Ditemukan 16057 dokumen yang sesuai dengan query
"Facilitating of learning in higher education can be transformed through the use of Whole Brain® learning. Whole brain® learning in higher education argues that facilitating learning in Higher Education should undergo transformation in order to develop the full academic potential of all stakeholders following the principles of action research. Empirical data was collected from participants in a number of projects across diverse disciplines. Participants included students, academic staff, instructional designers, and professionals attending short courses at tertiary level.
A number of case studies are discussed as evidence for the value of the proposed model for higher education. This title consists of seven chapters, covering, the theoretical framework, baseline study, professional development, studies in Whole Brain® application, learning material that makes a difference, multidisciplinary collaboration, and the way forward.
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Oxford, UK: Chandos, 2013
e20427712
eBooks Universitas Indonesia Library
Pfeffer, Thomas
"The purpose of this volume is to shape conceptual tools to understand the impact of new information and communication technologies (ICTs) on the organization of universities. Traditional research-based universities, the most typical representatives of the higher education system, find themselves challenged by the speed and the wide range of technical innovations, but also by a vast array of implicit assumptions and explicit promises associated with the distribution of digital media.
The author observes that as universities increasingly use digital media (computers and the Internet) to accomplish their tasks, a transformation takes place in an evolutionary rather than in a revolutionary way. Using the University of Klagenfurt as an in-depth case study, he explores such dynamic issues as how digital media affect the practice of research, the preservation and dissemination of knowledge (for example, through publishing and archiving), and delivery of education at universities. More broadly, he considers issues of organizational culture and design, administration, and leadership as universities integrate digital technologies into all aspects of their operations."
New York: [, Springer], 2012
20410634
eBooks Universitas Indonesia Library
""This book compiles the latest empirical research findings in the area of e-learning and knowledge management technologies assessment, highlighting specific comparisons and practices of e-m-learning and knowledge management technologies"--"
Hershey, P.A.: Igi Global, 2014
378.173 4 PEL e (1)
Buku Teks Universitas Indonesia Library
Garrison, D. R. (D. Randy), 1945-
New York Routledge : Routledge, 2017
378.002 85 GAR e
Buku Teks Universitas Indonesia Library
Bangkok: UNESCO, 1989
378.1 UNI m
Buku Teks Universitas Indonesia Library
New York: Pergamon Press, 1995
378.5 EAS
Buku Teks Universitas Indonesia Library
Bangkok: UNESCO, 1991
379.118 UNI f
Buku Teks Universitas Indonesia Library
Adrian Curaj
"The book collects more than 50 articles focusing on vital issues in European higher education. These are arranged in sections addressing the European Higher Education Area (EHEA), teaching and learning, quality assurance, mobility, higher education governance in the EHEA , funding of higher education, diversification of higher education missions, higher education futures and foresight."
Dordrecht, Netherlands: Springer, 2012
e20399995
eBooks Universitas Indonesia Library
"This volume on changing relationship between state and market, contains, besides an introductory analytic overview of the issues, accounts from different countries, regions, and thematic perspectives. Chapter authors describe and analyze government reforms and other developments that have directly or indirectly affected this relationship. Although the geographical focus is on North America, especially Mexico, South East Asia and Europe, the phenomenon is not limited to these regions and countries but worldwide."
Rotterdam : Sense, 2012
e20400925
eBooks Universitas Indonesia Library
Arsy Hanifa Noverani
"Pandemi COVID-19 telah mengubah kehidupan kita sehari-hari yang dulu kita anggap membosankan dan biasa saja menjadi sesuatu yang kita rindukan. Aktivitas duniawi seperti bekerja di kantor dan belajar di sekolah telah dipindahkan ke lingkungan online sesuai dengan aturan social distancing. Namun, dengan keterbatasan infrastruktur dan sumber daya, pembelajaran daring memiliki keterbatasan dan kekurangan. Sementara banyak guru telah mengadopsi alat pengajaran dan pembelajaran yang bersifat gamified ke dalam pelajaran mereka, masih ada beberapa yang belum dan masih mengajar dengan cara tradisional. Sementara itu, pembelajaran daring hadir dengan banyak gangguan dan sebagian besar dilakukan dalam penyampaian satu arah. Hal ini kemudian menciptakan lingkungan belajar yang tidak efektif. Oleh karena itu, analisis pengaruh gamifikasi pada siswa SMA dilakukan dalam penelitian ini dengan menggunakan metode structural equation modeling (SEM). Studi ini secara khusus dianalisis berdasarkan platform Quizizz dan Kahoot, yang merupakan beberapa alat dan wadah yang bersifat gamified yang umum digunakan oleh guru untuk menilai siswa mereka. Sebanyak 286 tanggapan diperoleh. Berdasarkan hasil pengolahan data, faktor motivasi belajar, kecemasan belajar, beban kognitif, dan prestasi akademik dipengaruhi oleh gamifikasi. Berdasarkan analisis lebih lanjut atas hasil tersebut, maka dirumuskan seperangkat strategi dengan menggunakan metode why how laddering kemudian divalidasi dengan ahli dengan menggunakan strategy to mission matrix, sehingga diperoleh seperangkat strategi yang diprioritaskan untuk dijadikan rekomendasi bagi sekolah-sekolah dan lembaga pendidikan.
The COVID-19 pandemic has altered our daily lives that we once consider as normal have become something that we take for granted. Mundane activities such as working in the office and studying in school has been moved to online environments in accordance with the social distancing regulation. However, with limited infrastructure and resources, online learning had its limitations and shortcomings. While many teachers have adopted gamified teaching and learning tools into their lessons, there are still some that have not and are still teaching the traditional way. Meanwhile, online learning comes with many distractions and is mostly carried out in a one-way delivery. This then creates an ineffective learning environment. Thus, analysis on the effects of gamification on senior high school students is conducted in this study by using the structural equation modeling (SEM) method. The study was specifically analysed based on the platforms Quizizz and Kahoot, which are some of the commonly used gamified tools and platforms by teachers to assess their students. A total of 286 responses were obtained. Based on the results of the data processing, factors learning motivation, learning anxiety, cognitive load, and academic performance were affected and influenced by gamification. Based on further analyses on the results, a set of strategies were formulated using the why how laddering and then validated with experts using the strategy to mission matrix, eventually obtaining the set of prioritised strategies to be used as recommendations to schools and educational institutes."
Depok: Fakultas Teknik Universitas Indonesia, 2021
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UI - Skripsi Membership Universitas Indonesia Library