DEVELOPMENT MODEL OF E-LEARNING
Development of e-learning models need to be carefully designed according to the desired destination. If we agree that e-learning in it also includes Internet-based learning, then the opinion Haughey (1998) should be considered in the development of e-learning. He said there are three possibilities in the development of internet-based learning system, namely: the web courses, web-centric courses, and web-enhanced course.Web courses is the use of the Internet for educational purposes, in which learners and teachers are fully separated and no need for face to face. The entire teaching materials, discussion, consultation, assignments, exercises, exams, and other learning activities are fully delivered over the internet. In other words, this model uses the system remotely.Web-centric course is the use of the Internet that combines distance learning and face to face (conventional). Some disampikan material via the internet, and partly through face to face. Its function is complementary. In this model teachers can provide clues to the students to learn the course material via the web that has been made. Students are also given direction to look for other sources of relevant websites. In face to face, learners and teachers more discussion about the findings of the material that has been learned through the internet.Web-enhanced course is a model of internet utilization to support the improvement of the quality of learning done in class. Internet functions is to provide enrichment and communication between learners with teachers, fellow students, members of the group, or students with other resource persons.Therefore, the role of teachers in this case are required to master the technique of searching for information on the internet, guiding students seek and find sites that are relevant to instructional materials, presenting the material through the web an attractive and desirable, serving the guidance and communication via the internet, and skills Another necessary. Development of e-learning is not merely presenting meteri lessons on-line only, but must be communicative and interesting. The material is designed as a lesson learned before teaching students through computer screens that are connected through the Internet. To be able to produce e-learning an attractive and desirable, Onno W. Purbo (2002) requires three things that must be met in designing e-learning, which is "simple, personal, and quick". Simple system that will facilitate students in making use of existing technology and the menu, with the ease at which the panel is provided, will reduce the introduction of e-learning system itself, so that learning time can be streamlined to participants learning process itself and not on learning to use e -learning it. Terms personalized means teachers can interact with either like a teacher who communicates with students in the class. With the approach and a more personal interaction, learners noted its progress, and assisted all the problems it faces. This will make students feel at home for a long time in front of his computer screen. Then the service is supported by the speed, quick response to complaints and needs of other learners. Thus the improvement of learning can be done as quickly as possible by a teacher or administrator. To enhance the attractiveness of learning, Onno W. Purbo add the necessity of using the theory of games. This theory was put forward after extensive observation of the behavior of a fan of computer games that is growing very rapidly. Playing computer games is very exciting. The players will be swept away with the character he played through the computer. Even able to sit for hours and play the game happily. This phenomenon is very interesting in designing e-learning. By making e-learning system immerses learners who are able to follow every step of learning in it like when playing a games. The application of game theory in designing e-learning materials need to be considered because it is basically every man loves the game.In summary, e-learning should be created as if the students learn in the conventional, it's just moved into the digital system over the internet. Therefore e-leraning need to adapt the elements of common practice in conventional learning system. For example starting from the formulation of operational objectives and measurable, there is apperception or pre test, motivational, communicative use of language, a clear description of the material, concrete examples, problem solving, questioning, discussion, post test, to assignments and activities follow-up. Therefore, designing an e-laarning need to involve stakeholders, including: teachers, materials specialists, communications specialists, programmers, artists, etc..
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