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475 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.
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.
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.
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.
Implementation of adaptive learning at higher education institutions by means of Moodle LMS
E-learning courses have become popular means of delivering knowledge to students in higher education institutions. Most participants of learning process note that they benefit from the possibility to gain knowledge regardless of time, location and device they use. Among other advantages possibility to return to learnt material several times, divide material into parts, consume information through different types of educational materials (video, infographics, presentations, text, quizzes etc.) are mentioned. At the same time most of the surveyed students chose that they lack personalization both of materials and studying process, limited in terms of fulfillment and would like to have a choice of the level of study. The educational trend that is able to put into practice the above mentioned requirements is blended learning as it has a range of advantages such as usability, consideration of individual abilities, additional materials introduction, activities monitoring. Although it combines offline and online learning, effectiveness of e-learning courses designed for its implementation play a crucial role. To make a learning process correspondent to the students’ needs adaptive learning can be introduced in higher education institutions. Adaptive learning is a methodology that allows to identify level of students’ knowledge and their learning styles and transform materials, tasks and ways of their delivery according to the needs of learning process participants. LMS Moodle offers different solutions for adaptive learning. They provide administrators and teachers with tools to vary all stages of a learning process starting with delivery of information and ending with assessment.
Knowledge-based recommendation: a review of ontology-based recommender systems for e-learning
Recommender systems in e-learning domain play an important role in assisting the learners to find useful and relevant learning materials that meet their learning needs. Personalized intelligent agents and recommender systems have been widely accepted as solutions towards overcoming information retrieval challenges by learners arising from information overload. Use of ontology for knowledge representation in knowledge-based recommender systems for e-learning has become an interesting research area. In knowledge-based recommendation for e-learning resources, ontology is used to represent knowledge about the learner and learning resources. Although a number of review studies have been carried out in the area of recommender systems, there are still gaps and deficiencies in the comprehensive literature review and survey in the specific area of ontology-based recommendation for e-learning. In this paper, we present a review of literature on ontology-based recommenders for e-learning. First, we analyze and classify the journal papers that were published from 2005 to 2014 in the field of ontology-based recommendation for e-learning. Secondly, we categorize the different recommendation techniques used by ontology-based e-learning recommenders. Thirdly, we categorize the knowledge representation technique, ontology type and ontology representation language used by ontology-based recommender systems, as well as types of learning resources recommended by e-learning recommenders. Lastly, we discuss the future trends of this recommendation approach in the context of e-learning. This study shows that use of ontology for knowledge representation in e-learning recommender systems can improve the quality of recommendations. It was also evident that hybridization of knowledge-based recommendation with other recommendation techniques can enhance the effectiveness of e-learning recommenders.
Development of teaching materials for gas metal arc welding (gmaw) practice courses
In improving the quality of human resources, one of which lies in the quality of quality education. In this case, education has a very important meaning in human life, both in the life of individuals, nations, and countries. Therefore education must be implemented as well as possible so that it is following the objectives that have been planned. The objectives to be achieved from this study are to produce teaching materials for GMAW welding practice materials, produce teaching materials that are suitable for use in GMAW welding practices, and provide an evaluation of the effectiveness of using GMAW welding practice teaching materials after being used in learning. This research method uses the Borg and Gall development research method which is simplified into four steps, namely modified (simplified) into 4 steps consisting of: (1) preliminary study; (2) product development and validation; (3) limited trial; and (4) the final product. The type of research used in this research is the development of teaching materials in the form of practice modules, job sheets, and evaluation sheets in the GMAW welding practice course. Based on the research results, the researcher can conclude that the development of teaching materials for GMAW welding practices has been implemented properly. The revised results from the experts have been applied to the modules made so that the modules can be used properly by students.
The development of a learning media using motion paths in the circle learning material
Motion paths animation in Microsoft PowerPoint has the function of giving animation effects to objects so that the objects move based on the paths that are previously made. This study aims to describe the steps in developing a learning media using motion path animation in the circle learning material. The media development used the ADDIE model, which consisted of five stages: analysis, design, Development, Implementation, and Evaluation. Media validation was carried out by media experts and learning experts. The small group trial was conducted on two students, while the large group trial was conducted on 20 students at a private junior high school in Pasuruan. Based on instrument validation results by learning experts and media experts, the average score was 4.15 (a very valid category). Based on the small group trial and the large group trial, the result was 3.6 and 3.77. The results show that the learning media using motion path animation on circle material is worthy for use in learning.
Video analysis of basketball throws for parabolic motion learning materials
The material of parabolic motion is one of the materials considered difficult by most high school students. Therefore, this study aims to analyze the parabolic motion with a contextual approach to throwing a basketball. The research method used was descriptive experimental, namely recording a video of throwing a basketball at a variation of the distance of 2 m, 3 m and 5 m from the thrower’s foot to the hoof. The video was analyzed using tracker software and the parameters measured were time of the ball to fly in the air, the farthest distance, maximum height and total velocity. The results obtained show that distance is directly proportional to time. The thrower was at a distance of 5 m from the foot of the basketball hoop represents more perfect parabolic motion. The conclusion is that basketball games can be used as a contextual approach to the parabolic motion material.