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440 result(s) for "Lehrmittel"
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Encounter physical geography : interactive explorations of earth using Google Earth
Workbook containing interactive exercises intended for use with online explorations of Google Earth for each chapter. Each chapter directs students to a corresponding Google Earth KMZ file, available for downloading at www.mygeoscienceplace.com.
The implementation of somatic, auditory, visualization, intellectually (SAVI) learning approach to improve students' attention toward mathematics learning
This research aims to describe the process of implementation Somatic, Auditory, Visualization, Intellectually (SAVI) learning approach to improve students' attention toward mathematics lesson. The data were obtained from the result of questionnaire and observation. The success indicators in this research was the average of students' attention reaching 70%. The results of this research showed that learning steps by using SAVI could improve students' attention, the result as follows; 1) pre-activity: teacher delivered the purpose of the learning, apperception, and motivation. 2) main activity: the teacher explained learning materials, divided students into 4-5 persons to discuss the problem in a worksheet, the teacher guided students to solve the problem, gave chance to present the discussion result, then teacher held games that involve students' sense tools as training for the learning materials. 3) post activity: the teacher together with students conclude the lesson and ask students to review the lesson at home. Based on the questionnaire result, the average of students' attention in last cycle is 77,61%.
An Observation of Usability Website for Down Syndrome Children
This study focuses on quality in a view of usability on website for Down Syndrome Children (DSC). The website specially designed for children with Down Syndrome to gain benefit and to learn how easy to use the website. This study wants to know how easy of exist website which are focus on DSC and really easy to use with using usability principles: learnability, efficiency, memorability, errors and satisfaction. The usability principles used to evaluate the website. The result shows that the website applies usability approach successfully through games which resembles learning material in it for children with Down Syndrome to learn.
Improving The Quality of Mathematics Learning Based On Society's Potency in Junior High School
The objectives of this study were to describe the society's empowerment in improving the quality of the learning media, learning process, and learning assessment in school. This research applied qualitative with ethnography research design. The data were collected by in-depth interview, observation, and documentation; while the data analysis technique used was the interactive analysis. The results of the study showed the following conclusions. (1) In order to gain good quality learning, it is a must to prepare a good learning media. The minimum component in developing the learning media (syllabus and lesson plan) must content the learning objectives, learning material, study source, and learning assessment. (2) The learning process must use various ways to encourage students' interest and curiosity, including using various methods, using language styles that are not monotonous, asking questions that guide students' creativity, using multi-method and multimedia, and giving assignments individually and in groups to students. (3) The assessment becomes a very important thing to determine the level of success in the learning that has been done.
PPT-Audio; The Alternative Audio-Visual Media for Online Learning during the Corona Pandemic
The Corona outbreak has affected many sides of people’s lives, including the learning process. Many students, teachers, and parents experience problems, both when teachers explain the learning material and when students understand the subject matter well. Therefore, this study explains the use of PPT-Audio in learning process during the Corona pandemic. It’s used a qualitative design with semi-participatory observation and interviews via WhatsApp (group) during May-July 2020. The references review is also carried out on concepts, studies, and the conditions of audio-visual learning. The results are: (1) learning process during the Corona pandemic experienced many obstacles: the explaining process by teachers, the understanding process by students, and the mentoring process by parents. In general, the learning process only takes the form of giving assignments by the teachers. (2) The use of PPT (audio) is very helpful for the teacher while explaining the subject matter and students with their parents while watching and listening to teacher’s explanation. (3) PPT-audio becomes an offering alternative media of attractive learning that can foster student’s imagination, creativity, and motivation while learning, especially accompanied by interesting pictures and narration.
The exploration of the elementary geometry concepts based on Tabot culture in Bengkulu
Geometry's direct objects were abstract. It was a learning material that was difficult for elementary students. Therefore, learning was needed close to the minds and daily lives of students. One of them was \"Tabot\" Culture. That was the ethnomatematics approach. The purpose of this research was to explore elementary geometry concepts based on Tabot Culture. We apply an explorative-qualitative approach. The subjects of this study were the makers of the Tabot, elementary students, and elementary mathematics teachers. This was a needs analysis. Activities were carried out through direct observation, documentation, in-depth interviews and focus group discussions. The research instruments were anecdotal direct observation sheets, and interview guides. Data were analysed qualitatively. The results of the study found that the culture of Tabot provides reinforcement of student character that was obeying the principle, thinking logically, critically, working hard, curiosity, independence, confidence. The geometrical concepts that exist in the Tabot culture were the cube, the beam, the pyramid, the prism, the sphere and its elements. Also, understanding of two-dimensional figure. We conclude that Bengkulu Tabot culture can be used as a starting-point for learning the achievement of geometrical concepts and strengthening student character.
Education for industry revolution 4.0: using flipped classroom in mathematics learning as alternative
The industrial revolution 4.0 that we have faced nowadays has triggered the development of digital and cyber technology which will affect all aspects of human life, including educational aspect teaching of mathematics. Therefore, a new learning model that can be a reference for teachers in facing the industrial revolution 4.0 is needed. This article would review the flipped learning model as a form of Blended Learning (BL) in the teaching of mathematics. The flipped learning model was a learning model that conveys learning information remotely through video or text in an online context, and then the learning material would be further learnt through face-to-face learning. The implementation of this model was supported by a variety of technologies so that it was suitable to be used in the current 4.0 industrial era. In addition, this article would explain the example of implementing flipped learning in teaching mathematics that could be used as a reference for teachers. The overall description was expected to be an inspiration for researchers, teachers, or prospective mathematics teachers in conducting further research and in the process of learning mathematics.
Developing gamification based biology learning materials for senior high school students in industrial agricultural area in jember, indonesia
This research aimed at describing the feasibility of gamification-based biology learning materials for senior high school students in the industrial agricultural area in Jember, Indonesia. The feasibility was based on the content validity, construct validity, and student responses. The development procedure of the learning materials used Plomp’s development model which consisted of the preliminary investigation - design - realization - test, evaluation, and revision – implementation stages. The learning materials developed in this research were the syllabus and lesson plans, material modules, gamification modules. The research data were collected using interviews, observation, tests, questionnaires and documentation. The feasibility of the developed learning materials obtained very feasible criteria based on the average score by the expert team. Therefore, it can be concluded that the learning materials developed in this research are very feasible to be implemented in schools viewed from the content validity, construct validity, and student responses.
Development of mathematics interactive learning media with gamification concept for mentally disabled students
Conventional media and the limitations of mentally retarded students in understanding abstract concepts have made it difficult for teachers to deliver learning material. It is indicated that there is a need for interactive media, especially in mathematics with the concept of Gamification. Thus, this study aimed to develop interactive learning media with the concept of Gamification to increase concentration and learning interest of mentally retarded students, and to know students' responses to the media developed. This study was a research and development study which data collection was done using instruments. The subjects of this study were mentally retarded students in the D2 class of SLB Negeri 2 Buleleng. The data were analyzed using descriptive analysis techniques. The results showed that the learning media developed was able to become the source and student learning guide. The results of the analysis of student responses toward the development of interactive learning media with the concept of Gamification were 91.1% included in the Very Good category.
ASPIRE model (analysis, scaffolding, project, investigation, reaction, and evaluation) for mathematical creative thinking ability
ASPIRE model is an innovation in mathematics learning that is expected to develop mathematical creative thinking ability. The aspects of the ASPIRE model consists of analysis, scaffolding, project, investigation, reaction and evaluation. The research aims to describe the steps of the ASPIRE model. analysis is the stage where students are analyzed their abilities through filling out questionnaires or online tests so the teacher understands the ability of students and gives them treatment according to their abilities. Scaffolding stage is the provision of assistance, motivation, and direction to students in conducting learning activities. Project stage is implementing learning material in a project assignment. Investigation stage is the process of investigating the results of project tasks and communicating them so that they can be compared with the acquisition of others. Reaction stage is applying of problems related to the material in project task. Evaluation is the stage of testing the ability of students individually. The ASPIRE model is a combination of project-based learning models, problem-based learning, and investigative learning that all three learning models are considered capable of developing mathematical creative thinking ability.