Asessment Of Service User’s Experience On
The Facilities Provision At Uthm Students’ Residential Colleges”.
[12] Paul P., Felician A., Marius V., “Measuring the Efficiency of Cloud Computing
for E-learning Systems”
[13] Federico M., Maurizio S., Laura T., “The university as a venture capitalist?
Gap funding instruments for technology transfer”
E-Learning 71
Online Learners’ Motivation in Online Learning: The
Effect of Online - Participation, Social Presence, and
Collaboration
Andree E. Widjaja
Jengchung Victor Chen
ABSTRACT
72 E-Learning
on how to improve online learning course design which focuses on
online learner’s motivation, particularly by considering the factor
of online participation as the strongest factor that drives online
learner’s intrinsic motivation. The discussion and limitations of this
study are discussed.
INTRODUCTION
E-Learning 73
as to whether these factors could actually enhance learners’ motivation.
Therefore, the following research questions would be answered: 1). How learners’
motivation affects the learning effectiveness, measured by grades and perceived
skill development? 2). What are the effects of online participation, social
presence, and collaboration towards learners’ motivation, both extrinsically and
intrinsically?
74 E-Learning
Extrinsic Motivation – ARCS
Keller (1988) argued the people will be motivated to undertake action if it gives
them personal satisfaction and if they have chance to be successful. Keller
(1983) believed that the motivation refers to the choices that people make as to
what experiences or goal they will approach or avoid, and the degree of effort
they will exert in that respect. Derived from the assumption that motivation is
playing greater role in the learning process, Keller proposed the ARCS model
of motivational design, consisting of four elements (Attention, Relevance,
Confidence, Satisfaction) for motivating learners (Keller, 1983; Keller & Suzuki,
1988).
Learners who have high motivation would show high grade performance
(Sachs, 2001). Previous studies found motivational orientation of learners have
significant impact on their performance (Rau, Gao, & Wu, 2008). Meanwhile,
Gomez (2010) study showed the perceived motivation has significant relationship
with the learners’ perceived learning. Thus, when the learners’ motivation is
high, it would increase the learning effectiveness. Based on the aforementioned
arguments, the following hypotheses are proposed:
E-Learning 75
most powerful variable than any other variables. Hrastinski (2009) articulated
his theory by arguing participation and learning is inseparable and jointly
constituting so that online participation would become the main key to drive
online learning. In this study, online participation is based on social constructivist
theory. By definition, “online participation is a process of learning by taking part
and maintaining relations with others. It is a complex process comprising doing,
communicating, thinking, feeling and belonging, which occurs both online and
offline” (Hrastinski, 2009).
Previous studies have shown that intrinsic motivation would significantly impact
learners’ participation rate in online discussion (Hew & Cheung, 2008; Xie & Ke,
2011). Therefore, it is also logical to reason that when the learners participate,
they tend to have higher motivation. On the contrary, lower learners’ participation
tends to be caused by the lower level of motivation. The online participation
would promote the environment in which increasing learners’ motivation. The
strong attributes existed in online participation as the strongest learning variable
is necessary to cultivate rich social learning experience. The intense discussion,
participation with abundant interactions among the learners, the feeling,
engaging experience, and belonging as well as more connected-relationship
as one community, all of them would have great effect in cultivating learners’
motivation, both intrinsically and extrinsically. Thus, following hypotheses are
proposed:
Short, Williams, and Christie (1976) were the first to introduce the concept of
social presence in the field of social psychology and communication. In their
study, they defined social presence as the “degree of salience” of the other
person in the interaction and the consequent salience of the interpersonal
relationship” (Short et al., 1976). Social presence in electronic and paper based
media is considered low, while face to face communications is high (Dennis,
Kinney, & Hung, 1999).
Social presence could affect learners’ motivation since it can enhance degree of
realness in the online environment. Recall that online learning as social process,
the existence of a real person virtually is very crucial, especially to trigger good
interaction and collaboration. The learners with high social presence would
76 E-Learning
not feel isolated and cold since they perceived as real by others in the online
environment (Rogers & Lea, 2005). In doing so, high social presence promotes
higher learners’ motivation to learn by providing the higher degree of realness
that supports their learning interaction and process, thus we expect that:
METHODS
The three classes were taught by the same professor acted as control in delivering
the materials. BEIS and E-Commerce were selected as experimental classes, while
MIS served as control class. Learners were not informed about their involvement
E-Learning 77
in this experiment. Each learner was asked to access online learning management
system, Moodle system provided by the University in which various materials
and assignments were delivered. In the beginning, learners in each class were
given brief training on how to access the Moodle system. Afterwards, they were
divided into team which consisted of two to three learners in each team.
The learners were required to access materials and worked on four case study
assignments, each of which required to be finished in two weeks period.
Learners were required to submit the team papers at the end of assignment. The
experimental design followed 2X2X2 factorial design. In this study, treatment
was defined as operationalization of construct in terms of what functions or
instructional design provided in Moodle as well as activity and instruction given.
In experimental group each class was given treatment (high and low) to see
whether each treatment had any effect on the learners’ motivation. In addition,
social presence and collaboration treatment were designed for both experimental
groups, whereas the control group was not given any treatment. The experimental
groups consisted of 8 treatments where each group was randomly assigned. A
more detailed experimental design is shown in table 1 and table 2.
Experimental Design
Social Presence
BEIS High A1 B1 C1 D1
E-Commerce Low A2 B2 C2 D2
MIS Control
78 E-Learning
Table 2. Experimental manipulation stimulus
ARCS Design
• Attention
Materials were based on the real world cases which were relatively
E-Learning 79
interesting and raised learners’ curiosities. Various materials were ranging
from text, graphics, and videos delivered over the Moodle. Other functions
such as discussion forums and wiki were used to retain learners’ attention.
• Relevance
Materials given were relevant to the course and meet the learners’ needs
for learning.
• Confidence
• Satisfaction
The overall course design and materials equipped the learners to use
new way to learn through online learning. For example, various course
materials were given as well as intense discussion could provide meaningful
opportunities for learners to use their acquired knowledge or skill. In
addition, some function such as wiki was used. Thus, it was the new
experience for learners to be involved in such engaging online activities.
Measurements
Grade was used as main prediction of learning effectiveness. The grade was
measured from the submitted papers. The grading criteria included: group
writing quality such as the correctness of the answers (40%); argumentations
80 E-Learning
and given solutions (40%); systematic writings as well as paper presentation
(20%). The grade was carefully graded by the instructors. The grade’s range
was from 0 (lowest) – 100 (highest). The perceive learning was measured by
Alavi (1994) perceived skill development questionnaire which consisted of eight
items. Perceive learning is defined as changes in learner’s perceptions of skill
and knowledge levels before and after experience in learning. In this study, the
surveys used 7 point Likert-scale and were administered each time after the
learners’ finished the assignment.
RESULTS
Demographic
There were total of 75 learners in 3 classes, BEIS (27), E-Com (30), and MIS (18)
participated in this study. Table 3 shows the complete demographic data.
Demographic N %
Male 28 37.3
Gender
Female 47 62.7
American 3 4.0
Bolivian 1 1.3
Canadian 2 2.7
Gambia 1 1.3
Hong Kong 1 1.3
Indonesia 1 1.3
Nationality
Korea 1 1.3
Mongolia 6 8.0
Polish 2 2.7
Russia 1 1.3
Taiwan 46 61.3
Thailand 7 9.3
Vietnam 3 4.0
E-Learning 81
Demographic N %
20-25 Years 19 25.3
26-30 Years 31 41.3
Age group 31-35 Years 21 28.0
36-40 Years 2 2.7
>40 Years 2 2.7
<1 hours 1 1.3
82 E-Learning
Factor Analysis
We followed general factor analysis rule which is factor loading should be higher
than 0.7, while Cronbach’s alpha should be higher than 0.8. Table 4 shows the
factor analysis result.
E-Learning 83
FLOW Enjoyment 0.95
E1 0.95 0.90
E3 0.95 0.90
E2 0.95 0.89
Telepresence 0.81
T2 0.91 0.68
T1 0.91 0.68
Focused 0.82
Attention
FA3 0.85 0.69
FA1 0.84 0.67
FA4 0.82 0.67
FA2 0.69 0.51
Engagement 0.86
EG2 0.88 0.77
EG4 0.87 0.75
EG3 0.85 0.71
EG1 0.75 0.59
Time Distortion 0.85
TD1 0.93 0.75
TD2 0.93 0.75
Challenge
C2 0.94 0.86 0.90
C1 0.93 0.84
C3 0.86 0.71
Perceived Skill 0.96
Development P1 0.92 0.89
(PSD) P2 0.92 0.89
P3 0.92 0.89
P6 0.91 0.88
P4 0.91 0.88
P5 0.88 0.85
P7 0.80 0.75
P8 0.79 0.73
84 E-Learning
Flow and Grade
Table 6 compares the effect of intrinsic motivation (Flow) to PSD. Cluster analysis
was performed to divide the learners’ Flow to two levels, Flow low and Flow
high. Afterwards, learners’ PSD were clustered and compared based on their
Flow level. The result showed there was a significant increase in PSD between
Flow low and Flow high. ANOVA result show significant number (F=10.74, P value
= .00). Hence, hypothesis 1b is supported.
PSD in PSD in
Class Flow Flow F Value Significant
Low High
Total All Mean 5.03 5.73 10.74* .00
Classes N 42 33
Stdev 0.90 0.94
* p < .05
E-Learning 85
ARCS and Grade
Table 7 compares the effect of external motivation (ARCS) with Grade. Cluster
analysis was performed to divide the learners’ ARCS level to two parts, ARCS
low and ARCS high. Afterwards, learners’ grades were clustered and compared
based on their ARCS level. The result showed there was no significant difference
between grades in ARCS low and ARCS high (F=0.24, P value=.62). Hence, we
reject hypothesis 2a.
Table 8 compares the effect of extrinsic motivation (ARCS) to PSD. Cluster analysis
was performed to divide the learners’ ARCS to two levels, ARCS low and ARCS
high. Afterwards, learners’ PSD were clustered and compared based on their
ARCS level. The result showed there was a significant increase in PSD between
ARCS low and ARCS high. ANOVA test showed significant result (F=7.78, P value =
.00). Based on this result, we strongly support hypothesis 2b.
PSD in
PSD in ARCS
Class ARCS F Value Significant
High
Low
* p < .05
86 E-Learning
Online Participation and Learners’ Motivation
The online participation class showed relatively higher extrinsic and intrinsic
motivation than low and control class. ANOVA results confirmed there is significant
difference (F=7.57, P value = .00) for learners’ intrinsic motivation between high
and low online participation class. However, the extrinsic motivation showed
no significant difference (F=0.49, P value = .48). The result suggests supporting
hypothesis 3a and rejecting hypothesis 3b. Table 9 and table 10 show the results.
E-Learning 87
Social Presence and Learners’ Motivation
Social Presence
Dependent Variables F value Significance
ANOVA Comparison
88 E-Learning
Collaboration and Learners’ Motivation
Collaboration
Dependent
ANOVA F value Significance
Variables
Comparison
E-Learning 89
DISCUSSIONS, CONCLUSION, AND SUGGESTIONS
This study empirically investigates the role of both learners’ extrinsic and
intrinsic motivation to the learning effectiveness, measured by the grades and
PSD. Our findings indicate high motivation did not significantly increase the
grade. However, higher motivation did significantly increase the learners’ PSD.
The similar results were also found for both extrinsic and intrinsic motivation.
This results would suggest that the higher the learners’ motivation, the higher
their PSD. This result can be explained by the subjective nature of motivation
and learners’ PSD. Meanwhile, grade is considered as objective in nature.
Learners with high motivation would mean that they had a spirit, encouragement,
and more efforts to learn more than the less motivated learners. This motivation
comes from subjective feeling of the learners, either extrinsic or intrinsic.
Consequently, when they feel that they learn something, they would have better
subjective reflection in their PSD. Learners who have high motivation may report
higher and more effective learning outcome in their PSD. Our result is consistent
with Gomez (Gomez et al., 2010) study, that there is a positive relationship
between learners’ perceived motivation to perceived learning. However, our
finding suggests that, it may not always consistent with their grade. There were
several studies argued the higher motivation should also increase learners’
overall performance (Huang et al., 2006; Rau et al., 2008; Sachs, 2001). Ideally,
the higher motivation is supposedly, not only increasing their perceived skill
development, but also increasing their grade. However, such statement may not
always be true.
Rovai and Barnum (2003) argued that grade does not reflect the students’ pure
learning. In this study, there were at least three profound issues in using grade as
learning effectiveness measurement. These issues were, learners heterogeneity,
the grade was measured by the group work, and the possibility of instructor biased
while grading the assignments. Each learner might have diverse experience of
knowledge, abilities, talents, culture, and English abilities (the online course
was conducted using English), all of them could affect students’ motivation to
learn as well as may determine their grade.
One important finding was related to intrinsic motivation (flow). High online
participation group experienced significantly higher flow than other groups.
However, high online participation did not significantly increase learners’
extrinsic motivation (ARCS). Flow as intrinsic motivation has several advantages
over extrinsic such as learners more likely to select challenging task, gain more
knowledge, promote greater creativity, better conceptual learning, and greater
90 E-Learning
pleasure as well as active involvement in activities (Cheng & Yeh, 2009; Stipek,
2002). Learners in high online participation group could make advantage of their
rich and engaging learning experience, thereby significantly increase their flow.
However, such significant increase in learners’ flow could not be found in social
presence and collaboration.
This study is not without limitation. The number of learners participate in this
experiment was considered too small and came from single University. Future
study should address this issue by increasing the number of learners, and if
possible to collaborate with different universities to generalize the results of
this finding. In this study, the grade was measured as a team work. However, we
measured individual motivation who works in the team in relation to their final
team grade. Future study should consider applying the motivation measures at
team level so that the team motivation can be more accurately related with the
team grade.
REFERENCE
Agarwal, R., & Karahanna, E. (2000). Time flies when you’re having fun: Cognitive
absorbtion and beliefs about information technology usage. MIS Quarterly,
24(4), 665-694.
Bolliger, D. U., Supnakorn, S., & Boggs, C. (2010). Impact of podcasting on student
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E-Learning 93
DESIGN AND PROPOSAL OF INTERACTIVE DISTANCE
LEARNING MEDIA IN RURAL AREA
Eko Hadi Gunawan
Ridi Ferdiana
Sri Suning Kusumawardani
ABSTRACT
94 E-Learning
in terms of students and teachers.
INTRODUCTION
Education in Indonesia has many unresolved issues, one of them is the limited
access to the technology. The education in remote areas doesn’t have adequate
access to technology. Though education in Indonesia has a very important role
for development our country. The Human Development Index or IPM in Indonesia
has generally improved (BPS, 2006). But the highest and lowest IPM gap between
Jakarta and Papua increased from 2006 to 2007 from 13.2 to 13.6. This shows
that the growth of IPM gap between the regional was increased. One of the
indicators used in determining IPM is education. This means that inter-regional
education in Indonesia is still unevenly marked by an increase in the IPM gap.
The use of distance learning technologies is still very dependent on the availability
of internet networks that exist in the region. If there is no internet available in
that region, then the distance learning cannot be implemented. The problem of
internet availability actually can be overcome by using learning media that can
be accessed when available internet network or not available internet without
leaving the essential of distance learning. Therefore, we required a learning
media that can run without the availability of internet network, low resources
and easy to use by people in rural areas
E-Learning 95
REVIEW OF LITERATURE
Rural area
According to the Directorate General of Rural Development, the rural areas have
two main characteristics: Comparison of people with large area is quite large. The
area in the countryside is still relatively large if we compared with the number
of people who occupy in that area. So the density and profession of population is
still low and based on the agriculture sector. The facilities, communication and
transportation are mostly very simple, such as stone roads, simple asphalt roads,
unpaved roads, and even paths. Transportation facilities are commonly found
among other rural transport, water transportation, such as a simple boat or raft,
even in some places there are still using the horse and cow. The Department for
Environment, Food & Rural Affairs in Rural Urban Local Authority Classification
or RUCLAD11 classifies that rural areas are areas with populations under 10.000.
Distance Learning
Several studies about distance learning media in rural areas were conducted
by Syed(2004) located in Bangladesh and Zhou housed in China. In 2002 Syed
et al conducted a survey that the technology used education at the time was
still based on the main media of paper. Syed et al then tried to apply distance
learning by using interactive teaching media that running over computer
network. The architecture of the network is using the client server system. The
results indicate that the distance learning process is highly dependent on the
existing infrastructure in the region. Zhu et al (2008) developed similar research
in China and used IPTV as an interactive learning media. From the two studies
it can be said that the implementation of distance learning can be established
if the distance learning technology is adequate such as using computer network
or IPTV.
96 E-Learning
Z. Letray et al (2007) using distance learning media with a system called the
COEDU. The system runs using an internet network that can be accessed through
a web browser. And in 2016 Joshua et al (2016) conducted research on distance
learning in western Papua. They created a new device called Virtual Class Box 5.0
by using video conferencing as one way of doing distance learning in rural area.
From this point the teaching media of distance learning mostly using internet
technology as a media of communication between schools and between users.
The weakness of this technology for distance learning is availability of internets.
In Indonesia, the internet still encountered for schools that belong to rural areas.
When distance learning based on internets technology establish on the rural
area, the problem that rise is the teaching media can’t work properly because
internet was unavailable or low bandwidths.
A new breakthrough rise from Ijtihadie et al(2010). They create some quiz on
e-learning website that can run without using internet and able to synchronizing
to server when media connected to the internet. Implementation of this research
was the students open the page containing the quiz package over web browser
in apple smart mobile. Then download the package and run that’s package on
condition without internet network. After the student finishes the quiz according
that time scheduled by teacher, the website will store the data that has been
input by the students through the quiz. The data then synced to the server when
the phone is connected to the internet.
METHODS
To know the obstacles that exist in the distance learning process in rural areas,
researchers conducted interviews to teachers who are in the region belonging
to the category of rural areas. From these interviews researchers get the main
obstacles in distance learning that is the availability of internet networks, low
computer resources and educator resources and students who are not familiar
to distance learning. From this obstacle we know that we need a learning media
that can work in rural areas that are unavailable of internet network, a low
computer resources and easy to use by students who are familiar or not familiar
with distance learning media.
E-Learning 97
System Specification
Smart Client Learning Material has a use-case diagram as shown in Figure 1. Smart
Client Learning Material or SCLM consists of two types: Smart Client Learning
Material for teachers and Smart Client Learning Material Desktop for students.
The SCLM for teachers are packaged as websites that can be accessed through
the internet network and SCLM for students are packaged as portable desktop
applications that can be accessed by students with portable storage media
without connecting to the Internet such as flash disk. Unavailability of internet in
rural areas can be overcome by using a synchronization system contained in SCLM
desktop applications. Desktop applications only require the Internet network
when students want to update material and questions that have been published
by teachers on the SCLM website.
Figure 1. Interaction between Teachers, Students and Smart Client Learning Materials.
How SCLM applications work is a teacher who acts as author of writing material
and questions on the smartclient.site web page. Then SCLM Web will save the
material and questions into the database and publish it into json format. From
the student side, when SCLM Desktop is run for the first time, SCLM Desktop
requires synchronization to SCLM Website to sync material, questions and student
accounts then store them in the SCLM Desktop database. Once the application
is synchronized, students can read all material that has been published by the
teacher or work on the problem wherever he is without connecting to the internet
network. Synchronization process is only required when students have done all
the question and material updates that have been published by the teacher.
98 E-Learning
Synchronization
Learning media testing conducted in rural areas of Riau province with the
respondents of 7 students and teachers. Some tests are performed such as
synchronization testing, CPU resource testing and usability testing using System
Usability Scale. The scenarios used are teachers create student accounts and
write then publish materials and questions on the SCLM website. Before the SCLM
desktop application was released to students, SCLM Desktop are synchronized
with the SCLM website. Once the SCLM desktop app is synchronized, the teacher
delivers the app to students and one by one student attempts the app by utilizing
all the features that are in the SCLM desktop app. After students try the SCLM
Desktop application, students fill out a System Usability Scale questionnaire and
to find out how much CPU resources are used by SCLM Desktop, as long as desktop
SCLM applications run CPU resources are always monitored and recorded..
Synchronization testing
The benefit from SCLM System is the ability to run without any internet connection.
It can be worked because SCLM has a synchronization system that can update
the database between students and teachers when SCLM is connected to the
internet. When the synchronization process is done by SCLM Desktop, SCLM
Desktop will update its own databases containing user account, materials and
questions as shown in figure 2. Also sends a track record of student such as score
and evaluation into the SCLM Server database. From here the teacher outside
the classroom can monitor track records of students as shown in figure 3.
E-Learning 99
Figure 2. Interface of material list on Smart Client Learning Material students after
synchronization.
Figure 3. Interface of track record Smart Client Learning Materials teachers after SCLM desktop
synchronize and sends the entire student track record to the SCLM web database.
100 E-Learning
CPU Test
For the evaluation of resources used by Smart Client Learning Material desktop,
SCLM desktop was monitoring in performance of core processor and RAM during
student running SCLM Desktop on a windows operating system. Several sample
are taken randomly to represent CPU resources used by Smart Client Learning
Materials. Data is shown in table 1
Processor Processor
Sample RAM SCLM 1 RAM SCLM 2
SCLM 1 SCLM 2
1 9,4% 2,2% 27,6 MB 14,3 MB
2 10% 4,2% 25,6 MB 12.4 MB
3 7,1% 2,5% 13,2 MB 6,8 MB
4 8,5% 3,7% 16 MB 9,1 MB
5 11,8% 4,9% 29,4 MB 17,7 MB
6 10,1% 4,1% 26 MB 15,2 MB
7 9,3% 2,7% 28,3 MB 17,8 MB
Usability System
Interfaces and systems running on Smart Client Learning Materials are also tested
using System Usability Scale (SUS). Based on the results of the survey, the value
of SUS will be good if score above 68, and below the average if score under 68.
The results from Smart Client Learning Material usability testing gives score 71.
This means that usability of Smart Client Learning Materials has above average
performance or good.
From testing CPU resources, Smart Client Learning material has a good
performance for low computer resources. Usability testing of Smart Client
Learning Material also provides very satisfying results because it can easily be
used by ordinary students who live in the rural area. As a learning media, Smart
Client Learning Material can bridge the distance learning in rural areas that
unavailable of internet network. Smart Client Learning Materials require only
6.46% of the existing processor resources with an average consumption of 19 MB
of RAM. The quality of user interaction design of Smart Client Learning Materials
can be viewed from the high SUS score above average on usability test results.
E-Learning 101
CONCLUSION AND SUGGESTIONS
Smart Client Learning materials can be a solution for distance learning especially
those that do not have internet network availability in their area. Consumption of
low computer resources and a simple interface can help the process of distance
learning without any constraints to computer resources, unavailability of the
Internet network and easy to use for people who live in rural area. With the
existence of Smart Client Learning Material, the use of remote technology can
now reach the countryside.
REFERENCE
102 E-Learning
Engaging Students in Open Distance Learning
Environments – A Personal Experience
ABSTRACT
The age of internet shaped not only the way teaching and learning
is conducted in conventional-traditional teaching and learning
environments but also helps in extending the reach of education to
a much wider audience. This is evidence in the form of an increase
in the number of open-distance-learning (ODL) programs offered to
the general publics. In general, the ODL institutions offering ODL
courses can be divided into two broad categories, that is, the part-
time course offerings as an off-shoot of the conventional higher
learning institutions or as an independent e-learning institution. In
either of this category, teaching and learning often take the form
of a blended learning approach. While there are doubts that the
ODL programs are comparable with the conventional learning, an
overwhelming number of studies have shown that when the course
materials and teaching methodology were held constant, there
were no significant differences (NSD) between student outcomes in
a distance delivery course as compared to a face to face course.
Yet, from the perspectives of a teacher, due to the limited face-to-
face interactions with students, the main problem one face is the
challenge of engaging these ODL students. Success in engaging them
will help to reduce the attrition rate among the ODL students. In
conventional teaching and learning environment, teachers are often
seen as knowledge disseminator, agent of change etc. Within this
paradigm, ‘good’ teachers are expected to guide students with what
E-Learning 103
they need to know. This, however, is difficult to achieve in the open-
distance-learning (ODL) environment whose learning space is the
virtual Learning Management System (LMS) and students-teachers are
separated with physical/geographical space. Real-time face-to-face
interactions and contact between students and teachers are either
non-existence or are very limited. This paper seeks to explore, based
on practical experiences of the author, ways and means in engaging
ODL students.
INTRODUCTION
Open distance learning (ODL) offers students the flexibility and choice to decide
when, where and how they want to study. The Malaysian Qualifications Agency
(MQA) (2011), defines Open and Distance Learning (ODL) as “the provision of
flexible educational opportunities in terms of access and multiple modes of
knowledge acquisition”. Following Ahmad et al., (2013), it stated that, flexible
means the availability of choices for educational endeavours anywhere, anytime
and anyhow; access means opportunity made available to all, freeing them from
constraints of time and place; multiple modes mean the use of various delivery
systems and learning resources.
MOOC (mass open online course) not only extend the reach of education but
transformed also the ODL model. While ODL allows students flexibility in deciding
when, where and how they want to study, MOOC extend the fundamental thrust of
open learning to include and address the questions of what to study. With MOOC,
students can choose certain elements of the programs or certain components
of the course being offered. In hindsight, both ODL and MOOC benefits from
the advent of the internet and especially the e-learning. Ruiz et al. (2006),
104 E-Learning
defined e-learning as “web-based learning, online learning, distributed learning,
computer-assisted instruction, or Internet-based learning”. Nonetheless, most
studies on the benefit of e-learning are done on conventional students whereby
e-learning is an add-on component of an otherwise conventional face-to-face
learning environment. Within this environment, students are subjected to
traditional lectures and tutorials, and their progress is within constant watch
of the course tutors. This differs significantly with ODL students whose contacts
with course tutors and fellow students are very minimal.
This paper attempt to address the issue of motivating ODL students whose
contacts with course tutors and their fellow students are very minimal. Within
this environment, with the view that the students are separated physically and
spread over wide geographical areas, more often than not, these students can
feel isolated, discontent, loss and helpless. Hence the added role of the course
tutors within this environment is to mitigate these negative elements and to
engage the ODL students to realise their potentials.
LITERATURE REVIEW
Role of Teachers
Kanuka (2011) identified six roles of teachers. Those six roles are, (a) teacher
acts as a prominent disseminator of content and the student is a receptacle
of this information, (b) teacher organise curriculum around problems and
situations which relate to the experiences of the students, (c) teacher change
the behaviour of people (students) in such a way that they can work with each
other to design and build a society that minimizes suffering and maximizes the
chances of survival, (d) teacher support individual growth and self-actualization,
(e) teacher invoke changes in the political, economic, and social order in society
via the intersection of education and political action, and (f) teacher develop
rationality to bring about deepened awareness in meaningful touch with reality.
Undoubtedly, within the ODL environment, teachers cannot perform all of these
functions.
One major problem with ODL courses is the high attrition rates. Citing Carr,
(2000), Angelino, Williams, and Natvig, (2007), reported that the attrition rates at
the undergraduate classes taught through distance education are at the average
10 – 20% higher than face-to-face. This is due mainly to the problems of social
isolations faced by the ODL students. According to Krajnc (1988) social isolation
E-Learning 105
can be measured by contacts with other students, contacts with individual tutors,
group consultations, attendance to short seminars and the possibility to discuss
personal learning problems with relatives and friends. Social isolations when
compounded with family, work and financial commitments that they have to
endure throughout their study – the three important challenges faced by the ODL
students – can impact on students’ participation, motivation and achievements.
e-Learning
106 E-Learning
student access, (11) provide frequent and descriptive feedback to students.
Singh, O’Donughue and Woron (2005) suggested that e-learning provides the
opportunity for teachers to test students of real-life business situations. This
test may not be limited to the business situations. Since students-learners are
matured working adults, it is most likely that they will embarks on ODL program
that can advance their career path and therefore will enrol in programs that befit
their job description. This allows the teachers to test students and assigned tasks
or assignments that suit their working experience thus enriching the knowledge
sharing among the learning community.
Using data gathered fom a case study involving 6 FE colleges, comprises 70 staffs
and 500 students and a survey of 508 tutors from 100 differenet FE colleges
that attended National Training Network training events, Finlayson, et al. (2006)
concluded that effective use of ILT (information and learning technology) has an
important impact on student’s immediate outcome in the area of knowledge and
skills acquisition and development of autonomous learners. According to them,
such positive impact depends very much on the effective use of ILT which include
availability of equipment, use of ILT based on sound pedagogy, tutors’ awareness
of the benefit of ILT to support learning and teaching and the time allocated by
tutors developing their ILT practices.
Students Engagement
Established in 1971, the SDE USM is the pioneer provider of higher education
via distance learning in Malaysia. Currently the school offered four degree
E-Learning 107
programs, namely Bachelor Degree in Arts (Geography, History, and Literature),
Bachelor Degree in Social Science (Anthropology and Sociology, Economics and
Political Science), Bachelor Degree in Science (Biology, Chemistry, Physics and
Mathematics) and Bachelor Degree in Management (Organisation, Finance and
Marketing). These programs are an exact replication of the traditional full time
programs offers by the various schools in USM.
The SDE adopts a blended learning approach in teaching and learning. Students
are provided with reading materials in the form of modules or books. This can
either be physical modules or books, or e-module or e-books. Tutorials are
conducted through videoconference as well as web-conference on a scheduled
basis. In addition, a three-week residential period is made compulsory each
year. Although the residential period was scheduled for three weeks, the time
allocated for each course for a face-to-face interaction with the course managers
are limited in view of the number of courses registered by students. The video
conference, web-conference and the residential period forms the face-to-face
elements of the teaching and learning activities. While the video conference
and web-conference are the electronic mediated interactions, the residential
weeks forms the actual or physical face-to-face interaction between students
and teachers and between their peers. In an earlier study, Ku Azam (2005) found
that students look forward to this residential period. One of the reason is that
during this three-week duration, students can fully concentrate on their study,
free from any kind study-work-family distractions.
With the development of ICT, e-learning was adopted and used extensively in SDE-
USM beginning 2005. This is integrated within the School’s Learning Management
System (LMS). Within this LMS, certain aspects of teaching and learning activities
are conducted. This includes e-assignment, quizzes, e-notes, e-books, e-module,
questions bank, the video lectures and forum. Traditionally, the forum is the most
active part. This somehow has been replaced by social media platform especially
the facebook. The use of ICT has also been extended to the administrative
functions of SDE which include students’ registration, e-post, and ebrary. The
University Science Malaysia library has a collection of over 120,000 E-Books
accessible to our distance learning students.
108 E-Learning
Engaging Students in ODL environments – a Personal Experience
LMS should be friendly, attractive and above all comprehensive to attract students’
attention. In the case of the SDE, we use Moodle as our LMS platform. This can
be accomplished by giving attentions to details. A comprehensive LMS should
provide a) an overview of the course (subject), b) the course learning outcome,
c) an overview of each of the lessons to be covered in the course, d) the lessons’
learning outcome, and e) lesson plan (academic planner). Course managers
should be proactive to update materials and especially to guide students along
the way. It is advisable that these materials are made available as time progress,
or superficially as the lesson plan progress. Although the materials might have
been there from previous semester, but as in Moodle, this can be turn-on and
turn-off with the hide and show button.
A lesson plan would help students plan their study. This lesson plan can be
organised by either weeks or month, so that students knows whether they are
lagging behind or otherwise.
The lesson plan would require course managers to organise lesson in sequence.
Course managers/tutors should treat on-line lessons similar to face-to-face
lectures. In face-to-face environments, lectures are conducted sequentially.
Similar approach should be adopted in the ODL environments. The present author
find it beneficial to organise lessons sequentially according to topics. This is
helpful in facilitating discussion either in the form of forums or chats. Each topic
should have a synopsis to provide an overview of what to cover.
E-Learning 109
In SDE, tutorials are conducted via videoconference or web-conference. The
videoconference and web-conference are scheduled prior to the start of the
academic year. The recoding of these videoconference and web-conference
sessions are uploaded into the portal. Lessons can also be recorded by the course
manager. These recordings are made wither with dedicated software such as
Camtasia or are done in our in-house studio.
As with the lesson plan, students should be provided with a time table to guide
them when each of the lesson shall begin and when it will end. This will ensure
that students keep tract of their progress and prepare them for the lesson.
Since ODL students are mostly working adults with other work-family commitments,
a degree of flexibility should be given. Thus, forum can be opened throughout
the year and chats, which are normally constrained by time duration, should be
archived.
Group projects
Pratt (2015) suggested that ODL students must be made to feel that they are part
of a community, that is the learning community. Based on observations made
from previous studies, Pratt reported that “distance students who feel part of
a community of learners tend to be more satisfied and learn more effectively”
(p.20). Apart from reducing the problem of isolations, feeling part of learning
community will encourage the ODL students to compete, communicate and
collaborate with each other.
Group projects has an advantage over individual projects whereby students are
forced to work together despite being separated by physical and geographical
locations. From our own experiences, this physical or geographical separations
does not hinder or discourage students from interacting between themselves. The
development of ICT and the wider coverage of ICT open up the communications
channels between students.
Course tutor can facilitate this communication by allowing the LMS to be used
as a platform for students to communicate among members of the groups by
110 E-Learning
creating groups within the course page. Apart from that, by allowing LMS to be
used as communication channel, course tutor has the opportunity to intervene
when necessary to guide students in the group projects.
E-Learning 111
score of 3.18 for Facebook and 1.28 for Moodle. This is understandable
because Facebook is a social media whose coverage are diverse and its
main purpose is not for education as compared to Moodle. Nonetheless,
this does not mean that this channel should not be pursued. The author
has experienced that by using Facebook, feedback or rather acknowledge
from students is spontaneous.
CONCLUSIONS
In most of ODL programs, the main study materials are the modules; a well-
structured study materials produced specifically for the ODL students. A well-
structured module, prepared with ODL students in mind, consists of an easily
understood materials accompanied with in-text exercises and the various pit-
stops to allow pause, explain concepts, referenced to other sources such as the
internet, would allow students to digest the course contents.
The strategies discussed in this paper can act as compliments to this well-
structured course modules.
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E-Learning 115
GAMIFICATION AND LEARNING
Increasing Student Online Session Engagement
through Gamification
ABSTRACT
The study was conducted for one year covering the first and second
semester. During the first semester, gamification was used in a
French Language class and in a Basic Logic class in Philosophy during
the second semester.
INTRODUCTION
Nowadays with the advent of technology, the students are more distracted
than ever. Games has become mobile and it has captured the attention of the
students. It was already difficult to get their attention without the technology,
now it has become even more difficult with it. So, instead of telling the students
to get off the games, why not enter their world and gamify the classroom? This
way, we get their attention and harness their interest in gaming by diverting
their focus to the lessons which are gamified. As the cliché goes, if you can’t
beat them, join them.
E-learning came to the school a few years ago. It started with an in-house
learning management system developed by the school’s IT center. In 2014, De
La Salle University - Dasmariñas subscribed to NEO LMS as the school’s learning
management system. The virtual learning environment was named Schoolbook.
However, even though, it was an online environment, the kind where the youth
thrives, it was not smooth sailing, at first. Since it is new, online engagement is
difficult. Even if it means having readily available lessons materials, having at
least three attempts in online assessments and some days off from the classroom,
still, the students prefer the traditional style of instruction. They still prefer face-
to-face instruction and being spoon-fed with lectures. And when a teacher uses
online learning, students say that they are not teaching. They often forget the
online deadlines, ignore the uploaded materials and even forget their passwords.
This paper seeks to show that the use of gamification influences the students’
motivation and engagement. To find out if indeed this is so, the researcher seeks
the answers to the following questions: First, could the achievement system
have had any effect in their motivation and usage behavior? Second, could the
factors that made students motivated by gamification changed their outlook on
the online session?
While there is no magic pill or silver bullet, the researcher believes that
gamification will help engage students in their online classes. Looyestyn,
et al (2017) said that gamification is the recent trend that offers to increase
engagement through the inclusion of game-like features like points and badges,
in non-game contexts.
REVIEW OF LITERATURE
The study has used the Flow Theory in showing student engagement in gamified
online sessions. Whitson, states that Csikszentmihalyi (1990) said that it is a
theory of optimal experience based on the concept of flow – the state in which
people are so involved in an activity that nothing else seems to matter; the
experience itself is so enjoyable that people will do it even at great cost, for
the sheer sake of doing it (Whitson, 2009). To be in flow means the complete
immersion of a person within a task (Sailer, 2013). According to Whalen (1999),
the term flow refers to an optimal state of immersed concentration in which
attention is centered, distractions are minimized, and the subject enjoys an
autonomous interaction with the activity (Whitson, 2009).
While game mechanics and game design are essential to gamification, the
researcher discovered that the kind of rewards that the students received while
performing their tasks is crucial in motivating them and getting them hooked in
their tasks.
METHODS
The research design is basically qualitative. The students answered an end of the
course survey at the end of the semester. The survey instrument has two sections:
the first one was about the demographic details while the second was about
the participants’ attitudes towards gamification and their opinion on how useful
particular game elements, such as rewards, could be in their class standings.
They were also asked what rewards they would like to add in the current set.
Materials
Twelve classes composed of college students answered the survey at the end
of each semester last school year 2016-17. In the first semester, students from
French language classes while in the second semester, students from Logic classes
were part of the study.
Characteristics
Count %
Gender
Male 108 28.65%
Female 158 41.91%
Age
15-17 13 3.45%
18-20 224 59.42%
21-23 30 7.96%
24-26 0 0%
27-older 1 0.27%
Year Level
1st 3 0.8%
2nd 128 33.95%
3rd 100 26.53%
4th 33 8.75%
5th 2 0.53%
College
CTHM 105 27.85%
CEAT 58 15.38%
CLAC 53 14.06
CBAA 31 8.22%
CSCS 20 5.31
During the first day of class, the students were oriented to the conduct of the
course. It was a blended class using the flipped classroom model. All course
materials, lesson content and assessments, were already uploaded in the
Schoolbook. All enrolled students were automatically included in the game.
The first level was very easy to achieve, and also the second and third level. As
they advanced easily they got hook in the game especially when they received
rewards along the way. The idea was to give rewards that would be beneficial
to them. Unlike other games, where players only received badges, in this game
it was created that rewards would help them earn more points and go up in the
levels. Rewards are in the form of Late Pass, Late Submission Pass, Assessment
Exemptions, Excused Absence rewards, One More Try, Final Task Exemptions
lottery tickets, etc. From this set of rewards, what is most beneficial for them is
the late submission pass reward as shown in fig. 2.
1. How do you feel about the use of points and earning achievements (badges,
rewards) for different activities?
The leaderboard in the Schoolbook only shows the top ten students. Most students
loved the idea of being on top of the leaderboard. One student said, “It makes
me strive harder than I would normally be because I kind of liked the idea of
being in the leaderboard.” Being in the leaderboard made them confident and
proud of their achievements.
Some never had a chance to see their names in the Dean’s list or in the honor roll,
Barlow (2016) said that the introduction of games into the classroom environment,
with stars, levels, competition and goals, increased the motivation of students
to complete a greater quantity of schoolwork. They have seen students more
excited and more motivated to learn. One of the students in the class, said that
even though there are lots of assessments, it doesn’t really matter, ‘go lang ng
go!’ (just keep it going!). The gamified classroom had a positive effect on the
students, “because we were motivated to pass our assessments and open the
lessons.”
2. Did the achievement and reward system had any effect on your motivation
and usage behavior?
Among the rewards that were won by the students, the Late Submission pass
reward was the most beneficial. Some students tend to procrastinate in answering
assessments or in submitting assignments. When they do, they usually miss the
deadline. With the late submission pass reward, they can answer or submit missed
assessments. One student said, “Yes, it is very helpful in following up a missed
assessment because as a dormer it is hard for me to do assessment without a
Wi-Fi, laptop and having a curfew. It helps us following up missed assessment.”
The third most beneficial is Excused Absence reward. The school has an attendance
policy. The students are allowed only seven absences. If they incur more than
seven absences they are automatically dropped from the course and received
a failing grade. Having an excused absence reward will lessen those number of
absences and helps them stay on the course.
Many students were motivated by the rewards that proved beneficial. The notion
that rewards help them recover from missed assessments or from very low scores
that made them get good grades. It was both novel and motivating. One student
said that “the rewards were life-savers.” Another remarked, “I feel competitive
and eager to unlock badges and rewards and gain points as well as staying within
the top of the leaderboard.” One student said that, “Yes, achievement and
reward system effect my motivation in school. I feel like i deserve it. When you
really try hard on something, and you get a reward, it is an awesome feeling. It
is the energy that push me forward.”
When they were asked what additional rewards they would like, 36 out of 117
There are also a good number that suggested more rewards. In figure 3, 28 out
117 (23.97%) respondents suggested rewards like, instant passing grade or an
immunity from discipline officers, etc. One said that an easy pass reward would
be great because it assures a passing grade. Another wanted a more practical
one, something that will be shared with the whole class, like some sweet treats.
An immunity reward would be great, declared one student. Something that would
excuse them from a minor/major violation.
This research has shown that the students did not mind the task at hand as long
as they get rewarded in the end.
Here are some points that teachers must consider before gamifying their
classrooms. First, gamification needs a good game design. It is not enough if you
have the basic game mechanics, you should think how to use them accordingly.
Second, look for a framework or a theory that would support your game. A good
theory on game design is flow theory. More studies on the application of flow
theory on game designs is highly encouraged. Finally, develop a good reward
system.
Making a comparative study between blended classes who are gamified and non-
gamified to see the difference of motivation and engagement must also be done
in the near future.
The researcher would like to thank the Center for Innovative Learning Programs
for their support and his colleagues, Mr. Loreto Camiloza and Mr. Edwin Lineses,
for sharing their expertise and precious time.
REFERENCES
Student Engagement in Online Learning: What Works and Why. (2014). ASHE
Higher Education Report. Vol 40 Issue 6, p1-14.
Barlow, T., Fleming, B. (2016). A science classroom that’s more than a game. The
Journal of Australian Science Teachers Association, Vol. 62 Issue 2, p31-37.
Buckley, P., Doyle, E., Doyle, S. (2017). Game On! Students’ Perceptions of
Gamified Learning. Journal of Educational Technology & Society, Vol 20
Issue 3, p1-10.
Cheong, C., Filippou, J., Cheong, F. (2014). Towards the gamification of Learning:
Investigating Student Perceptions of Game Elements. Journal of Information
Systems Education, Vol 25, Issue 3, p233-244.
Çeker, E., Özdamlı, F. (2017). What ‘Gamification” is and what it’s not. European
Journal of Contemporary Education, Vol. 6 Issue 2. P221-228.
Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., Maher, C. (2017).
Does gamification increase engagement with online programs? A systematic
review. PLoS ONE, Vol. 12 Issue 3, p1-19.
Whitson, C., Consoli, J. (2009) Flow Theory and Student Engagement. Journal of
Cross-Disciplinary Perspectives in Education, Vol 2 No.1 p40-49.
ABSTRACT
Students of the 21st century are students of the future. For students
to be engaged and motivated, the “intellectual barrier” between
the teacher and the student is removed, through a student-centered
approach. This can be further aided by the concept of gameducation,
or gamification of education alongside online communities. One of the
novel online educational game-based platforms is known as Prodigy
– a free accessible platform for both teachers and students studying
Grades 1 – 8 mathematics. With its two types of interface, for the
teacher and for the student, this study is limited to the student
interface only, and access to computers with internet connectivity
may be limited in certain areas of the country. An evaluation of the
platform was conducted by both the Grade 7 mathematics teacher
of the University of the Philippines Rural High School (UPRHS) and
UPRHS students of Grade 7 Tindalo. Using a forced-choice scale model
(1 - Strongly Disagree; 2 - Disagree; 3 - Agree; 4 - Strongly Agree)
and open-ended questions, results yielded a positive perception for
the categories “Learning” (mode of 4), “Ease of Use” (mode of 4),
“Ability Levels” (mode of 3), and “Technical Quality” (mode of 4).
The teacher and most students recommend the use of Prodigy in their
mathematics classes as it aids in student learning. Notable pitfalls of
using the said platforms are time constraints or management and the
INTRODUCTION
21st century students are students of the future. They are known to have
difficulties in maintaining focus, attention, and interest; those qualities are
needed to engage and motivate students. Thus, constructivism is one option.
McCray (2007) defined Constructivism, such that it “views learning as a process
in which the learner actively constructs or builds new ideas on concepts based
upon current and past knowledge.” McCray also added that the techniques
exhibited by Constructivism “may improve students’ academic performance and
achievement” where its aim is for the student to excel and attain academic
achievements.
Since students are engaged through the help of the instructor or teacher, the
“intellectual barrier” between the teacher and the student is removed, through
a student-centered approach. Courville (2011) noted that before the boom of
technology (internet, mobile devices) and its integration in education, instructors
and teachers need to be engaged face-to-face with the learning community, such
that it needs “physical proximity”. Courville added that through the help of
technology, the constructivist point of view can be applied, through the context
of “online learning communities” where students and teachers alike can take
part in socialization among them.
The study was conducted during the second week to the fourth week of May 2017
at the University of the Philippines Rural High School (UPRHS), Bay, Laguna.
REVIEW OF LITERATURE
Gamification of Education
On the other hand, Ke & Grabowski (2007) were interested on the use of
adventure games. They studied the effects of such with a sample size of 125
participants (5th grade students), all of which were divided into groups of three:
(1) cooperative game playing group; (2) competitive game playing group; and
(3) no game playing group. These groups were examined given a duration of
four (4) weeks. Their findings showed that the “two game playing groups had
better math performance, while the cooperative game playing group had better
attitude towards the subject, compared to the other conditions.” Katmada et.
al. (2014) concluded that games “could actually be successfully incorporated and
used by educators as a supplementary tool for the teaching of formal curricular
material.”
This paper follows an exploratory research design, which aims to develop insights
and understanding on the use of Prodigy as an online supplementary material in
Grade 7 mathematics.
Grade 7 high school students (A.Y. 2016-2017) studying at the University of the
Philippines Rural High School (UPRHS) were chosen as participants. There were
3 sections for Grade 7, namely Dao, Ipil, and Tindalo. Each class is composed of
at most 40 students. Through draw lots method, the chosen sample was Tindalo,
with a total of 38 students. Their current Grade 7 Math teacher was also a
participant in the study to have a teacher’s viewpoint on the program.
An evaluation form, modified from the Grand Valley State University Software
Evaluation Form, was used for data gathering. It utilized a forced-choice
scale model, implying that the respondents have accessed and tried the
online educational platform, and thus avoiding any neutrality in the responses
(familiarity to the program is present). Moreover, the developed form eliminated
any ambiguous option, thus resulting to additional value for decisions on
respondents’ preferences. The form utilized the scale given below:
The evaluation form was evaluated by two (2) UP NISMED (National Institute for
Science and Mathematics Education Development) personnel (Science Education
Specialist II and Audiovisual Group Chair, Ma. Lourdes Sales–Agad and Science
Education Specialist IV and Senior Lecturer II, Affiliate Faculty of Science Society
Program, College of Science, UP Diliman, Rodolfo S. Treyes, Ph.D.). An attention
check was added at the “Ability Levels” category to preserve data (“To preserve
your answers, please check “2”)
The mode, frequency, and descriptive statistics were used to explain data. The
data from the forced-scale evaluation were summarized using the mode and
frequency, while the open-ended questions were analyzed using descriptive
statistics. These in turn provide an explanation on the perception and effectiveness
of Prodigy as a supplementary material on the chosen respondents.
Given that instructions were distributed to the respondents and that this study
was conducted at the expense of the students’ homes, Figure 1 shows that
more than half of the class size (55%) have registered and evaluated the game
while less than half (45%) of the students have not signed-up in the website.
The participating 55% of the sample size answered the evaluations forms and
their responses were tallied and analyzed based on the modes, frequencies and
descriptive statistics. The students’ responses were first analyzed, followed by
the teacher responses.
The frequency of the students’ responses for the evaluation categories enumerated
below are summarized Table 1.
Most of the respondents “Strongly Agree” on all criteria for the “Ease of Use”
category. The game provided a series of dialogues that aid the user to identify
what to do next. This design kept the user in track during the game that avoided
confusion regarding a current situation (e.g. in a monster battle). Like any other
web application, Prodigy can be closed anytime. Once the student disconnects
his or her device from the internet or logs-out his or her account, the game saves
the current achievement/s the student had. Moreover, the game provided a
variety of options to customize their characters to avoid racial bias; in-game chat
is strictly filtered to block abusive words (e.g. discrimination, hate speeches).
Overall, the mode for this category is “4” (Strongly Agree), implying a strong
positive response in this evaluation category.
In the” Ability Levels” category, most of the respondents “Agree” on all criteria.
The “teacher” chooses the grade level of his or her students and controls the
topic/s in Prodigy depending on his or her prerogative on topic planning. However,
once the plan has ended, the game will proceed to its diagnostic test (free game)
and will continue to identify students’ deficiencies and align its questions to
address such. Overall, the mode for this category is “3” (Agree), implying a
positive response in this evaluation category.
In relation to the students’ responses, this study also shows how a Grade 7
mathematics teacher views this educational online game-based platform as
a supplementary material in Grade 7 mathematics (Table 2). Looking at the
frequency of the teacher’s responses, most of her choices are “3” (Agree) and
“4” (Strongly Agree). Observing both data from the teacher and the students’
responses, both opinions are on
Upon summarizing the tallies and modes, the student respondents have a positive
perception in general (Figure 2). This is in relation to the question regarding the
use of Prodigy for improving student learning as an open-ended question. Most
students cite the benefits of Prodigy’s good technical quality and its impact on
the students, such as the game is “more exciting and visual”, where there is the
inclusion of “fun activities” while answering the questions. Another said that
this lead to an increase in motivation for answering math problems. They show
inclined support for video games as it makes learning enjoyable, interesting,
appealing, and exciting (“doesn’t feel bored”).
While the students agree on the benefits of Prodigy in student learning, their
views on its use as a supplementary material in mathematics vary, as shown in
Figure 3. Most students recommend the use of Prodigy in their math class with
the above reasons stated. While one (1) respondent expressed uncertainty, less
than a quarter of the student respondents do not want Prodigy to be used in their
classes as a supplementary material because “it takes a lot of time” while one
argued that the calculator function has been considerably used throughout and
“that would not result into learning.” Another comment from a respondent is the
availability of time in playing the game, such that given time constraints, “It is
better to study your books and notes than playing a game.”
Data from the evaluations yielded that the overall perceptions of the students on
“Learning” (mode of “4” – Strongly Agree), “Ease of Use” (mode of “4” – Strongly
Agree), “Ability Levels” (mode of “3” – Agree), and “Technical Quality” (mode of
“4” – Strongly Agree) inclined to be positive. In relation to the students’ responses,
the teacher’s responses have most of her choices as “3” (Agree) and “4” (Strongly
Agree). Observing both data from the teacher and the students’ responses, both
opinions are on the same track regarding Prodigy as a supplementary material
in improving student learning; thus, there is a positive perception towards
the game. Overall, based on the teacher and students’ responses, Prodigy is
recommended as a supplementary material in mathematics, yet less than a
quarter of the students do not due to time elements and the use of the in-game
digital calculator.
Given that the study was conducted at the students’ home, it is recommended
that the conduct of the study be made in the school premises, especially in
the computer laboratory where there is internet connectivity; this avoids non-
participation of students. Allotting multiple meetings may be applied in this set-
up. Aside from this, other grade levels may be chosen as the sample size of this
study. Other online games related to mathematics may be studied using the same
type of questionnaire in this study.
ACKNOWLEDGEMENT
The author would like to acknowledge the UPRHS faculty and students, specifically
Grade 7 - Tindalo and their adviser for permitting the author to conduct this
study.
Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature
review. In European Conference on Games Based Learning (Vol. 1, p. 50).
Academic Conferences and Publishing International Limited, London (Regno
Unito). ISBN: 978-1-910309-55-1.
Chen, P. D., Gonyea, R., & Kuh, G. (2008). Learning at a Distance: Engaged or
Not? Innovate: Journal of Online Education, 4(3).
Courville, K. (2011). Technology and its use in Education: Present Roles and
Future Prospects. Online Submission.
Higgins, S., Katsipataki, M., & Xiao, Z. (2012). The impact of digital technology
on learning: A summary for the education endowment foundation. Durham,
UK: Education Endowment Foundation and Durham University.
Katmada, A., Mavridis, A., & Tsiatsos, T. (2014). Implementing a game for
Supporting Learning in Mathematics.” The Electronic Journal of e-Learning,
12(3).
Andreas Setiawan
ABSTRACT
In this modern era, one of the most interesting inventions in the field
of entertainment is games. Not only could games relieve our stress
from daily routines, boredom, etc., but they could also be used as
a medium for learning. The purpose of this study is to discover the
Faculty of Language and Arts students’ perceptions on the group-
based game making to learn descriptive writing and the students’
perception of game-making benefits for learning descriptive writing.
The data were taken from 24 freshmen in batch 2016 of the Faculty
of Language and Arts, Soegijapranata Catholic University. For data
collection, the writer used a close-ended, Likert Scale questionnaire
with four arranged options. The analysis method used in this study
is quantitative method which uses a simple descriptive statistics
analysis. The results of the study showed that the students’
perceptions on the group-based game making to learn descriptive
writing and the students’ perception of game-making’s benefit for
learning descriptive writing is positive. Students found that games
were useful and helpful to be applied for descriptive writing practice
as it gave them various supportive multimedia aids such as visual
illustration, audio support, content editor, etc. and group-based
game making activity also enhances their communication, peer
solidarity, and language skills.
One of the methods of using games for learning purpose is through the activity of
game making, especially in groups (working collaboratively). Group-based game
making (or collaborative game-making) provides a learning model where students
or learners can work together to create something meaningful for them, which
could also facilitate the development of a range of 21st Century Skills (21CS)
such as critical thinking, computer literacy, problem solving, etc. (Bermingham,
et al., 2013). Furthermore, designing and developing games could address the
needs that the learners require better than simply playing the already-existed
games (Brennan & Resnick, 2012; Robertson, 2012).
Existing literature on the role of games used for learning has shown some significant
impacts for the learners. According to Dempsey et al. (1994), games serve many
functions such as tutoring, amusing, helping to explore new skills, promoting
self-esteem, practicing skills, or seeking to change attitudes. In addition, simple
types of games genre such as adventure, arcade, board, simulations, puzzle
and word games could be constructed to achieve specific learning outcomes
such as decision making and problem solving (Dempsey, Lucassen, Haynes, &
Casey, 1996), and help promote computer literacy skills (Natale, 2002). Blake &
Goodman (1999) have also found that using games as a learning medium could
motivate the students’ preparation for class and help them become acquainted
with their classmates that they have not worked with before. Therefore, games
could also be used to facilitate students to learn collaboratively with their peers.
The reason why the writer conducted this research on group-based game making
to learn descriptive writing is due to the fact that the writer wanted to find out
the potential of the use of game to enhance the learning process and skill such
as descriptive writing skill. The writer would also like to know if games could be
designed and used for learning purpose to achieve a specific learning outcome.
Even though there is some research on the utilization of game for learning in
other countries, such literature is still lacking in Indonesia, and that is why the
writer decided to contribute one to it. In this research, the writer formulated a
problem related to the students in the Faculty of Language and Arts: What are
students’ perceptions on group-based game making to learn descriptive writing?
REVIEW OF LITERATURE
GAME
Before we discuss any further, it is important to know what a game is actually for
the purpose of this review. Dempsey et al. (1996) defined game as:
It might be best if we treat game like our parts of the body, each of which
has different designs, purposes, gameplays—competitive, cooperative, or
individualistic (The British Educational Communications and Technology Agency
[BECTA], 2001, p. 1) and target audiences, giving a broad range of options for
players to experience and enjoy. To put it simple, game has many varieties of
categories. According to Herz (1997), there are some major game categories, as
follows:
1. Action games – a type of games where players’ reaction plays a major role
in completing the games such as shooting games, platform games (where
the players need to move their character from one platform to another
in the game in order to survive, for example), and other reaction-based
games.
3. Fighting games – a kind of game where players fight (mostly using martial
arts) computer-controlled enemies or player-controlled ones. The
objective of this game category is to defeat your opponent and become
the winner, just like in a real fighting competition. Examples of this type
are Tekken series, Mortal Kombat series, Ultimate Fighting Championship
(UFC), and other fighting-based ones.
Like Herz (1997), Griffiths (1997, 1999) also divided games into more or less
similar categories, but he mentioned that only two categories from the list,
which are puzzlers (puzzle) and weird games (games that do not fit another
categories), contain educational capabilities. He also suggested that the
aforementioned categories could be implemented in schools so that it might
“foster learning and overcome some of the negative stereotypes that many
people have about computer games.”
In their research findings, Blake & Goodman (1999) found that using simple
Gee (2003) stated that a well-designed game can leverage deeper and deeper
learning, and in this context is language learning. Ang & Zaphiris (2006) also
stated that the contexts that games and simulations provide offer (the player)
great opportunities to use (learn) the target language.
COLLABORATIVE GAME-MAKING
DESCRIPTIVE WRITING
• The woman on the beach watched the sun set over the ocean. (tells)
• Shades of neon illuminated the edges of clouds, backlit by the sizzling sun
that slipped beneath a cerulean sea. (shows)
From the examples above, sentences that tell tend to be direct because they are
objective. Sentences that tell record verifiable facts as a scientist or journalist
might. On the other hand, sentences that show are subjective; they may be
influenced by the writer’s personal experiences. Sentences that show create
mental images and elicit emotional response for the readers.
RESEARCH METHODOLOGY
METHOD OF DATA COLLECTION
Participants
The participants of this research were the freshman of the Faculty of Language
and Arts. The population of the participants is 65 students. The writer recruited
all of them to the workshop but there were only 24 students who were voluntarily
willing to come. The reason why the writer chose the participants was because
the students just started to learn and practice descriptive writing in English
writing class.
Instrument
In collecting the data needed for the research, the writer used instrument to
achieve the research’s goals. The instrument to collect the data in this study are
questionnaire. Questionnaire is a series of questions which are utilized to collect
data or information needed from the respondents involved (Creswell, 2009). The
writer used the questionnaire from Murniati & Sanjaya’s study (2015) that was
The questionnaire that the writer used for this research was close-ended
questionnaire and it consisted of seven background questions and 18
statements. Four response options are provided in the questionnaire, ranging
from:
• 4 (Strongly Agree)
• 3 (Agree)
• 2 (Disagree), and
• 1 (Strongly Disagree)
The questionnaire used was already in English because the participants of this
research were the students of the Faculty of Language and Arts so the writer saw
it unnecessary to transcribe it.
The game-creator software, RPG Maker, is a program that enables its users to
create their own RPG (role-playing video games). Most of it has a tile set based
map editor, a simple scripting language for scripting events/dialogue, and a
battle editor included. All RPG Maker releases have initial premade tilesets,
characters, and events that can be utilized in creating new games. Also, for the
PC version, users could add new tilesets and characters, including new graphics,
should they want to. RPG Maker MV is the latest series of RPG Maker programs. It
has been greatly improved from the earlier releases, and it has multi-OS support,
side-view battles and high resolution support. RPG Maker MV is the first engine
in the series to use Javascript with plugin additions. Also, completely created
games can be played on a mobile device.
In this section, the writer would like to elaborate the procedure of this research.
1. Firstly, the writer modified the questionnaires from Murniati & Sanjaya’s
study (2015), entitled The Integration of Games for Collaborative
Learning. The writer edited and deleted some parts of the question in
order to meet the writer’s need for this research’s results. For example,
the writer changed the addition of ‘descriptive writing subject’ emphasis
in some of the questions. One example of it is the question ‘Do you agree
that a game meets your needs for learning a subject?’ is edited into ‘Do
you agree that a game meets your needs for learning descriptive writing
skill?’
2. Secondly, the writer did a pilot study to check the validity of the
questionnaire. The pilot study was done by six students who are not from
2016 batch. Based on the six participants’ responses, the statements
of the questionnaire were clear enough and no confusing statements
were found. Therefore, it can be concluded that all statements of the
questionnaire are valid.
3. Third, the writer asked for permission from the lecturer(s) of the Faculty
of Language and Arts for conducting the workshop.
4. The writer met and informed the students a day prior to the workshop and
explained briefly what this research and workshop were about, also the
preparations needed for the workshop (laptop/ computers).
5. Next, on the workshop day, the writer divided the students into a group of
three and gave the students an hour to brainstorm their story ideas. After
that, the writer guided them in creating and editing the game step-by-
step until they were finished with their work.
6. Then, the writer distributed the questionnaires to the students who
had finished their work. The writer also assisted them in filling the
questionnaires to make sure that there would be no misunderstanding in
filling it.
7. Next, the writer analyzed the data from the questionnaires to find out
about the results. The writer analyzed the data quantitatively by using
SPSS to calculate the data.
8. Lastly, the writer interpreted the questionnaire results to acquire the
final, conclusive data.
The questionnaires were given to the students in class after the workshop was
done. The workshop for this research was conducted at Henricus Constant (HC)
B.1.3 classroom of the Faculty of Language and Arts. The participants of this
research were 65 students of 2016 batch of the Faculty of Language and Arts but
only 24 students were present for the workshop. For the workshop, the writer
informed the students to bring laptops before the workshop day for installing
RPG Maker MV, which was the game used for this research. During the workshop,
the writer first explained the students what descriptive writing is about. Then,
he asked the students to brainstorm their question ideas for their game for one
hour. Next, the writer guided the students during the game installation process,
followed by content editing, what should be added, how much questions, what
topic and so on. Last was the finalization of the game. The writer asked the
students to entitle and test their created game and also their peers’, followed
by questionnaire filling.
After the students finished filling in the questionnaires, the writer analyzed their
answers based on Likert scale for the statements quantitatively by using SPSS.
According to Babbie (2007, p. 171), Likert scale is a type of composite measure
developed by Rensis Likert in an attempt to improve the levels of measurement
in social research through the use of standardized response categories in
survey questionnaire. There are four response options provided, ranging from
4 (Strongly Agree), 3 (Agree), 2 (Disagree) and 1 (Strongly Disagree) where 4
(Strongly Agree) is the most favorable answer and 1 (Strongly Disagree) is the
least favorable answer.
In this chapter, the writer would like to discuss the findings and interpretation of
the data related to the students’ perceptions on group-based game-making to learn
descriptive writing. The writer analyzed the data based on the related theories and
previous researches that have been done. The writer also obtained the data from
the freshman. The students had taken paragraph and expository writing class, had
knowledge about descriptive writing in general. The students who participated in
the workshop were only 24 out of 65 of the total population, with the total gender
combination of 4 male students and 20 female students. In this chapter, the writer
described the findings in two sections; the first half consisted of each of the background
questions, and the second half is the 18 statements that were found in the related
questionnaire. They are as the following:
Table 1. Gender
Cumulative
Frequency Percent Valid Percent
Percent
Female 20 83.3 83.3 83.3
Male 4 16.7 16.7 100.0
Total 24 100.0 100.0
As the writer have stated above, a total of 24 students were the participants of
the workshop/research conducted. The participating male students were four
persons only, where the female students were the majority of the participants,
taking as much as 83.3% of the total amount (20 students).
Cumulative
Frequency Percent Valid Percent
Percent
Very Often 4 16.7 16.7 16.7
Often 7 29.2 29.2 45.8
Sometimes 7 29.2 29.2 75.0
Seldom 6 25.0 25.0 100.0
Total 24 100.0 100.0
The second item of the background question was the frequency of the students’
playtime. Four of the students said they played games very often. Seven of
them played games often too, but not as frequently as the first four students.
The rest were casual gamers as there were 29.2% (seven) students that played
games sometimes, and the last six students, which took 25% of the total, rarely
or seldom played games. The result indicates that the gaming frequency of the
students vary from one another depending on their preference of using their
leisure time.
Cumulative
Frequency Percent Valid Percent
Percent
On my laptop 8 33.3 33.3 33.3
On my smartphone 15 62.5 62.5 95.8
On my console 1 4.2 4.2 100.0
Total 24 100.0 100.0
The next item was about the gaming platform that the students tended to use.
The majority of the population (62.5%) played their game on their smartphone,
while the rest of the students played it on their laptops and gaming consoles,
summing as much as 33.3% (eight persons) for the former and 4.2% (one person)
for the latter. Rather than the usual gaming platforms such as computers/laptops
and consoles (PlayStation, Xbox, etc.), this result shows that most students
preferred a platform that is compact, easy to carry, and able to access at any
time, which is smartphone.
Cumulative
Frequency Percent Valid Percent
Percent
Very Good 2 8.3 8.3 8.3
Good 19 79.2 79.2 87.5
Fair 2 8.3 8.3 95.8
Poor 1 4.2 4.2 100.0
Total 24 100.0 100.0
The fourth background question asked about the students’ confidence in rating
their game-playing ability. 19 students were confident that their game-playing
ability was good, whereas two students proudly stated that they had a very good
game-playing ability than the rest. 8.3% of them felt that their game-playing
ability was fair. Interestingly, one student, or 4.2% of the total population,
acknowledged that his/her game-playing ability was poor. Based on the result,
the majority of the student felt that they had a good skill in gaming which could
be indicated that the students were familiar enough with the games that they
played.
The fifth from the background questions was about some type of games that
students liked to play. The writer provided some options and the students were
free to choose for more than one option, should they want to. From the table
above, the most favorable game type that the students liked the most was
simulation games whereas the second most popular ones belonged to real-time
strategy, role-playing game (RPG), and puzzle, favored by eight students each.
The least favored type was massive multiplayer online (MMO) which was chosen
by two students only.
Background question number six was about the students’ preference of players in
playing games. From 24 students, 25% (six) of them liked to play the game with
their friends/family members/colleagues (multi-player) whereas the majority
75% (18) for this category preferred to play it individually (single-player).
The result of this question shows that students liked to play their games by
themselves due to accessibility and availability. Playing a single player game is
quicker rather than multi player because students did not have to wait or even
need another players.
Cumulative
Frequency Percent Valid Percent
Percent
Yes 3 12.5 12.5 12.5
No 21 87.5 87.5 100.0
Total 24 100.0 100.0
The last background question was about the students’ experience in creating a
game. In this simple question, students were asked whether or not they have
created a game before. Three of them answered with ‘yes’ whereas the remaining
21 answered with ‘no’. While students’ inexperience in creating a game are high,
this is understandable because the students are from the Faculty of Language
and Arts whose focus is studying English instead of game making.
STATEMENTS
From the table (see table 8 on appendix A and table 9 on appendix B), we can see
that the overall mean score of the students’ perceptions on group-based game
making to learn descriptive writing could be concluded as favorable. Also, there
are two statements that have the highest mean scores of all (3.42), respectively
Statement 4 (This game is helpful for me to practice descriptive writing) and
Statement 14 (Games should be included as a learning medium in schools/
colleges). The mean for Statement 4 indicates that the usage of the game helps
the students describe their writing practice. The writer also observed during the
workshop that each character and setting could be developed differently into a
various form of descriptive details/questions from one group to another in a short
time. The majority of the students felt this game, or the usage of this particular
game during the workshop, are more helpful than the standard writing activity
(without any multimedia aids). The other one of the highest-scored statements,
which is Statement 14 (Games should be included as a learning medium in
schools/colleges), shows that the inclusion of a modern learning medium, which
in this case, game, is very preferred by the students in a school/college setting.
The statements that highlight the relevance of group-based game making for this
study are Statement 8 (I am interested in creating group-based games to practice
my descriptive writing skill), Statement 11 (I feel that group-based games are
more appealing if they can be played on various gadgets), Statement 15 (We
distribute the writing tasks equally), and Statement 16 (The team members
shared their ideas in creating the writing activities). The aforementioned
statement each have the following means of 3.00, 3.25, 3.08, and 3.29, resulting
to an average mean of 3.155. This data show that the students have perceived a
good attitude towards group-based game-making activity. Students feel that it is a
good activity for they could enhance their writing skill (in this case, descriptive),
and contribute something to the group such as ideas which are very relevant to
what Robertson & Nicholson (2007) had stated (sharing ideas & tips). They also
take turns in writing the descriptive questions/statements so that everyone is
involved in the process. The students also thought that the group-based games
that they created would be more interesting if it could be executed on various
gadgets/platforms so that everyone could enjoy it without any technological
hindrance or limitations.
The next list of statements highlights the students’ thought of the game’s usage
for practicing descriptive writing. Statement 4 (This game is helpful for me
to practice descriptive writing), 6 (Creating a game to practice descriptive
writing is exciting), and 7 (I feel this game meets my needs to learn descriptive
writing skill) are covering this section. The average mean of the aforementioned
statements for this section is 3.333. The average mean scores for this category
has proven that game’s usage plays a quite major part in boosting the students’
descriptive writing practice through the game aids as it is deemed helpful,
exciting, and fulfilling by the students. As for the game application for another
writing genre stated by Statement 5 (I am interested in creating a game for
different writing genres), the students also showed a positive attitude towards
the activity.
The statements that show the students’ personal thought of the game-making
activity and the game itself are Statement 1 (I feel satisfied with the game I
created), 3 (The template is helpful for me to create the activities), 9 (I am
interested in sharing the game I created), 10 (The game I created is useful for
other learners who want to practice their English skills), 12 (I feel that the game
I created is interesting), and 18 (It is better to create this kind of game on my
own). Favorable responses are given from the students to Statement 1 (3.13),
3 (3.29), 9 (3.00), 10 (3.21), 12 (3.17). We can see that after the activity was
The remaining statements, Statement 2 (Creating the game is easy for me) and
Statement 17 (Creating the writing activities is more difficult than creating the
game itself), received mean scores of 2.42 and 2.92 respectively. The students
found that making the game is not easy as they thought it would be as there are
many things that should be managed and programmed. The writer also found it a
bit overwhelming at first, but with a bit of practice and familiarity with the game
itself, everything will be easier and fun after a while. The writer believed that
the cause was from the students’ unfamiliarity for they tended to ask the writer
for a help in optimizing their game’s content. As for Statement 17, students
found it quite challenging in making the descriptive writing activity. Before the
workshop began, students were asked by the writer whether they had reached
descriptive writing in their writing class or not, and the students answered that
they had just started on the particular topic but had not practiced much. From
their answers, the writer believed that the cause was the students’ unfamiliarity
with the descriptive writing itself.
Based on the analysis on the previous chapter, the writer found out that in general,
the students’ perception on group-based game making to learn descriptive
writing have received a favorable response. Group-based game making has been
considered as a fun activity by the students as it fosters the enhancement of
their peer solidarity and also communication and language skills (see results of
statement 15 and 16 on appendix B). The activity stimulated the students to
share their knowledge and tips with their groupmates on how the game and the
writing should be constructed to be as good as possible. During the workshop,
the students were actively discussing the questions that they should be using
for their game and asked for their peers’ recommendation and ideas. They also
asked their groupmates whether or not their grammar on the questions was
wrong, hoping for a correction from their mates who had a better understanding
and knowledge about it so that the best result could be presented to other
groups at the end of the activity. Another positive aspect from the activity is
that the students who have a better knowledge at English could directly (or even
indirectly) teach his/her friends who haven’t yet understood, which potentially
leveraged the language learning process.
The students have also grown a positive attitude towards the game and the
activity involving the usage of games. The students felt a sense of satisfaction
upon completing the creation their game due to several aspects of the game
itself (see statement 1 on appendix B). Students felt that the game was very
helpful for them in the terms of learning purpose as it provided them a multiple
support (see statement 3 on appendix B). Games give them visual, textual, and
audio aids which could help stimulate the students’ ideas and imagination on
themes, characters, stories, questions, etc. that they would like to create. As
the game’s default language is also English, it could also enhance their English
skill indirectly. The students would also like to share the game template and
their created game with others due to its positive factors and usefulness (see
statement 9 and 10 on appendix B). Interestingly, the students showed a very
positive response to the idea of applying the usage of game for learning in
school/university setting (see statement 14 on appendix B). The main reason
was that students felt that using game as a learning medium was more fun and
interesting due to the aforementioned positive factors than the conventional
learning method.
Third, the game has also been perceived as a helpful medium by the students in
aiding them to practice descriptive writing. The game has provided more than
There were also some aspects in the study that hamper the students’ progress.
The first one was the students’ knowledge about the game. They are less familiar
with the game that sometimes it could slow their progress down (see statement 2
on appendix B). This was understandable in the writer’s perspective as they were
not from game technology major. The second aspect was the students’ knowledge
of the descriptive writing itself. The students did not learn the subject well
enough that they had trouble at arranging and making the descriptions of the
questions at some occasions. However, the problems above were not major and
with a bit of practice and familiarity on the matters above, the writer believes
that the hindrances could be negated completely.
The result of this study is also similarly related to Murniati & Sanjaya’s study
(2015), where students also encountered some technical encounters related to
the students’ familiarity with the game, but there was nothing major and did not
diminish the study’s findings that students felt the game was interesting and also
useful to learn a subject matter, which is English.
With regard to the conclusions above, the writer would like to incorporate some
suggestions for further study about the implementation of game-making in groups
for learning English writing skill, which is descriptive writing in this case. Firstly,
the study was limited in several ways. There was a low number of participants,
which is 24, and this study only used a simple descriptive statistics so it could
not be generalized to other populations. Also, the writer suggests an extensive
research about the full capabilities and features of RPG Maker MV or other game
templates that could be used for English skill learning purposes, mainly writing
skills. For future research, it would be preferable to find out more about the
participants’ English language & writing skills first so that the game could be
constructed to be more suitable to the research’s purposes. Last but not least,
the writer also hope that this study could be used as a reference by the lecturers
or teachers to improve their language teaching using a game as the learning
medium, so that students could enjoy and learn English in a fun, modern, and
beneficial method.
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T. Brenda Chandrawati
Erdhi Widyarto Nigroho
ABSTRACT
INTRODUCTION
In the last recent years, technology has been rapidly developed and available
for various fields, one of which is virtual reality technology. Virtual reality is
a technology that demonstrates a three-dimensional environment simulated by
Virtual reality technology is widely used in various fields, such as medical field,
architecture, entertainment and others. One example of using virtual reality is
in the game. When virtual reality technology is used in the game then the user
feels as though they are in the game world.
This situation can benefit from creating a game that can facilitate the user to
understand a particular subject that is considered difficult by most students i.e.
the math game. According to Turmudi, educational experts and mathematics
education experts have spent for many years in attaining a goal that mathematics
can be well mastered by students. Nevertheless, the efforts show that not many
students in each class favor the mathematics [1]. Then, the best solution in
understanding the basic concepts of mathematics is presented by using games
with virtual reality technology.
LITERATURE REVIEW
Virtual reality technology enables one to simulate a real object by using a computer
generating a three-dimensional atmosphere that makes the user as if physically
involved. The virtual reality works as follows: a user sees a pseudo-world, which
is actually a dynamic image; then, through a speaker or headphone device,
the user hears a realistic sound; by the headset, glove and walker, each user
movement will be monitored by a system that will give the appropriate reaction
so that the user feels in a real situation, both physically and psychologically.
1. Virtual world, the content of a given medium that comes in the form of screen
play or script. In this element, the user will experience the virtual world.
2. Immersion, the existing sensation in an environment. Immersion is divided
into two types: mental immersion and physical immersion.
3. Sensory feedback, information that is displayed to the user’s senses about the
virtual world, sensory feedback can be visual, audio or touch.
4. Interactivity, the virtual world that response to user action in real time.
Video game is a medium of learning that mixes interesting pictures and sounds.
Interesting pictures and sounds involving hand interaction to play games will give
a player pleasure, and will earn good learning outcomes. Such games are called
the serious game; they are not only used for fun but also used for the purpose of
developing skills and habits.
The definition of a serious game differs from one researcher to another. According
to Vinay, a serious game is defined as a software system that is a combination
of serious dimensions, the goal is not for fun and gaming dimension, which has
the element of game design and modeling concepts, game structure, game
techniques and GUI [3].
Masakazu explains that the serious game was first mentioned in a book written by
Clark C. Apt. In the book, the serious game was an effective game for education
and training. Explanation of the serious game had been written before the
computer game or video game was popular in the market. At the same time,
simulators and simulation systems were used for educational needs, training,
training support and strategic planning. After Game Developer Conference in
2004, serious games became popular and flourished in various areas. Masakazu
also explains that basically entertainment games and serious games are the same
computer games but have different usage [4].
C. Review of VR Game
Table 1.1
Game Education
No Story Segment Arts Interface
Name Opportunity
1 Finding Adventure Kids Japanese gamepad / To educate
in searching Anime touchscreen shape of
Item space
2 Temple Endless Teenagers 3D touchpad To introduce
Run running Animation letters or
but not shape of
detail space
3 Road rage Driving car Kids Draft touchpad To introduce
Animation letters or
shape of
space
4 Dragon Card Game Teenagers Japanese touchpad All types of
Front Battle Anime education
METHODOLOGY
The selected research objects are elementary school s From the design process
to the game played by a user, it will go through several stages :
1. Determine the game genre to be created, in this research the serious game
is selected as one of the genre of games that have been known.
2. Selection of tools to be used in the game.
Selected tools will be used to create assets, including the selection of sounds
and tools that will be used to develop the game.
3. Gameplay formulation
Gameplay is a pattern or mechanism used to manage the interaction
between players and games created. Gameplay also arranges for players to
experience a fun game.
4. Preparation of assets and design level
The concept of all the characters and grouping of difficulty levels is arranged
at this stage. It aims to get players to experience the optimal play
5. Development
At this stage all characters and assets begin to be enhanced in full
development and all elements are integrated.
6. Alpha / close beta test
This stage is done to determine whether it has been able to provide the
player experience in accordance with expectations as well as to detect
whether there is a technical problem. students with age range 6-7 years
around Semarang city.
From Table 1.1, the opportunity to educate is the introduction of space and
figure form. A simple game on virtual reality game is good for the introduction of
space shape, such as rectangular shape, triangle circle and so forth. This game
model is “Endless Run” like “Temple Run”, “Sub waver” and others. The player
will walk looking for a square shape. When the shape appears, the player must
shoot the square shape. If the shot misses, it will reduce the player’s life. The
player’s life has 3 (three) chances, then the game will be finished. If the shoot
hits the target, the player will score 10. Here is the game introduction of space
shape based on virtual reality
Players will be brought into the 3D world so it will make a child like being
in the real world. Next, the child will interact with how to find the shape of
space learned. In accordance with the principle of learning, learning will be
more successful with the interaction between players with the subject taught.
Likewise, the player will get learning over and over again and feel happy and
challenged by searching for the appropriate shape of space to get points and
avoid loss of life.
The weakness of this game is the player cannot choose any form of space, so
his life will not run out and the game is never finished even if the player does
not add the score. For that reason, it is necessary that the rules are given time
constraints. In addition, selecting the exact shape will add points and additional
time, so the game will be more challenging
Games with VR base bring players into the virtual world so it is possible to include
the learning process, especially math lessons
Learning the introduction of the numbers and letters can be applied easily to the
VR-based Game
ACKNOWLEDGMENT
The result of this study is a grant from the ministry of Research and Technology
Research Indonesia for applied product research.
REFERENCES
JC DOCTOR
MR MITSCHEK
KM PALIZA
JT TIONG
GM SABILE
ABSTRACT
The software used in creating the iPon is with the help of Android
Studio, Adobe Photoshop CS5, Adobe Flash Professional, and an
online database called Firebase.
INTRODUCTION
Money plays an important role to one’s life, it is also now a part of our daily
needs. Without money you won’t be able to buy your basic necessities, you can’t
survive for too long without having a money. Most people fail to balance between
saving and enjoying their money. Enjoying money can satisfy us in different ways,
it gives us joy, excitement, and happiness, but isn’t it more satisfying if we enjoy
our money while we are saving too? We can fulfill our needs while learning how
to save from our own money as well.
iPon is a Filipino term that means “to save”, where basically is the main function
of the application. Aside from money management, the proponents are also
offering an educative application for the users, where they can also learn the
importance of properly managing their allowance and the benefits that they can
get from it.
Nowadays, mobile phones are a big part of our lives, especially for the youth.
It gives us the convenience and efficiency that we need. We can do all things
through the use of our mobile phones. It will be less time consuming since all
that we need are already in our mobile phones. Different helpful applications are
now available for downloading.
Mobile phones have different types of operating systems such as Windows, iOS,
and Android, but android is the most popular one, since it is more affordable
than other operating system. It is marked as the top mobile operating system in
the Philippines in December 2013 according to Cameron Peebles. It is said in the
published report that Filipinos prefer Android than any other operating system.
FOREIGN LITERATURE
The 11 Best UK Apps for Money Management and Personal Finance.
Fearn, 2016
Many of us have a number of different bank accounts, such as one for personal
spending, another for savings, and another still dedicated to paying off bills.
Even if it’s just remembering all of your passwords and login details, you’ll know
that managing all of them effectively can be a struggle, especially when all you
want is an overview of your balances. That’s where Money Dashboard comes into
the mix. Compatible with all UK bank and credit card companies, it allows you to
view the balances of all your bank accounts instantly and aims to help you make
more informed decisions by identifying your spending habits.
Money Dashboard can also provide the user the money management that they
needed which can be used for personal spending with the bonus of being educated
about the importance of money management.
OnTrees, 2016
OnTrees is the budgeting app from MoneySuperMarket and it makes keeping track
of your money nice and simple. OnTrees works with major UK banks in order for
you to track exactly what is coming in and going out of your current account,
savings accounts and credit cards, in one place with one login. This app sorts your
transactions into colorful categories so you can see where you are spending and
what you could save on. It also delivers detailed information about your spending
habits with charts and icons. OnTrees is available to download for Android and
iOS.
OnTrees and iPon are both available for Android users. The feature that is the
same with our application is that it can provide different categories on where
your moneys are being spent.
Moneytrackin’ is a free online web app that allows you to track all your expenses
and income easily and without effort. The app intends to be a simple yet powerful
online budget management tool that offers you a clear view of your financial
situation. One interesting feature of the app is sharing and collaboration. If you
are working with a family member or your roommate to keep budgets in line, you
can do so with ease and work together on the same account to reach financial
goals.
iPon and Moneytrackin’ will both help the user to manage their money properly.
It will both let the user to keep track of their expenses.
It is never too early to start teaching children money management and financial
skills they will need for life. With our advice articles you can teach kids the
importance of basic mathematics, financial goal setting, and responsible money
management. Find the resources and money management tips for kids that you
need to raise your children to be financially successful adults.
At an early age, kids can now benefit by starting to learn how to manage their
own money. It is much easier for them if they can have an application that
can provide them the proper tips and guide on how to properly handle their
allowance and for them to know how value to save money. This features will also
be offered with our application.
The Philippines ranked 68th in the world in terms of financial literacy in a recent
study conducted by the Asian Development Bank (ADB), the Philippines was
revealed to lack a national strategy for financial education. The study was further
supported by a 2014 research by MasterCard, which indicated that Filipinos score
low on financial literacy. The Philippines ranked 8th among Asia Pacific countries.
Filipinos should start to educate themselves and make use of available financial
tools to help manage their finances wisely.
With that being said, the proponents came up with an idea of developing a tool
that can help Filipinos manage their monthly allowance. Aside from managing,
the application will also provide tips and guides where they can learn from.
TRAIL WALLET is a travel expense tracker ideal for people who love to travel.
Trail Wallet can help you determine if you’re sticking to your budget or spending
too much than previously planned. This app tells you if you still have enough
money to spend on your trip. It tells you how much you spent and available
funds. Just choose your home currency and convert your money to desired foreign
currency. Set a daily budget then add expenses each time to get a bill or receipt.
Organize expenses according to items such as accommodation, food, transport,
miscellaneous, etc. Customize by creating color coded categories. At the end of
your trip, you’ll be able to see how much you have spent. It features Twitter and
Facebook support. You can also email CSV reports directly to the app.
The said application can be used specifically for travelling purposes. The same
as our application, they both set a budget that must be used, and lets the user
add the amount of expenses he spent. Compared to proponents application that
there are proper tips and guide on how to properly handle their allowance and
for them to know how value to save money.
News A, 2014
This app downloads and consolidates all your financial records, including your
checking accounts, savings accounts or credit cards (if your bank is included in
its list of banks). All you have to do is just refresh your account. This way, you
do not have to log on to different online banking sites just to see your balance.
If your bank is not among those that Koku can connect with, you can import
your statements into Koku. The app also provides an analysis of your income and
spending habits. Since it automatically syncs to iCloud, you will be able to access
your account from anywhere using your Apple device.
Like any other application it also provides the use of credit cards and bank
accounts, but the down part is that it is only available for iOS users. The
proponents think is more hassle to use their app since there are lot of users used
an android phones.
Who needs a personal accountant if you have Expensify on your phone? This
popular app categorizes, tags and groups expenses into a report, which you can
also save as PDF, for easy report submission. It has SmartScan technology that
automatically reads receipt details for you, bank and credit card import that
automatically pulls your transactions into your account, free flight alerts plus
automatic expense report based on itinerary, and more cool features gets rid of
any manual entry, saving you a lot of time and energy.
iPon also helps the user in tracking their expenses or where their money goes.
This application also helps you to manage your allowance by not wasting a lot of
time and energy.
It is all about the overall flow and operation of the application, including the
technical aspects of it. This also includes the basic structure of the application
and the software that are used in developing it.
In creating the design of iPon we considered different factors that can help to
the effectiveness of the application for the user, these factors are the color, the
type of text, the structure, and the positioning of different components like the
texts and buttons. We chose the colors light blue and white because it is more
pleasant for the user’s vision since it is a good color combination. We also used a
bigger font size because we are considering the capability of the user’s eyesight.
The structure of the application is not crowded because we want the user to
become familiarized with the application easily, some applications that has a
crowded structure are also complicated to use. The positions of the components
are easy to find and we also put labels in the buttons that we used so that it
is more understandable for the users. All of these are done with the use of the
software Adobe Photoshop CS5.
For the function of the application, the user has to create an account using a
valid email address. The account will serve as a unique identifier in storing the
data and information that the user will input. Data such as the user’s full name,
daily/weekly/monthly allowance, notes, and the user’s expenses. The full name
of the user will be the application’s user profile. The allowance that the user
will enter will be automatically computed according to the fixed percentages
provided by the application, this is also the main feature of the application,
which is to provide the breakdown of the user’s allowance which can serve as their
guide in their daily, weekly, and monthly expenses. For additional convenience,
the additional feature of the application is that the user can add and delete
notes, this is for listing purposes where instead of writing down your grocery
lists on a piece of paper. Lastly, the user can be able to track his/her expenses
whenever he/she will input the specific amount he/she spend depending on what
category it is. There is a provided feature where the user can view the summary
of expenses he spend. All of the functions are done with the use of Android
Studio and Firebase.
An animation about money budgeting will also be provided by the application for
additional entertainment and for educational purposes. The animation is done
with the use of Adobe Flash Professional CS6.
Requirements
The requirements that the proponents did for the system is to analyze the
different software that can be the most applicable in developing the application.
Design
The proponents all agreed to use Photoshop CS6 in conceptualizing for the
concept of the application. The framework for the software process will all be
planned in this phase.
Construction
Construction is all about the coding, verification, and debugging of the software.
This phase is the most detailed and complicated work, since this is where every
functions and processes of the application will all depend. Its purpose is to
implement the requirements from the design phase to the software.
The proponents decided to use the Android Studio as a software for creating the
function for the application, basically for implementing and debugging the codes
for the system to work well as planned.
Testing
The proponents’ strategy is to test the software every time a progress is added,
in this way the bugs or the error can be determined ahead of time and can be
fixed. By testing the application, the developers can also identify what else
needs to be added and what should be polished more.
The deployment or release phase is about all the activities that makes the
application complete and ready for use. Basically it is the finished project where
it can now be functional according to what is planned.
This is where the proponents will upload the finished project to the site where it
can now be downloaded and ready for the users.
Conceptual Framework
As presented, the framework has three component: input, process and output.
In order to develop the Android Application “iPon”, it is necessary to include the
following inputs: gathered analysis and information, software needed, layout
of design, color combination and programming tools. Given these inputs, the
different processes involves are system design, coding, testing and deployment.
After given processes, the development of iPon money budgeting application will
be the output.
The designs used in the application are shown through a screenshots with the
explanations down below.
Screenshots
The user should have an account first in order to use the application, this is
the only part that is needed to have an internet connection. The account will
serve as a unique identifier so that the information and the data that are being
inputted will store in one database. Therefore, each user can have a different
access in using the application. The redundancy of the functions and data can
be avoided.
After the registration, the welcome page is displayed. This page allows the user
to view the About Us, About the Application, and the user can be able to watch
a short animation about the importance of budgeting.
About iPon displays the different goals that the application wants to expect from
the user. The first priority of the application is to teach the user to save 20%
from their allowance. The whole application focuses in reminding the user to
spend less and save more, aside from it, this can also serve as a modern budget
reminder through the help of a daily notification that the user can receive every
day in a specific time. About Us displays the name of the proponents, their group
name, and the school they are studying.
This page is the choosing of the user’s budget breakdown, this can be from daily,
weekly, or monthly. Since not all users are receiving an allowance every day,
every week, or just every month. That is why this application is providing three
different options that the user can choose from.
The user should input their allowance according to their budget breakdown
whether it is daily, weekly, or monthly. The inputted allowance are automatically
computed using a fixed percentages and this serves as their guide for budgeting.
The application’s target user are the students, employees, and families. Each
category provides different expenses for different users, so that the application
can satisfy all the needs of each of them.
For the student’s guide, the user can view a progress bar where he or she can
have a guide of computed amount for each expenses.The user can also view
the transparency of the computation in the information button placed at the
upper right of the page. There is also a brief explanation for the purpose of each
expenses, the percentages are also indicated beside of each category. Aside from
this, there is also an indicated recommendation above wherein there is a text
that shows for who the application can be more appropriate.
For the employee’s guide, the user can view a progress bar where he or she can
have a guide of computed amount for each expenses.The user can also view the
transparency of the computation in the information button placed at the upper
right of the page. There is a brief explanation for the purpose of each expenses,
the percentages are also indicated beside of each category. Aside from this,
there is also an indicated recommendation above wherein there is a text that
shows for who the application can be more appropriate.
For the family’s guide, the user can view a progress bar where he or she can
have a guide of computed amount for each expenses.The user can also view the
transparency of the computation in the information button placed at the upper
right of the page.There is a brief explanation for the purpose of each expenses,
the percentages are also indicated beside of each category. Aside from this,
there is also an indicated recommendation above wherein there is a text that
shows for who the application can be more appropriate.
This is where the user can view most of the functions and features of the
application. In the home page, the user can be able to change the settings of the
application and can also log out in this page if he or she wants to. The button
labeled as Bought Something leads the user to the inputting of expenses. Every
time the user has inputted something, the application automatically recorded it.
This can help the user to track and monitor his or her expenses. The application
has also provided six different features for the users.
The user can be able to input a specific amount of expenses that he or she
wanted to. A real time date is also automatically indicated. Beside is an amount
of guide that is based on the previous progress bar shown above, in this way, the
user can be able to monitor if he or she exceeded the specific amount that the
user should be spending. The user can also view the allowance that he or she has
inputted, and the savings he or she is making, and also his or her total expenses.
There are times that the user just wanted to experiment in inputting his or her
expenses just to test it. That is why the application provided a delete option for
the user so that his or her expenses will restart and will go back to zero. A dialog
box also appears if the user is going to delete something from the expenses.
The view of expenses has an indicated date that depends when the user inputted
his or her expense. The total amount of expenses can also be viewed. The
expenses can be divided according to daily, weekly, monthly, or yearly.
The user can be able to view his or her summary of expenses through a pie chart,
the biggest part is where the user has spent the most. The user can also check
the recommendation given by the application, if what should be prioritized and
what should be lessen, which are shown through a dialog box.
A calendar is provided for the efficiency of the users, they are able to input an
expenses in advance, since the calendar can allow to select a date even if it
is not the current day. After clicking it, it will direct them to the inputting of
expenses shown above.
Notes can be the user’s modern grocery list. It works the same as to writing
in papers, because the user can be able to add and delete whatever he or she
listed. A dialog box appears to ask if he or she really wants to delete something
from the notes.
The application provides fifteen different tips that can give more encouragement
to the user to budget their allowance. Aside from helping or guiding the user in
properly handling their allowance, it can also teach the user to save money and
avoid impulse buying.
In savings, the user can view his or her savings daily, monthly and weekly depends
on the category that they choose. In this feature, the user can monitor how much
did he or she save per day, per month or per week.
This application has a setting button, where the user can change their allowance,
his or her budget breakdown, and the category that they chose.
The proponents believed that there are other factors that you should consider
in order to achieve an effective and useful application. The following are the
applications that the proponents used to produce the design and the coding of
the system:
• Android Studio
Android Studio is a software that you can use for the coding of the
application which will run in an android devices. It is also the official IDE
Android Application Development. This software has a rich layout editor
that you can use for drag and drop theme editing. It also code templates
that can help you build common application features.
• Firebase
It is a mobile and web application platform with tools and infrastructure
designed to help developers build high-quality apps. Firebase is made up
of complementary features that developers can mix-and-match to fit their
needs. Firebase’s initial product was a real-time database, which provides
an API that allows developers to store and sync data across multiple clients.
The software that are needed should be capable in developing the application,
it should also be suited for the devices that the proponents’ are using, in order
to avoid wasting of time.
Proponents should expect to do a sudden change in design and coding during the
testing of the application. They should also expect to have an analysis each test
that they make.
Languages Used
The most suited programming language that the proponents used is the Java. It is
a kind of programming language that has a general purpose, it is also designed to
only have a few implementation dependencies as possible. Since the application
has a broad functions, Java helped the proponents to lessen the complication in
developing.
The respondents of the evaluation of the study are the students from high school
to college who are studying at De La Salle University - Dasmariñas, employees
who are single and does not own any property, and lastly a starting and growing
families who has a four member in total. They are the main targets of this
study because the proponents want to help them not to waste their money for
unnecessary things. The proponents let the respondents to evaluate the money
budgeting application system according to the application’s appearance, its
structure and navigation, the application’s content, its usability, and lastly its
design.
The proponents distributed a survey forms and evaluation forms as their data
gathering instrument to collect the information that they need in the study.
The result of the conducted survey served as the basis for the application, if it
still needs some improvement or changes. The respondents are asked about the
application’s user friendliness, effectiveness of the application, design of the
application, and if it is worth using and downloading.
Survey and evaluation forms are used to test the validity and reliability of data
gathering at the proposed application. The value of results depends heavily on
the sincerity, truthfulness and objective of the respondents.
The proponents collected the data needed from the respondents through the use
of the data gathering instrument which is the survey. The results are tallied after
the survey was conducted.
The proponents tallied the answers of the respondents in the survey conducted,
the details gathered are used in developing the application. This survey answered
how much of their allowance are they putting in savings, meals, transportation,
other expenses, and house obligation for the employees.
The proponents tallied the scores given by the respondents who are the students,
employees, and families who evaluated the evaluation form. This helped the
proponents to define whether the application is effective and efficient enough
for the students, employees, and families who used it. In getting the total
evaluation grade of the respondents for each category, which are the application’s
appearance, its structure and navigation, the application’s content, its usability,
and the design. The proponents computed the sum of each of the ratings
according to what the question is. To get the average, the proponents used the
formula below wherein (A) is the number of respondents who answered for the
evaluation.
Different rates per categories are shown using a table below. The inputted
number are already tallied. There are five tables that show the answers of the
respondents with the evaluation form. The ratings are based by putting numbers
from 1-5 wherein 5 is the highest and 1 is the lowest.
Evaluation
TABLE 1. According to Appearance
5 4 3 2 1
Layout of the colors, fonts, and images 28 54 16 2
are consistent
Text is clearly understandable 36 47 16 1
Application layout is balanced and clear 27 53 19 1
5 4 3 2 1
The content of the application is organized 23 51 25 1
The purpose of page is easily understood 33 49 16 1 1
The content of the application is organized and out of the 100 respondents,
51 of them moderately agree with it, which means that the structure of the
application such as the placing of the buttons, arrangement of the content, and
its sensitivity when navigating. While 49 of the respondents moderately agree
that the purpose of the pages are easily understood, it means that the uses easily
gets how does the application works.
5 4 3 2 1
The information is correct and current 32 48 20
The content is sufficient to meet user’s 37 46 17
needs and expectation
The table shows the average rating per criteria in According to Content. 48 out
of the 100 respondent moderately agree that the information of the content is
correct and current, where it means that the application is consistent in giving
its function as to what is expected. While 46 of them moderately agree that the
content is sufficient to meet user’s needs and expectations, it means that the
data and information gathered according to the surveys and interviews are the
same with what the application did.
5 4 3 2 1
All components of the application are 28 58 13 1
functional
The application is accessible for the 36 49 13 2
authorized
5 4 3 2 1
User Friendliness 44 49 6 1
Usable to the intended audience 45 44 9 2
Simple and clear 48 44 8
According to the evaluation that the proponents conducted, 4.36% says that our
app is user friendly, 4.32% of the respondent says that the app is usable to the
intended audience, and the remaining 4.4% according to the evaluation the app
is so simple and clear.
Survey
The Table 6, shows the daily allowance of college students. It shows that the
highest number of respondents has an allowance of 200-250 pesos every day. The
lowest number of respondents has an allowance of 100-150 pesos per day.
The Table 7, shows the daily allowance of the 50 respondents of the employees.
It shows that the highest number of respondents has an allowance of more than
350 pesos per day, both the allowance of 150-200 pesos and 250-300 pesos has a
total number of two respondents out of 50.
The Table 8, shows the daily budget breakdown of allowance of the 50 respondents
of the senior high school students. It shows that the highest allotted percentage
of respondent’s daily budget breakdown is for meals, 40% of their allowance per
day, and the lowest allotted percentage of respondent’s daily budget breakdown
is for other expenses, 15% of their allowance per day.
The Table 9, shows the daily budget breakdown of allowance of the 50 respondents
of the college students. It shows that the highest allotted percentage of
respondent’s daily budget breakdown is for meals, 40% of their allowance per
day, and the lowest allotted percentage of respondent’s daily budget breakdown
is for other expenses, 15% of their allowance per day.
The Table 10, shows the daily budget breakdown of allowance of the 50
respondents of the employee. It shows that the highest allotted percentage of
respondent’s daily budget breakdown is for meals and transportation, 25% of
their allowance per day, and the lowest allotted percentage of respondent’s
daily budget breakdown is for other expenses, 10% of their allowance per day.
Users Yes No
Senior High School 30 20
College Students 34 16
Employees 40 10
Families 32 18
The Table 11, shows the willingness of the target users to download the
application. It shows that the highest numbers of respondents answered yes in
downloading the application.
Conclusion
The proponents were able to meet the requirements needed in order to develop
the application and to also satisfy the needs of the future users. The proponents
were also able to upload the application in Google Play Store. Based on the
conducted evaluation with the target users, the proponents conclude that they
have reached the satisfaction that the users are looking for, they also succeeded
in creating a budgeting application for students in senior high school and college,
employees, and for the families.
The proponents were able to apply the details that they gathered from surveys
and interviews to the application so that it will be appropriate for using. The
application was successfully made with the use of original images, design, colors,
and sounds. iPon will not only provide an educative way of budgeting, but also
it will provide the user the entertaining way of budgeting with the user of their
mobile phones.
Suggestion
iPon can a be great recommendation for future researchers and developers that
has a related objectives. However, the proponents and the future researchers
should consider the use of other software that can be more useful and applicable
to use, where it will be easier and not complicated to use. This software should
still be related for android development and might also help them along the way.
These recommendations can help with creating and improving an application
with more functions and features.
Future researchers can develop an application that can perform the limitation of
iPon and can also satisfy different range of users. As for iPon, the proponents are
only targeting users such as students from senior high school to college, single
employees that has not yet invest to anything, and a young and growing family
with a total of four members only.
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Sandy Arief
Jariyah
ABSTRACT
INTRODUCTION
Many researchers have put interest on how promising of using digital games in the
learning activities. Hawlitschek and Joeckel (2017) found that playing educational
game improves students’ knowledge on the historical theme. They argued that
game can be considered as precondition for increasing learning performance.
LITERATURE REVIEW
Model of Games and Learning
Related Works
Ahmad and Jaafar (2011) argued that computer games provide basic interactive
cognitive models. It may create enjoyment. Students become able to gain
cognitive and affective elements through problem solving, decision making,
making conclusion and collaborative work with their peers. Moreover, games
suit all students with various grades because it does not need to acquire specific
knowledge to play. Computer games also helps pupils not only to understand the
material but also build up their personality. Game Based Learning (GBL) can create
collaborative learning and promote students engagement (Romero, 2012). In
game setting, there will be intergroup competition, intragroup cooperation, and
discussion of collaborative decision making. GBL foster students’ communication
skill and teamwork. Furthermore, game designed for collaboration process help
to improve learning outcomes in intragroup GBL setting. Diaz (2015) employed
active-learning exercise to help audit students understand about audit opinion.
He stated that millennial students expect more innovative learning activities
such as collaborative learning. Immediate feedback from others, correct
misperceptions, and understand how they are thinking is important. Moreover,
the results showed that exercise game improves students’ performance. They
perceived the exercise as enjoyable and contribute to their learning experience
Tan (2015) found that playing computer games creates excitement to the
students and it is labelled as the most important value satisfied from computer
games playing. In addition, pupils also sought warm relationship with others
and a sense of accomplishment. Computer games provides an opportunity for
learners to build a community with shared and common concern and collaborate
to achieve goals. Moreover, computer games immerse learners into imaginary
world and it fulfils their need of fantasy. Mercer, et al (2017) described the
METHODS
‘Lawang Sewu Akuntansi’ is not only consist of game. In the open-access website
of ‘Lawang Sewu Akuntansi’, at http://lawangsewuakuntansi.simplesite.
com/, learners can find accounting song, accounting video, accounting
puzzle and matching pictures, etc. Learning accounting is very fun by using
LawangSewuAkuntansi. More importantly, both teachers and students can
download the games and playing it both online or offline for free.
Teacher may have final evaluation by using course evaluation. There are three
groups of evaluation question. For the evaluation, there are 20 questions. Each
question has 10 points. Students need to correctly answer 16 question with
160 point to pass the evaluation. However, there is time limit. Students have
to accomplish to answer all the question for 10 minutes, or half minute for
a question. If they run out of time, the remaining question is determined as
Most researches argued that financial constraint occurred when educators attempt
to use digital learning in the learning activity (Francis, 2006; Baek, 2008; Wastiau
et al, 2009). There may be inappropriate game with learning context, lack of
hardware requirement, and technical issue (Whitton, 2010). However, ‘Lawang
Sewu Akuntansi’ can overcome the challenges. It is free, teacher only needs
internet connection to access the website and download the game. In one hand,
the content of ‘Lawang Sewu Akuntansi’ is aligned to learning outcomes of basic
accounting course. The program does not need complex tools to play, by using
computer, laptop, or smartphone the students and teachers can easily operate
the game.
In the end, those are the main challenge to implement ‘Lawang Sewu Akuntansi’.
It is a learning media, which means that the learning success depends on how
it is delivered and used. This program works best if both teachers and students
collaborate in achieving the learning outcomes. However, it is teachers who
contributes most. They should possess the ability to situate the learning
environment. Teaching with digital gaming and lecturing is totally different.
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Online participation is a critical factor in online learning effectiveness as it significantly drives learners' intrinsic motivation and engagement. Participation enhances the learning environment's interactivity and connectivity, which can counteract the isolation sometimes felt in online settings . It plays a crucial role in fostering a sense of community and collaborative learning, vital for sustaining learner motivation and ensuring that learning outcomes are achieved. This engagement contributes to higher levels of perceived skill development and satisfaction among learners .
Emerging technologies challenge traditional education by potentially disrupting stable educational systems and necessitating the adaptation to rapid technological changes . They create tensions due to conflicting demands with existing curricula but offer complementary benefits like enhancing teaching and learning processes . Technologies enable dynamic interaction, allowing learning to occur anywhere and anytime, thus transforming education from a location-based activity to an ongoing, interactive process . Technologies such as online quizzes and multimedia content support flipped classroom models, fostering a more interactive and collaborative learning environment . Additionally, they provide personalized learning tailored to individual needs and learning analytics for real-time feedback, improving engagement and educational outcomes . However, these technologies necessitate careful integration with pedagogical frameworks to ensure they enhance rather than hinder learning experiences . Moreover, the digital era requires adjustments in educational governance and policy to accommodate changes in how education is delivered and responsibility is distributed .
Modest approaches combined with emerging technologies enhance educational outcomes by allowing instruction to cater to diverse learning styles and providing tools that develop individual learner capacities . These approaches enable interactive content and immediate feedback, which support learner-centered education and content interaction. For these innovations to be effective, they require the backing of clear policies that remove barriers to innovation and facilitate the shift from traditional models .
Learners' motivation significantly impacts their learning effectiveness in online environments. Higher motivation, whether intrinsic or extrinsic, correlates positively with learners' perceived skill development, though it may not always directly affect grades . Intrinsic motivation, aligned with "Flow theory," encourages learners to engage in tasks for the inherent pleasure and challenge, enhancing skill development . Extrinsic motivation, informed by the ARCS model, drives learning through external incentives like rewards or satisfaction, potentially influencing perceived skill development . Key factors such as online participation, social presence, and collaboration can further enhance motivation, with online participation being particularly effective in increasing intrinsic motivation and perceived skill development . However, while social presence and collaboration contribute to a sense of community and satisfaction, they do not significantly boost motivation when compared to online participation . Thus, fostering a motivating online environment is crucial for improving learning outcomes.
Clear educational policies are essential for the successful integration of new educational technologies. They provide a structured framework that guides the implementation process, ensuring that technological advancements align with educational goals . Without clear policies, technologies might fail to be effectively integrated into the curriculum, potentially exacerbating existing educational disparities instead of bridging them . Furthermore, well-defined policies facilitate the necessary support from administrative bodies, maximizing the potential benefits of technologies by fostering an environment that encourages innovation and adaptation to digital tools . Policies also ensure that educators are adequately prepared and supported to use new technologies, thereby enhancing teaching and learning processes . Additionally, policies help to bridge the gap between emerging technologies and the requirements of the modern workforce, ensuring that students are prepared for future challenges .
The introduction of digital games in education enhances students' motivation and learning by making educational activities more engaging and enjoyable, leveraging elements of entertainment typically found in gaming. Digital games in education often incorporate game mechanics like points, badges, and leaderboards, which increase student engagement by providing immediate feedback and a sense of progress . Additionally, educational games like Prodigy have been found to improve student achievement and engagement by creating an interactive and competitive learning environment . Gamification taps into both intrinsic and extrinsic motivation, leading to heightened student participation and improved learning outcomes, such as higher GPA and classroom participation rates . Moreover, the use of games is believed to minimize distractions by immersing students in learning tasks that are perceived as enjoyable and rewarding . Overall, digital games help maintain student interest and focus in educational settings, turning potential distractions from technology into tools for effective learning .
Flow theory, which focuses on intrinsic motivation, encourages learners to engage deeply with tasks, resulting in enhanced learning experiences and creativity when tasks are challenging . This leads to significant improvements in perceived skill development, although it does not consistently improve grades, possibly due to factors like varied learner experience and grading biases . On the other hand, the ARCS model targets extrinsic motivation through elements like attention, relevance, confidence, and satisfaction. While ARCS can enhance perceived skill development, its impact on grades is not significant . Both theories highlight the importance of motivation but have limitations: Flow may not always translate to better grades, and ARCS does not significantly boost intrinsic motivation or learning outcomes without additional engagement strategies . Furthermore, the effectiveness of these approaches can be limited by factors like learner heterogeneity and biases in grading systems .
Educators balance technology with traditional methods by integrating technology as a supplementary tool rather than a replacement, ensuring activities are engaging but focused on core learning objectives. The use of blended learning, which combines online digital media with traditional face-to-face classroom methods, is one effective strategy. This approach allows for flexibility and accommodates diverse learning styles . Teachers utilize technology like gamification to increase motivation and engagement, thereby creating an active and immersive learning environment . However, caution is needed to prevent overreliance on technology, ensuring that it enhances rather than distracts from learning objectives . The ultimate aim is to empower students by developing their capacities using both modern and traditional techniques .
Challenges associated with implementing mixed model courses include the need for careful course planning and design to avoid combining the worst aspects of both face-to-face and online learning modalities . Inadequate course design can lead to confusion and ineffective learning, making it crucial for instructors to be clear about digital work expectations and course objectives . Additionally, the success of mixed model learning heavily relies on students’ self-motivation, as they must engage actively with both online and in-class components . This demand for self-direction can lead to higher attrition rates if students feel isolated or unsupported, similar to challenges faced in traditional distance education . Furthermore, a lack of immediate feedback can impede student learning outcomes, as timely feedback is essential for student engagement and performance improvement .
Grades in technology-enhanced educational settings may not fully reflect students' learning outcomes because they can overlook factors such as motivation, engagement, and personal interaction, all of which significantly influence learning but might not be effectively captured by traditional assessment methods. Students’ motivation, which plays a critical role in participation and learning outcomes in e-learning environments, might not be reflected in grades, especially if assessments primarily focus on rote memorization rather than genuine understanding or critical thinking . Additionally, the effectiveness of e-learning is sometimes difficult to measure empirically without controlling for all involved variables, which are typically not reflected in simple grading systems . Furthermore, technology introduces new learning formats such as self-paced and mobile learning, which foster flexibility but also complicate the measurement of learning success, potentially leading to a discrepancy between grades and actual understanding or skills acquired .