learning evaluation
Recently Published Documents


TOTAL DOCUMENTS

615
(FIVE YEARS 337)

H-INDEX

14
(FIVE YEARS 4)

2022 ◽  
Vol 4 (1) ◽  
pp. 22-41
Author(s):  
Nermeen Abou Baker ◽  
Nico Zengeler ◽  
Uwe Handmann

Transfer learning is a machine learning technique that uses previously acquired knowledge from a source domain to enhance learning in a target domain by reusing learned weights. This technique is ubiquitous because of its great advantages in achieving high performance while saving training time, memory, and effort in network design. In this paper, we investigate how to select the best pre-trained model that meets the target domain requirements for image classification tasks. In our study, we refined the output layers and general network parameters to apply the knowledge of eleven image processing models, pre-trained on ImageNet, to five different target domain datasets. We measured the accuracy, accuracy density, training time, and model size to evaluate the pre-trained models both in training sessions in one episode and with ten episodes.


2022 ◽  
Vol 2 (2) ◽  
pp. 55-74
Author(s):  
Siti Hasnah ◽  
Hardianti

The research is descriptive qualitative research. The purpose of this study was to determine the effect of pedagogic competence on the use of Arabic learning media. Data collection techniques used are observation, interview, and documentation techniques. The data analysis technique used is data reduction, data presentation, and conclusion drawing, as well as checking the validity of the data. Sources of data obtained from primary and secondary data that are relevant to the problem under study. The results of this study indicate that the pedagogic competence of teachers at MTs al-Khairaat Wosu can be said to be quite good. This is evidenced from the results of research on related indicators, in the form of lesson planning, learning implementation, and learning evaluation, also seen from the attitude of teachers who have understood the characteristics of their students so that they can develop good learning implementation plans according to the needs of students. Second, pedagogic competence influences the use of learning media. This can be seen from teachers who have good pedagogic competence, use good learning media in the learning process so that learning objectives can be achieved.


2022 ◽  
Vol 4 (2) ◽  
pp. 689-696
Author(s):  
Efrina Aryani ◽  
Syifaul Fuada

A workshop on making Google Form-based learning evaluation questions for teachers at the Elementary School of Nusa Indah, Dangdeur Village, Subang District, West Java Province, was held successfully on December 5, 2020. This workshop aims to assist elementary school teachers in providing interesting online learning evaluations (not monotonous learning); this happens because so far, the assignment for evaluation purposes has only been carried out through the chat method (WhatsApp group), where the problem found is the teacher has difficulty recapitulating the student's assignments result. Later, the students get bored quickly because there is no variation in online evaluations, and parents have difficulty understanding the questions photographed by the teacher. Five teachers attended the training, carried out textually on the WhatsApp group. The implementation of this workshop runs smoothly, as expected. Therefore, the goals can be achieved in terms of teachers, students, and parents’ perspectives. The teacher can create simple questions on Google form. To implement this workshop, long-distance learning barriers in the Elementary School of Nusa Indah, especially related to assignments/online evaluation, can be overcome.


2022 ◽  
pp. 171-191
Author(s):  
George P. Pavlidis ◽  
Stella Markantonatou

In the recent decades, there has been a significant investment in the incorporation of games in the educational practice. This has taken either the form of game-based learning or serious gaming. A literature review on gaming and education results in numerous works tackling different aspects of the approach. Even a simple search on the Web on gaming and learning produces multi-million results. In this work, we try to touch not only the surface of this approach and provide typical game-based learning evaluation results but also to explore its inner workings (offering a modest mixed philosophical and science aspect) and to provide an even more concrete foundation for a playful education.


2021 ◽  
Vol 25 (2) ◽  
Author(s):  
Risky Setiawan ◽  
Aman Aman ◽  
Lantip Diat Prasojo ◽  
Kunal Mehta

Learning in the millennial era provides significant changes in technology and communication. The COVID pandemic period requires every educational institution, especially universities, to carry out online learning. This influences the performance of lecturers in the online learning process, especially the implementation of hybrid learning at Universitas Negeri Yogyakarta (UNY). The purpose of this study is to (1) describe the implementation of hybrid learning at UNY; (2) know the hybrid learning lecture model carried out at UNY; (3) describe the results of hybrid learning evaluation. This research is an evaluation study with a mixed-method approach that is a mixture of qualitative and quantitative. The evaluation model selected is the CIPP model from Stufflebeam. This model was chosen because the evaluation is comprehensive, including (1) context, (2) input, (3) process, and (4) product. The results show that the hybrid learning evaluation model developed through the instrument already met an excellent construct of loading factor values and had a composite reliability score above 0.7 and Cronbach alpha above 0.6. Implementation of difficulties or obstacles to hybrid learning includes heterogeneity of origin of student residence to make the emergence of internet network signal problems. In comparison, the problem of lecturers is that not all lecturers have skills for technology and media in the implementation of hybrid learning. The results of hybrid learning evaluation showed that the value of context, input, process, and product aspects fall into the category of "excellent," i.e., with a total average score of 3.05.


2021 ◽  
Vol 5 (2) ◽  
pp. 171-182
Author(s):  
Yeni Kurniawati ◽  
Wawan Darmawan ◽  
Ayi Budi Santosa ◽  
Labibatussolihah Labibatussolihah

This article aims to explain the problem of the variety of online media used by teachers during online history learning. This problem arises because there is no standard provision for online media that must be used by teachers. So that teachers can freely take advantage of various free and paid online media or even develop media independently. The research method used is a survey using a questionnaire distributed by random sampling technique for one month to 41 respondents spread over nine provinces in Indonesia. The results of the descriptive statistical analysis show that teachers mix and match the use of online media in accordance with the learning objectives. Another finding is that it is understood that each media has its own advantages and disadvantages. A relatively similar impression in sorting and selecting various online media is described in this article. The most popular online media for planning are Google Classroom and WhatsApp Group. As for the implementation of learning, namely Zoom Meeting and Google Meeting. Online media for learning evaluation using Quizizz. Artikel ini bertujuan untuk menjelaskan persoalan ragam media daring yang digunakan oleh guru selama pembelajaran sejarah daring. Persoalan ini muncul karena tidak adanya ketentuan baku akan media daring yang wajib digunakan oleh guru. Sehingga guru dapat leluasa memanfaatkan berbagai media daring yang gratis maupun berbayar atau bahkan menggembangkan media secara mandiri. Metode penelitian yang digunakan yaitu survei dengan menggunakan angket yang disebarkan dengan teknik random sampling selama satu bulan kepada 41 responden yang tersebar di sembilan provinsi di Indonesia. Hasil dari analisis statistis deskriptif menunjukkan bahwa guru memadupadankan penggunaan media daring yang sesuai dengan tujuan pembelajaran. Temuan lainnya yaitu telah dipahami bahwa setiap media memiliki kelebihan dan kekuranganya masing-masing. Kesan yang relatif sama dalam memilah dan memilih berbagai media daring diuraikan dalam artikel ini. Media daring yang paling diminati untuk perencanaan yaitu Google Classroom dan WhatsApp Group. Sedangkan untuk pelaksanaan pembelajaran yaitu Zoom Meeting dan Google Meeting. Media daring untuk evaluasi pembelajaran menggunakan  Quizizz.


2021 ◽  
Vol 28 (2) ◽  
pp. 33
Author(s):  
Sudirman Sudirman

<p>Students need for qualified Islamic education is strongly influenced by the implementation of a systematic, programmed, and measurable learning management. This study aims to describe the implementation of learning management in improving the quality of Islamic education for students at MTsN 2 Langkat. This empirical study follows a qualitative approach with a descriptive-analytical study method. The data were collected through interviews, observation, and documentation analysis. The implementation of learning management can improve the quality of Islamic education for students at MTsN 2 Langkat. Improving the quality of education can be seen from the following aspects: (1) learning planning that involves all parties during the deliberation/meeting at the Madrasah, (2) the implementation of learning carried out in the Madrasah (inside and outside the classroom) as well as the tahfiz al-Qur'an program and the congregational Dhuha prayer; (3) learning supervision carried out systematically with academic and managerial supervision from the Ministry of Religion in the district and the Head of the Madrasah; (4) learning evaluation carried out in written, in worship practice and orally every semester.</p>


2021 ◽  
Author(s):  
Novi Trilisiana ◽  
Sungkono Sungkono ◽  
Mulyo Prabowo

This study aimed to understand the needs of students and lecturers for guidebooks on multimedia learning evaluation. This study was conducted because it had been found that some students and lecturers had difficulty in evaluating learning multimedia, and had insufficient understanding of the evaluation process, the relevance of the instruments, and the assessment indicators. This needs analysis study was conducted as the initial stage of development research. The content of the guidebook included general descriptions, evaluation plans, development of assessment instruments, product validation, and analysis of learning multimedia assessment data. The data were collected by conducting a literature review and online surveys with 35 respondents in the field of educational technology from around Yogyakarta, Central Java and surrounding areas. The data were analyzed descriptively and quantitatively. The findings indicated that 77.1% strongly needed guidebooks and as many as 40% experienced difficulties in carrying out learning multimedia evaluation as developers and/or evaluators. 80% of the respondents wanted both a printed and electronic guidebook, 14.3% only wanted an electronic book, and the rest only wanted a printed book. The results of this needs analysis can be used in the development of meaningful learning products. Keywords: needs analysis, guidebook, multimedia evaluation, learning multimedia


Akademika ◽  
2021 ◽  
Vol 10 (02) ◽  
pp. 437-445
Author(s):  
Hanafi Wibowo ◽  
Arli Adinda Rahmah

The Covid-19 pandemic has an impact on all aspects of life, including the provision of educational services. For the sake of the continuity of the education process and participating in breaking the chain of the spread of the covid-19 virus, learning and implementation of SMPN 168 Jakarta has been adjusted to the social distancing policy. Teaching activities are carried out at each student's home and through online media (online). This study aims to describe the implementation of online English learning activities, describe the implementation of online English assessment activities, and determine the effectiveness of the implementation of online English learning activities carried out in class VIII SMP 168 Jakarta during the Covid-19 pandemic. Use of the Google Form application to evaluate learning outcomes of English subjects. Through online activities, the average score of students' English is 77.31, and the proportion of students who exceed the KKM is 75.15%. SMP 168 Jakarta sets a minimum mastery standard of English at 75, and the proportion of students who pass the KKM exceeds 73%, so it can be concluded that online English learning at SMP 168 Jakarta is carried out effectively.


Sign in / Sign up

Export Citation Format

Share Document