PERTEMUAN II
Kode Mata Kuliah
6715320445
Semester
4 (empat)
SKS
2 (dua)
Prodi/Fakultas
S1 Informatika / F.T
BEHAVIORISME COGNITIVISME
CONTRUCTIVIS ME
Pembelajaran
Stimulus dan Respon
Memproses pengetahuan
Penemuan sendiri dan eksperimen
Tipe pembelajaran
Mengingat
Memberikan materi
Pemecahan masalah
Strategi guru
Pemberian Hadiah
Menerapkan rencana Mediator sesuai dengan tahapan
Konsep
Reinforcement
Elaborasi dengan pengetahuan yang sudah ada
Penemuan sendiri oleh siswa sendiri
PERUBAHAN PARADIGMA DALAM PENDIDIKAN From teacher-centered instruction From single-sense Stimulation From single-path Progression
From single media From isolated work From information delivery
To student-centered Instruction To multisensory stimulation To multipath progression To multimedia
To collaborative work To information exchange
What is e-Learning ?
Definisi • e-learning merupakan suatu jenis belajar mengajar
yang memungkinkan tersampaikannya bahan ajar ke siswa dengan menggunakan media Internet, Intranet atau media jaringan komputer lain (Darin E. Hartley, 2001:1)
• E-Learning is learning facilitated and supported through the use of
information and communications technology (ICT) (Martin Jenkins and Janet Hanson, Generic Center, 2003).
History of e-learning 1. 2. 3. 4. 5. 6. 7. 8.
Early 1980s: The Introduction of Personal Computers 1990: The Development of Multimedia PC
1999: The Word eLearning was Born Early 2000s: The Dot Com Boom 2004: The Ascendancy of Web 2.0
2005: The Rise of Flash Video 2008: The Beginning of the Mobile Web 2010: The Reign of HTML5
Karla Guttierez http://info.shiftelearning.com/
The early prototypes were, of course, crude versions of our current personal computers. Those were all read-only technologies, Web 1.0 as people call it. A major breakthrough took place in 1984 when Apple's Macintosh computer was introduced. It was first to offer better graphical and text support. Its unique mouse input also revolutioned how users interact with the machine.
The Multimedia PC (MPC) came with a CD-ROM drive, meaning that the device can display video synced with audio. Alongside CD-ROMs came Microsoft Powerpoint, a modern presentation software quickly embraced by lecturers, executives, teachers and students. It's important to note how the MPC relaxed the learning barrier for students. Using a multimedia computer, they were able to utilize video, audio, graphics and animation programs so that they can better interact with the computer's interface.
http://trends.masie.com/archives/1999/10/20/special-reportthe-e-in-e-learning-stands-for-experience.html
• In November 1999, Elliott Masie coined the word "eLearning" at his TechLearn Conference at Disneyworld. It was the first time that the term was used in a professional context. Others in the industry have already used the term "online learning," which basically points to the same concept.
• The term has always been used to refer to learning using the web or any other electronic medium. Professionals consider it as a type of distance learning since students are able to access materials and complete learning tasks even outside the classroom.
The World Wide Web became mainstream, thanks to investors throwing money at anything webrelated between1995 and 2000. CD-ROMs quickly became a thing of the past. During this time, a number of sophisticated technologies significantly boost the progress of eLearning. Here are some of them: • Increased bandwidth for faster and much improved multimedia content. • High-speed Internet technologies including broadband and wireless LANs for faster connections. • Bluetooth for short-range connectivity to devices such as phones and printers improved browser technologies for better user experience. • All of these made it possible for organizations to train employees using eLearning. Individuals eager to expand their skill sets and widen their knowledge base also turned to the Internet online degrees and free educational programs.
http://www.oreilly.com/pub/a//web2/archive/what-is-web-20.html
• Yes, the Web 2.0 as we all know it was introduced only a decade ago. The term was first coined by Darcy DiNucci in 1999 in her article "Fragmented Future." But it wasn't until 2004 that the term took wing when pen-source advocate Tim O'Reilly promoted the idea at the O'Reilly Media Conference.
• From the read-only environment of Web 1.0, Web 2.0 promises a two-way conversation where
users can contribute, collaborate and create through several platforms like social media, blogs, wikis and forums. Web 2.0 emphasizes on how we learn—how we interact with content online.
http://www.technobuffalo.com/2010/04/05/a-brief-history-of-flash/
• In 2005, Adobe bought Macromedia and transformed it into Adobe Flash. It took of way too quickly, like a rocket. Developers who worked with it discovered just how flexible Flash is.
• Flash didn't require a lot of bandwidth as older methods would have used. So it enabled users
to embed and play back video easier and faster than before. Flash became an animation and authoring tool overnight, a tool so crucial at creating multimedia content.
• The same year brought us YouTube, arguably the world's most visited site for uploading or watching videos online.
• The mobile web started just a few years ago. Smartphones were introduced, Internet-enabled tablets came next, and you probably have witnessed the rest of the story. People in the office or at school has to have a mobile device. We modern-day, tech-savvy users expect that from everyone.
• It's worth noting how Apple's iPod Touch, iPhone and iPad lines helped transform the way developers create educational software, the way teachers teach and the way students learn.
• The era of the mobile web has not ended yet. It's only just begun. Experts suggest that mobile-enabled Internet access will eventually overtake desktop access by 2015
No other emerging technology has changed the way we interact with content online than HTML5. This latest evolution of HTML, supplemented by CSS3 and JavaScipt, opened up a host of gamechanging features: •Compatibility with modern devices and browsers means wider user reach and device-agnostic eLearning content. •Ability to detect device means content tailored to fit a learner's preferred device. •Ability to embed a rich media experience makes it a viable alternative to Flash, which not all mobile devices support.
Pengaruh IT pada Berbagai Aktivitas
e-learning framework
2005
Institusional (Penyelenggara) Adanya unsur penyelenggara yang mengelola masalah akademik, administrasi, dan layanan kepada peserta didik
Manajemen Adanya unsur pengelolaan yang terkait dengan pengelolaan pembelajaran dan distribusi informasi Teknologi Adanya infrastruktur untuk mendukung sistem penyelenggaraan e-Learning. Hal ini meliputi perencanaan dan penyiapan infrastruktur hadware dan software seperti internet, LAN, WAN, koneksi, bandwidth computer, server, software, dan lain-lain). Pedagogik Adanya unsur proses belajar dan mengajar yang meliputi apa yang dipelajari, apa tujuan pembelajaran yang ingin dicapai, siapa yang belajar, bagaimana desain, metode, dan strategi pembelajaran yang digunakan untuk mencapai tujuan.
Etika Adanya etika penyelenggaraan e-Learning, seperti masalah hak cipta, hak kekayaan intelektual, aturan main yang berlaku khusus (seperti sistem evaluasi, kebijakan khusus, dan lain-lain).
Desain tampilan Desain tampilan yang meliputi tampilan situs, isi, navigasi, aksesibilitas, interaktifitas, kecepatan, dan lainnya.
Sumber daya pendukung Sumber daya yang dibutuhkan untuk mendukung proses e-lerarning. Evaluasi Untuk melihat keberhasilan penyelenggaraan e-Learning maka perlu dilakukan evaluasi untuk mengukur keberhasilan pembelajaran maupun penyelenggaraan e-learning.
Komponen e-learning Romi Satrio Wahono (2008) 1. Sistem dan Aplikasi e-Learning Proses penyelenggaraan e-Learning, membutuhkan sebuah sistem perangkat lunak untuk mengatur tata laksana penyelenggaraan pembelajaran di dalam model e-learning seperti manajemen kelas, pembuatan materi atau konten, forum diskusi, sistem penilaian, sistem ujian online, dan segala fitur yang berhubungan dengan proses belajar mengajar
2. Konten e-Learning (Isi) • Konten dan bahan ajar yang ada pada e-Learning system (Learning Management System). Konten dan bahan ajar ini bisa dalam bentuk multimediabased Content (konten berbentuk multimedia interaktif), Text-based Content (konten berbentuk teks seperti pada buku pelajaran biasa) atau kombinasi dari keduanya. Biasa disimpan dalam Learning Management System (LMS) sehingga dapat dijalankan oleh mahasiswa kapanpun dan dimanapun. Ini langkah menarik untuk mempersiapkan perkembangan e-learning dari sisi konten.
3. Infrastruktur e-Learning Infrastruktur e-Learning dapat berupa personal computer (PC), jaringan komputer, internet dan perlengkapan multimedia. Termasuk didalamnya peralatan teleconference/ videoconference apabila kita memberikan layanan synchronous learning melalui teleconference/ videoconference.