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In addition, there are still gaps in the blended learning model such as learning Syntax, face to face and online proportions, learning that only uploads material and others

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Nguyễn Gia Hào

Academic year: 2023

Membagikan "In addition, there are still gaps in the blended learning model such as learning Syntax, face to face and online proportions, learning that only uploads material and others"

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ABSTRACT

Development of Flipped Blended LearningModel in Visual Programming Courses.

By : Unung Verawardina

This research is based on instructional process that faces the XXI century and the era of the industrial revolution 4.0 where learning shouldded a new apporach and technology such as learning where and whenever is flexible through online, as well as a combination of blended learning, a combination of face to face and online, then also based on the ability of 4C soft skills. The problems that occur ware not optimal when students have skills with these abilities, and other problems based on the characteristics of the visual programming course, namely the need for students to analyze problems, think critically in understanding program algorithm concepts and be creative in creating and producing programs. In addition, there are still gaps in the blended learning model such as learning Syntax, face to face and online proportions, learning that only uploads material and others. To overcome this problem, it was necessary to develop a learning model that combines face-to-face and online learning using technology that includes the 4.0 industrial revolution, 4C soft skills, and skills through projects in visual programming courses that spur higher- level thinking. This study aims to develop a Flipped Blended Learning model in a valid, practical and effective visual programming course. This type of research is research and development (R&D) by adopting the ADDIE model (Brncah, 2010) through the steps of: (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. This study produces a Flipped Blended Learning model, which has proven validity, practicality and effectiveness so that it is suitable for use in Visual Programming courses. The implication of this research can be an alternative recommendation to optimize face to face and online learning that can improve HOTS, soft skills and psychomotor.

Keywords: Blended Learning, Visual Programming, HOTS, Online and Face to Face, XXI Century Learning

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ABSTRAK

Pengembangan Model Flipped Blended LearningPada Mata Kuliah Pemrograman Visual

Oleh : Unung Verawardina

Penelitian ini didasarkan atas pembelajaran menghadapi abad XXI dan Era revolusi industri 4.0 dimana pembelajaran perlu menggunakan teknologi seperti belajar terjadi dimana dan kapan saja secara fleksibel melalui online, maupun kombinasi pembelajaran secara blended perpaduan face to face (tatap muka) dan online. Kemudian juga didasari kemampuan softskill 4C (Comunication, Colaboration, Critical thinking dan Creative). Permasalahan yang terjadi kurang optimalnya keterampilan mahasiswa dengan kemampuan tersebut, dan permasalahan lainnya berdasarkan karakteristik mata kuliah pemrograman visual yakni perlunya mahasiswa untuk menganalisis masalah, berfikir kritis dalam memahami konsep algoritma program dan mampu kreatif dalam membuat dan menghasilkan program. Untuk mengatasi persoalan tersebut maka perlu dikembangkan suatu model pembelajaran secara blended yang menggunakan teknologi yang memuat adanya usur revolusi industri 4.0, soft skill 4C, dan keterampilan melalui projek yang memacu untuk berpikir tingkat tinggi.

Penelitian ini bertujuan untuk mengembangkan sebuah model Flipped Blended Learning pada mata kuliah Pemrograman visual yang valid, praktis dan efektif.

Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development (R&D) dengan mengadopsi model ADDIE (Brncah, 2010) melalui langkah-langkah; (1) Analisis, (2) Desain, (3) Development, (4) Implementasi, (5) Evaluation. Penelitian ini menghasilkan model Flipped Blended Learning, memiliki validitas, praktikalitas dan efektivitas yang telah teruji sehingga layak digunakan pada mata kuliah Pemrograman Visual. Implikasi dari penelitian ini dapat menjadi rekomendasi alternatif untuk mengoptimalkan pembelajaran secara face to face dan online yang mampu meningkatkan HOTS, softskill dan psikomotor.

Kata kunci: Blended Learning, Pemrograman Visual, HOTS, Online dan Face to Face, Pembelajaran Abad XXI.

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