Development of E-Learning, Mobile Apps, Character Building, and Outdoor Study (EMCO Learning Model) to Improve Geography Outcomes in the 21st Century

International Journal of Interactive Mobile Technologies (iJIM)

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Field Value
 
Title Development of E-Learning, Mobile Apps, Character Building, and Outdoor Study (EMCO Learning Model) to Improve Geography Outcomes in the 21st Century
 
Creator Prastiyono, Hendri; State University of Malang, and SMA Wachid Hasyim 2 Taman, Sidoarjo
Utaya, Sugeng; Faculty of Social Science State University of Malang
Sumarmi, Sumarmi; Faculty of Social Science State University of Malang
Astina, I Komang; Faculty of Social Science State University of Malang
Amin, Saiful; Universitas Islam Negeri Maulana Malik Ibrahim Malang
Aliman, Muhammad; SMA Negeri 15 Padang, Sumatera Barat
 
Subject Development; EMCO learning model; geography learning outcomes
 
Description This development study aims to 1) create a learning model that fuses e-learning, a mobile app, character building, and outdoor study and 2) determine the effectiveness of the EMCO learning model on student learning outcomes. This study uses a research and development design with the model of Dick and Carey. A product feasibility test is performed by the learning, media, and materials expert validators, and the product’s effectiveness is tested by students. The data analysis includes descriptive statistics to determine the product feasibility and an independent sample t-test to determine the effectiveness of the learning model. The results of the expert validation show that the EMCO model is in the very good category and does not need revision. The EMCO model has a learning syntax with four phases: LKPD (student worksheet), assessment instrument, learning media, and teaching materials. Results indicate that the EMCO learning model is effective in improving geography learning outcomes. The model has the advantages of 1) effective and innovative material delivery; 2) easy-to-use navigation keys to access the material; 3) attractive design; 4) availability of CBT (computer-based test); and 5) online learning media that can be accessed anytime, anywhere, and under any conditions. The research has a positive impact on students and is able to transform them into 21st-century learning agents.
 
Publisher International Association of Online Engineering (IAOE), Vienna, Austria
 
Contributor
 
Date 2021-04-09
 
Type info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
 
Format application/pdf
 
Identifier https://online-journals.org/index.php/i-jim/article/view/21553
10.3991/ijim.v15i07.21553
 
Source International Journal of Interactive Mobile Technologies (iJIM); Vol 15, No 07 (2021); pp. 107-122
1865-7923
 
Language eng
 
Relation https://online-journals.org/index.php/i-jim/article/view/21553/9065
 
Rights Copyright (c) 2021 Hendri Prastiyono, Sugeng Utaya, Sumarmi Sumarmi, I Komang Astina, Saiful Amin, Muhammad Aliman
 

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