USING INTERACTIVE 3D E-LEARNING TO IMPROVE LEARNING GAIN AND STUDENTS MOTIVATION (Case Study: Understanding The Concept of Energy and Effort on Nature Science Subject 8th Junior High School's Level)
ABSTRACT:<p>The learning purpose truthfully is active process that student to do to develop their knowledge by themselves based on learn experience. From statement referred, learning theory that according to learning is Constructivist theory. This theory more emphasizes student centered and te...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/12899 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | ABSTRACT:<p>The learning purpose truthfully is active process that student to do to develop their knowledge by themselves based on learn experience. From statement referred, learning theory that according to learning is Constructivist theory. This theory more emphasizes student centered and teacher as fasilitator and also students are give on to reality context or reality context models. No like others learning theory (Behaviorist and Cognitivist) that more emphasizes at change of students behavior and teacher centered learning. Constructivist theory can be used as the elementary principle in learning design by using some of media. Learning media becomes importance as a means help in learning process to improve motivation of students and learning gain.<p>This research objectives are to measure learning gain and students motivation from four aspects: attention, relevance, confidence, and satisfaction. Subject designed use Problem-Based Learning (PBL) model as the Constructivist theory approach for Nature Science (Concept of Energy and Effort) on 8th Junior High School's Level that adapted with SI, SKL, and KTSP. Methods as used in this research are questionnaire, interview, and literature study. Variables that measured in this research are the result of study, percentage of normality-gain (N-gain), and percentage of four motivation aspects (attention, relevance, confidence, and satisfaction). After that, data analyzed uses SPSS (Statistical Products and Solution Services) version 17 to know relation between variables referred.<p>From analysis result, obtained level of student interest to learning by using interactive 3D e-learning application is 83,321% (high criterion), level of relevance is 84,952% (high criterion), level of confidence is 69,476% (medium criterion), and level of student satisfaction is 69,771 (medium criterion). Statistically, correlation of fourth factors by N-gain level assign value are positive. Then, there are significant difference between N-gain at control class and N-gain at experiment class. N-gain at control class is 29,762% and at experiment class is 51,771% (improve up to 22,009%). This condition describe that learning gain at experiment class the usage of interactive 3D e-learning application more higher than at control class with traditional learning.<p>From the result can be concluded that implementation of interactive 3D e-learning can improve learning gain as significant and students can motivated to learn. This result influenced by attention, relevance, confidence, and satisfaction factors which given vary contribution. Especially for confidence and satisfaction factors were given good contribution and strong ties to improvement learning result and gain. That is the usage of application interactive 3D e-learning is effective in improving students motivation and learning gain. <br />
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