Isi Artikel Utama
Abstrak
E-learning yang merupakan perpaduan antara pendidikan dan teknologi informasi, adalah pendekatan pembelajaran yang cocok untuk generasi Z. Implementasi e-learning membutuhkan pengetahuan tentang konsep e-learning dan keterampilan untuk mengoperasikan aplikasi e-learning. Siswa dari SMP dan SMA Ta'miriyah Surabaya termasuk dalam generasi Z yang paham teknologi dan lebih menyukai pembelajaran visual daripada pembelajaran audio. Permasalahannya adalah para guru di dua sekolah ini memiliki pengetahuan yang belum memadai tentang konsep e-learning dan keterampilan dalam menggunakan teknologi informasi untuk kegiatan pembelajaran belum merata. Permasalahan tersebut diselesaikan melalui program kemitraan masyarakat menggunakan pendekatan tiga metode. Pertama, sosialisasi konsep e-learning berdasarkan hasil dari studi literatur. Kedua, melakukan pelatihan aplikasi e-learning, dan terakhir adalah evaluasi pelaksanaan pelatihan. Pelatihan dilakukan dengan menggunakan aplikasi e-learning Edmodo yang sesuai dengan kebutuhan siswa, guru, dan sekolah, yaitu multi-platform, multi-perangkat, tanpa biaya, dan tersedianya fitur interaksi antara siswa, guru, dan orang tua siswa. Pada akhir program kemitraan masyarakat, dapat disimpulkan bahwa metode sosialisasi mampu meningkatkan pengetahuan dan pemahaman guru tentang konsep e-learning, sementara metode pelatihan mampu meningkatkan keterampilan guru dalam menggunakan aplikasi e-learning Edmodo, baik sebagai guru, siswa, maupun orang tua siswa.Â
Kata kunci: e-learning; edmodo; generasi z.
Â
ABSTRACT
E-learning, the fusion between education and information technology, is the learning approach that suitable for the Z generation. E-learning implementation requires knowledge about e-learning concepts and skills to operate one of the e-learning applications. Students of Ta'miriyah Surabaya Middle and High School are the Z generation who are tech-savvy and prefer visual than auditory learning methods. Teachers in this school have inadequate knowledge of e-learning concepts and lack of skills using information technology for learning activities. The problems resolved through community partnership programs by performing three methods. The first is to socialize e-learning concepts based on the literature study, the second is to conduct e-learning application training, and the last is evaluation. The training use Edmodo's e-learning application that fits with the needs of students, teachers, and schools. Those needs are an application which multi-platforms, multi-devices, no charge, and the availability of interaction features between students, teachers, and parents. At the end of the program, it concluded that socialize could increase teacher knowledge and understanding of e-learning. Besides, the training improves the teachers' skills in using Edmodo's e-learning application.Â
Keywords: e-learning; edmodo; z generation.
Kata Kunci
Rincian Artikel
Hak cipta artikel dimiliki oleh jurnal AKSIOLOGIYA
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional.
Referensi
- Cook, V. S. (2015). Engaging Generation Z Students. Retrieved November 9, 2018, from https://sites.google.com/a/uis.edu/colrs_cook/home/engaging-generation-z-students
- Epignosis LCC. (2014). e-learning Concepts, Trends, Applications. In Epignosis LCC. Retrieved from https://www.talentlms.com/wp-content/uploads/2018/09/elearning-101-concept-trends-applications.pdf
- Fenton, W. (2018). The Best (LMS) Learning Management Systems for 2018. Retrieved March 17, 2018, from PCMags website: http://sea.pcmag.com/absorb-lms/10984/guide/the-best-lms-learning-management-systems-for-2018
- Katernyak, I., Ekman, S., Ekman, A., Sheremet, M., & Loboda, V. (2009). eLearning: from social presence to coâ€creation in virtual education community. Interactive Technology and Smart Education, 6(4), 215–222. https://doi.org/10.1108/17415650911009182
- Omer, A. H. (2018). The Future of E-Learning: Game-Based Content. Retrieved November 19, 2018, from training industry website: https://trainingindustry.com/articles/e-learning/the-future-of-e-learning-game-based-content/
- Pemerintah Republik Indonesia. Peraturan Menteri Pendidikan dan Kebudayaan Republik Indonesia Nomor 68 Tahun 2014 tentang Peran Guru Teknologi Informasi dan Komunikasi dan Guru Keterampilan Komputer dan Pengelolaan Informasi dalam Implementasi Kurikulum 2013. , (2014).
- Rothman, D. (2016). A Tsunami of Learners Called Generation Z. Retrieved November 9, 2018, from http://www.mdle.net/Journal/A_Tsunami_of_Learners_Called_Generation_Z.pdf
- Rothman, T. (2016). Increasing Student Engagement with Online Learning Platforms. Retrieved November 19, 2018, from entrepreneur India website: https://www.entrepreneur.com/article/281631
- Soni, A. (2015).
- Choosing The Right eLearning Methods: Factors And Elements. Retrieved November 9, 2018, from elearning industry website: https://elearningindustry.com/choosing-right-elearning-methods-factors-elements
- Törőcsik, M., Szűcs, K., & Kehl, D. (2014). How generations think : Research on generation Z Krisztián Szűcs. Acta Universitatis Sapientiae, Communicatio, 1, 23–45. Retrieved from http://www.acta.sapientia.ro/acta-comm/C1/comm1-3.pdf
Referensi
Cook, V. S. (2015). Engaging Generation Z Students. Retrieved November 9, 2018, from https://sites.google.com/a/uis.edu/colrs_cook/home/engaging-generation-z-students
Epignosis LCC. (2014). e-learning Concepts, Trends, Applications. In Epignosis LCC. Retrieved from https://www.talentlms.com/wp-content/uploads/2018/09/elearning-101-concept-trends-applications.pdf
Fenton, W. (2018). The Best (LMS) Learning Management Systems for 2018. Retrieved March 17, 2018, from PCMags website: http://sea.pcmag.com/absorb-lms/10984/guide/the-best-lms-learning-management-systems-for-2018
Katernyak, I., Ekman, S., Ekman, A., Sheremet, M., & Loboda, V. (2009). eLearning: from social presence to coâ€creation in virtual education community. Interactive Technology and Smart Education, 6(4), 215–222. https://doi.org/10.1108/17415650911009182
Omer, A. H. (2018). The Future of E-Learning: Game-Based Content. Retrieved November 19, 2018, from training industry website: https://trainingindustry.com/articles/e-learning/the-future-of-e-learning-game-based-content/
Pemerintah Republik Indonesia. Peraturan Menteri Pendidikan dan Kebudayaan Republik Indonesia Nomor 68 Tahun 2014 tentang Peran Guru Teknologi Informasi dan Komunikasi dan Guru Keterampilan Komputer dan Pengelolaan Informasi dalam Implementasi Kurikulum 2013. , (2014).
Rothman, D. (2016). A Tsunami of Learners Called Generation Z. Retrieved November 9, 2018, from http://www.mdle.net/Journal/A_Tsunami_of_Learners_Called_Generation_Z.pdf
Rothman, T. (2016). Increasing Student Engagement with Online Learning Platforms. Retrieved November 19, 2018, from entrepreneur India website: https://www.entrepreneur.com/article/281631
Soni, A. (2015).
Choosing The Right eLearning Methods: Factors And Elements. Retrieved November 9, 2018, from elearning industry website: https://elearningindustry.com/choosing-right-elearning-methods-factors-elements
Törőcsik, M., Szűcs, K., & Kehl, D. (2014). How generations think : Research on generation Z Krisztián Szűcs. Acta Universitatis Sapientiae, Communicatio, 1, 23–45. Retrieved from http://www.acta.sapientia.ro/acta-comm/C1/comm1-3.pdf