Development of Blended Learning Model Based on Nine Instructional
Event to Increase Learning Expectations Concepts and Procedures
Sudarman, Sugeng
Mulawarman University, Indonesia, Samarinda, Indonesia.
Keywords: Blended Learning Model, Nine Instructional Events.
Abstract: Learning strategies have changed the learning approach that can be done anywhere, anytime, with anyone,
through anything. Research development of blended learning model based on instructional nine events as an
alternative. The research instrument is used to measure the validity of models, media, and media appeal.
Qualitative descriptive statistics are used to describe the product; descriptive quantitative to describe the
feasibility of learning tools, instructional materials, interactive media, and pages. The results of the analysis
of student learning characteristics include learning styles on aspects of modalities (using learning style
analysis), and cognitive style (using learning style analysis developed by Kolb). The result of Visual, Audrey,
Kinaesthetic learning style validity test shows that there are 28 out of 30 instruments categorized valid). The
result of learning style reliability test showed the coefficient of Alpha reliability with the medium category.
The result of this research is related to the development of learning tools and learning resources in the form
of printed products, audio visual, internet (e-learning), Content Management System and Learning
Management System web (sudarmantep.com and kuliah.daremantep.id1945.com), with main components:
effectiveness , efficiency, and attractiveness.
1 INTRODUCTION
Learning is a process of interaction between lecturers
and students conducted by using various learning
patterns. Improving the quality of learning is done by
choosing, establishing, and developing optimal
learning methods to achieve the desired results
(Degeng, 1991). Therefore, the design of learning
needs to be developed in line with the tendency of
future learning, especially aspects of strategy and the
content of learning. The tendency of the learning
strategy changes toward learning that can be done
anywhere, anytime, with anyone, through anything.
Materials/content and learning results remain with
regard to the ability of students to understand the
concepts and procedures of science learned. The
reality on the ground shows that most of the learning
in universities is still done in a classical way. The
lecturer should not only transfer of knowledge but
also followed by transfer of skill. This weakness can
be overcome along with the rapid development of
technology. Thus, it is necessary to design a learning
model that combines technological progress as well
as improving the quality of learning by Blended
Learning model (Graham, 2006; Sudarman, 2013).
The blended learning model is widely used in
learning activities. (Šafranj, 2013) apply English
learning procedures using information technology
means; (Porter, 2014) adopted a blended learning
model for secondary schools; (Tshabalala, Ndeya-
Ndereya and van der Merwe, 2014) applied blended
learning to develop universities. According to
(Solera, R.Solera and Arayab, 2017), for different
curriculum designs at every level, the main aspects of
the blended learning model include micro-learning
planning and didactic orientation of the teaching and
learning process in the classroom. (Singera and
Stoicescu, 2011) recognizes that the use of blended
learning models as a tool to strengthen teaching
competencies.
Learning The blended learning model is done by
combining the advantages of learning through three
main activities: (1) face-to-face learning, (2)
interactive computer-based learning, and (3)
computer-based learning through online internet
(Heinze and Procter, 2006; Januszewski and
Molenda, 2008); or through e-learning (Collis and
Moonen, 2001; Graham, 2006), allowing access to
learning objects, and the indexing of materials from
learning resources (M.H. et al., 2003)
Sudarman, . and Sugeng, .
Development of Blended Learning Model Based on Nine Instructional Event to Increase Learning Expectations Concepts and Procedures.
DOI: 10.5220/0008409401710180
In Proceedings of the 2nd International Conference on Learning Innovation (ICLI 2018), pages 171-180
ISBN: 978-989-758-391-9
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
171
Given the combination of learning mode, it will
lead to more effective learning and ease of access to
learning (Graham, Allen and Ure, 2003). According
to (Osguthorpe and Graham, 2003), blended learning
modelling strategy is used for (1) enriching learning
management, (2) knowledge access, (3) social
interaction, (4) personal agency, (5) cost
effectiveness, and (6) ease of revision. With the
implementation of this strategy will be obtained the
contribution of knowledge through the exploration of
content management strategies, presentation
strategies and management strategies (Reigeluth,
1983; Degeng, 1989). In addition, it is also useful as
a preliminary finding of a learning development
function that is a research theory whose results can be
used as a foothold for the development of other
functions, such as the production function of learning
resources (Association for Educational
Communications and Technology (AECT), 1979;
Seels and Richey, 1994). Students have more
opportunities to develop themselves and take
responsibility for themselves (Hooper, 1992;
Saunders and Klemming, 2003), improve their social
competence, increase student confidence (Byers,
2001), improve information-digging and
achievement skills (Kendall, 2001). Therefore, the
focus of this research is to develop a blended learning
model design based on nine instructional events to
improve the acquisition of learning concepts and
procedures. In general, this research aims at
designing, developing, evaluating, revising, and
producing nine instructional events based blended
learning design based on conceptual and procedural
comprehension-oriented study materials in the course
of research methodology.
The definition of blended learning by experts still
varies. Blended learning is an integrated combination
of conventional learning approaches and online
learning based on pages, media combinations and
defences tools, and a combination of a number of
pedagogical approaches (Alavi and Gallupe, 2003) as
a combination of various pedagogical or teaching
approaches, such as collaborative learning with
support in conventional classrooms (Trapp, 2006) as
a pedagogical approach that combines classroom
effectiveness and socialization with technology to
create active learning in an online advocacy
environment (C. Dziuban, Hartman and Moskal,
2004) as a learning activity that combines the
advantages of online learning and learning in
conventional classrooms (Anderson and Krathwohl,
2001) as learning that can replace personal meetings
(face-to-face) with virtual sessions (Young, 2002).
(Kurtus, 2004) states that "blended learning is a
mixture of the various learning strategies and delivery
methods that will optimize the learning experience of
the user. Classroom training sessions, Computer-
Based Training (CBT) via a CD-ROM, Web-Based
Training (WBT) can be combined as a way to train
the learners ". Thus, blended learning is a mixture of
various learning strategies and delivery methods that
optimize the learning experience for its users; or seen
as conventional learning enriched with the use of
technology.
Based on the above definition of blended learning,
(Graham, 2006) has analysed the definition and
synthesized it into three categories of blended
learning point of view, namely (1) learning
modalities, (2) learning methods, and (3) face-to-face
learning and learning with the help of a computer.
First, as a combination of different modalities or
delivery media, blended learning is seen as a learning
program that is more than one way of delivery with
the goal of optimizing learning outcomes and cost
efficiency (Singh and Reed, 2001) or as a mix of
various delivery media designed to complement each
other (Singh, 2013). In this category, (Bersin, 2004)
says "Blended learning is the combination of different
training 'media' (technologies, activities, and types of
events) to create an optimum training program for a
specific audience)." how to combine face-to-face,
online, and offline learning processes to improve the
effectiveness, efficiency of learning, and make
attractiveness and joyfulness more enjoyable.
Second, based on the categories of learning
methods, blended learning as a combination of
various pedagogic approaches (constructivism,
behaviourism, cognition-vims) to achieve learning
outcomes, whether or not with technology in learning
(Driscoll, 2002). However, this condition contains a
blurring of meaning, as it can almost be used to
describe all environmental advocacy (Graham, Allen
and Ure, 2003; C. D. Dziuban, Hartman and Moskal,
2004).
Third, blended learning as face-to-face learning
and computer-assisted learning (Graham, Allen and
Ure, 2003); as a combination of face-to-face learning
with technology-based learning (Kerres and DeWitt,
2003); means mixing or a combination of learning or
a blend of the ideal, harmonious, ideal, online face-
to-face learning elements (Heinze and Procter, 2006).
Mean, blended learning can be interpreted as
conventional learning enriched by using technology.
There are six reasons for using blended learning:
(1) pedagogical wealth, (2) knowledge access, (3)
social interaction, (4) private institutions, (5) cost
efficiency, and (6) ease of revision. (Osguthorpe and
ICLI 2018 - 2nd International Conference on Learning Innovation
172
Graham, 2003). These reasons show the benefits and
challenges in the use of blended learning models.
Therefore, learning blended learning model is
done by combining the advantages of learning
through three main activities, namely (1) face-to-face
learning, (2) interactive offline computer-based
learning, and (3) computer-based learning via internet
online or via e -learning. According to (Graham,
2006; Garrison and Vaughan, 2008), the combination
model must follow the standards of technology,
pedagogy, and context. (Oliver and Trigwell, 2005)
provide the most commonly used blended learning
dimensions, and is shown in Table 1.
Dimensions of blended learning, on the
implementation of learning should be seen in the
design of learning blended learning model. The
design of learning, as a process to determine the best
method of learning to arise changes in knowledge and
skills in participants. According to (Miarso, 1987),
the design of learning as a development of
instructional systems, instructional design,
instructional programs, instructional products,
organization, or the development of faculty. (Staker
and Horn, 2012) classify blended learning models
that have been implemented in primary and secondary
education in the United States, including (a) Rotation
Models, (b) Station Rotation, (c) Rot Rotation, (d)
Flipped Classroom, (e) Individual Rotation, (f) Flex
Model, (g) Self-Blend Model, and (h) Enriched-
Virtual Model. Every model of blended learning, has
differences in learning practices, but each has its own
advantages.
Table 1: Blended learning dimension.
Dimensions
Descriptions
Presentation
Mode
A combination of conventional
learning with page-based online
learning
Technology
A combination of various media and
technology devices
Pedagogy
A combination of different
pedagogical approaches
Chronology
The synchronous and asynchronous
approach
Implementation The blended learning model
includes synchronous and asynchronous learning. A
face-to-face learning strategy, referring to (Gagne,
1983) thought that includes nine events of instruction,
(1) attracts attention, (2) notifies learning objectives,
(3) stimulates memory, (4) presents material
teaching, (5) providing learning guidance, (6)
encouraging performance, (7) providing informative
feedback, (8) assessing performance, and (9)
increasing retention and transfer of learning. These
nine events are successive stages in a learning process
in order to create a conducive condition so that the
learning process runs effectively and efficiently. In
general, blended learning has three characteristics.
First, it is flexible in providing learning resources
(Kuhn, Clark and Huang, 2000); Secondly, it
provides a diversity of learning and a third,
experience of e-learning experience on campus.
The acquisition of learning as an overview of
students' understanding of the topics studied, and
measured by the number of correct answer scores on
acquisition test. This test refers to two kinds of goals,
namely concepts and procedures. Many learning and
development theories differentiate between
conceptual and procedural knowledge (Bisanz and
LeFevre, 1992). In addition, learning acquisition is
influenced by various factors, both internal and
external factors, and also influenced by three main
factors, it is a cognitive ability, motivation, and
quality of learning (Bloom, 1979). The cognitive
model of the relationship between different
knowledge types can facilitate a common
understanding of the human mind, and help design the
context of conceptual knowledge (Rittle-Johnson,
Siegler and Alibali, 2001); and that knowledge is
stored in some form of relational representation, such
as schemes, semantic or hierarchical networks
(Byrnes and Wasik, 1991); With regard to task
completion, students tend to rely on conceptual
knowledge to produce problem-solving methods
(Briars and Siegler, 1984; Bisanz and LeFevre, 1992).
According to (Anderson and Krathwohl, 2001),
conceptual knowledge becomes the basis for
understanding, and consists of three subtypes, namely
(a) knowledge of classification and category, (b)
knowledge of principles and generalizations, and (c)
knowledge of theories, models and structure. Thus,
the acquisition of learning includes two things,
namely concepts and procedures; and influenced by
internal and external factors of the learners
themselves, cognitive ability, motivation and quality
of learning.
Procedural knowledge is seen as operator
knowledge and knowledge conditions to achieve
certain goals (Byrnes and Wasik, 1991); or as
knowledge of how to do things (Anderson and
Krathwohl, 2001) includes knowledge of skills,
algorithms, techniques, and methods as a whole
known as procedures (DeJong and Ferguson-Hessler,
1996), including familiarity with representational
systems of mathematical symbols and knowledge of
rules and procedures for solving exercises in
mathematics (Hiebert and Lefevre, 1986). With
regard to the acquisition of learning, (Merrill, 2012)
Development of Blended Learning Model Based on Nine Instructional Event to Increase Learning Expectations Concepts and Procedures
173
reveals that the acquisition of learning basically
consists of two dimensions, namely the dimensions of
content and performance dimensions. Content
dimensions consist of: facts, concepts, procedures,
and principles. Based on the above description,
procedural knowledge as operator knowledge
includes a variety of skills, techniques, algorithms
and others to solve the problems faced and to achieve
the learning achievement as planned
2 METHODS
This research uses Research and Development (R &
D) method, and its implementation follows the first
seven stages of (Borg and Gall, 1989), i.e. (1)
Preliminary Research and Data Collection, (2)
Planning, (3) Preliminary Product Creation, 4) Initial
Testing, (5) Preliminary Product Repair, (6) Field
Trial, (7) Operational Product Repair. This is
because, in the first year, the research aims to develop
the product of learning design model, printed
teaching materials, audio teaching materials, audio
visual teaching materials, video teaching materials,
interactive multimedia teaching materials, and
teaching materials contained in WEB, packaged in
the form of CD-ROM, in order to be used by students
to study courses in educational research
methodology.
The design of multimedia development using the
development model of (Lee and Owens, 2004). This
is in accordance with the needs of lectures on
Educational Research Methodology in FKIP Unmul,
FKIP Unikarta, FKIP Widyagama and FKIP UBT.
Students from the four FKIP were taken as research
samples. The multimedia development model is
shown in Figure 1.
2.1 Analysis / Assessment
In the analysis phase consists of needs assessment and
front-end analysis, including (1) analyzing existing
conditions; (2) identify what needs to be mastered
(knowledge, attitude, and skill) to complete a task; (3)
formulate objectives that have been identified
sequentially from the most important; (4) identifying
the differences between expected conditions
objectives and existing conditions, (5) determining
and documenting existing advantages; (6) determine
a priority in the effort to overcome the existing
problems.
Figure 1: Lee and Owens multimedia development model.
The front-end analysis is subdivided in several
steps. Student Analysis, at this stage is done the
analysis of initial ability and characteristics of
students. Technology Analysis, at this stage is
analyzed is the availability of technology types in the
learning environment. Situation analysis, this relates
to the consideration of the learning environment in
the delivery of the material, in order to make it
possible to find effective solutions for the delivery of
the material. Learning Analysis, to outline the steps
in achieving the learning objectives. Problem
Analysis, all data that has been collected and then
discussed to see the problems that exist. Special
Ability Analysis is based on the results of initial
capability analysis and student characteristics,
learning analysis, and the determination of
capabilities and skills and sub-sub capabilities and
sub-skills that are considered important. Media
Analysis, as the media selection stage according to
the availability of technology in the learning
environment that is considered the best in delivering
learning materials. Analysis of data availability,
related to the availability of learning materials
developed. Cost Analysis, to take into account
development costs.
2.2 Designing
The design stage is divided into five steps: Create
Project Schedule; Forming a Project Team;
Specifying Media Specifications; Content Structure
Content / Outline; and Control Configuration.
2.3 Development and Implementation
At this stage is done in 4 steps, namely: 1) making
storyboard, 2) production, 3) the pilot and program
reviews are conducted in three stages: editorial,
functional, technical review; 4) Implementation is the
stage of application of media in learning activities. 4)
ICLI 2018 - 2nd International Conference on Learning Innovation
174
Implementation is the stage of application of media in
learning activities.
2.4 Evaluation
The concrete steps taken by lecturers in the Research
Methodology when looking at the activities,
motivation, and interest of the students are low in
following the lectures: (a) Varying learning
strategies, (b) Providing individual tasks to create
research plans (proposal) and presented individually,
(c) Present a research video whose results bring
significant benefits, for example to make students
more interested, (d) Provide tasks by themselves and
discussed in front of the class, and (e) Provide
rewards for students who already perform their duties
with either as a replacement for quiz I or quiz II. In
this study the steps taken are a combination of Alessi
and Trollip (Luik, 2006), and nine instructional
events (Gagne, 1983)and illustrated as shown in
Table 2.
Table 2: Step learning model based nine instructional event.
Stages
Steps of
Learning
Nine Instructional
Events
1
Submission of
information
Draw attention
Inform the learning
objectives
Stimulate memory
Present teaching
materials
2
Student guidance
Provide tutoring
3
Practice
Encourage performance
Provide informative
feedback
4
Assessment of
learning
Assess performance
Improve retention and
transfer of learning
This study involves some data regarding the
development of learning tools and learning resources
in the form of print, audio-visual, computer, internet
(e-learning) products, in CMS and LMS website, with
major variable components of effectiveness,
efficiency and attractiveness. Several research
instruments (questionnaires) were used to measure
the validity of models, media, and media appeal,
developed and developed by the research team on the
basis of the variables translated into research
indicators. Data analysis using qualitative descriptive
statistical technique to describe the product; and
quantitative descriptive statistics to describe the
feasibility of learning tools, instructional materials,
interactive media and the website http://
sudarmantep.com and
http://kuliah.daremantep.id1945.com.
3 RESULTS AND DISCUSSION
3.1 Development Results
This first year research is a development research that
aims to produce blended learning model based on
instructional event nine to the diversity of learning
styles of students on lectures Research Methodology.
The result of the analysis of Blended Learning Model
needs to show that in the lectures of Research
Methodology in the four FKIP (FKIP Unmul, FKIP
Unikarta, FKIP Widyagama, and FKIP UBT) there is
a diversity of learning tools, web development and
interactive multimedia development.
The results of the analysis of student learning
characteristics include learning styles on aspects of
modalities (using VAK analysis), and cognitive style
(using learning style analysis developed by KOLB).
VAK Learning Style Instrument (Visual, Auditory,
and Kinesthetic) in the form of a questionnaire refers
to the Learning Styles Self-Assessment
Questionnaire; consists of 30 items and each item
consists of 3 options. Each option is in the form of a
statement regarding the type of learning style of
VAK. The result of VAK learning style validity test
shows that there are 28 out of 30 instruments (N = 340
student respondents) categorized valid (analysis with
SPSS assistance, selected item with Sig. <). The
result of VAK learning style reliability test showed
the coefficient of Alpha reliability with medium
category. The result of descriptive analysis of VAK
learning style data according to faculty level is shown
in Figure 2.
Figure 2: Learning styles of VAK by faculty level.
Development of Blended Learning Model Based on Nine Instructional Event to Increase Learning Expectations Concepts and Procedures
175
Figure 3: The experimential learning cycle (Kolb, 1984).
Figure 4: Result of percentage learning style of KOLB.
The KOLB Learning style instrument in the form
of a questionnaire refers to KLSI (The Kolb Learning
Style Inventory) (Kolb, 1984). This instrument
consists of 12 grain aspects and each grain aspect
consists of 4 items of statement (as the fourth option
must be answered by the respondent), so that the
instrument there are 48 items. Quantification of
optional scores from each item of KOLB statement
are 1, 2, 3, and 4. The result of validity test of learning
style KOLB (n = 48 gram; N = 424 students) indicates
that the whole item of learning instrument KOLB is
categorized as valid (analysis with the help of SPSS,
selected item with Sig. <). The result of KOLB style
learning instrument reliability test showed the value
of Alpha coefficient of reliability with medium
category.
The learning styles of KOLB are classified into 4
main conditions of learning characteristics: Concrete
Experience (CE), Reflective Observation (RO),
Abstract Conceptualization (AC), and Active
Experimenta tion, AE), and shown in Figure 3.
The result of descriptive analysis of learning style
data of KOLB according to four classification of
condition overall obtained the result shown in Figure
4.
The four classifications of learning style of KOLB
are further categorized based on learning
characteristics into four learning style characters
according to clinical observation of Learning Style
Inventory (LSI) score pattern (Kolb, 1984, Kolb &
Kolb, 2005), ie (1) Diverging (Diverger (2)
Assimilating (Assimilator, combination of RO and
AC), (3) Converging (Convergence, combination of
AC and AE), and (4) Accommo-dating
(Accommodator, AE and CE mix). The results of the
analysis show that the characteristics of each study
category for the learning category Assimilator is
53%, Converge 20% and Accomodator 26%, but the
diverger type is not found in the study program in
FKIP.
3.2 Design of Blended Learning Model
Design of Blended Learning Model Based on Nine
Instructional Event shown in Figure 5. The following
is the stages in the design.
Identify learning needs and learning
achievement analysis.
Identify the character of the student. This is
related to the needs of the learning design
process, namely in the form of learning
motivation, learning style, study habits,
learning ability, and thinking about the
application of the material being studied.
Special ability analyses as the process of
learning achievement of subject matter
(CPMK) become sub CPMK or special ability
which is arranged logically and systematically.
Write down special abilities. Peruvian special
skills as a guide determine the level of
achievement of student learning behavior
(knowledge, attitude and skills).
Learning delivery strategy, implemented using
the nine instructional event stage combined
with blended learning strategy
Develop a learning resource. in the form of
interactive multimedia, pages (web) and
teaching materials.
Develop a formative and summative evaluation
plan
Revision of instructional design based on
formative and summative evaluation results.
Results of Data Analysis Research
ICLI 2018 - 2nd International Conference on Learning Innovation
176
Figure 5. Blended Learning Model Design based on Nine Instructional Event
3.3 Result of Data Analysis Research
3.3.1 Expert Review of Materials
The first trial was a material review by a material
expert to derive a theoretical conclusion of the
product's feasibility. The material expert is a
professor at FKIP Unmul, as well as having
experience in teaching research methodology courses
at undergraduate and postgraduate courses. Aspects
validated by the material expert include: (a)
Introduction, (b) Presentation of the title, (c) Material
depth, (d) Student participation, and (e) Assessment /
evaluation. The results of review of material experts
reviewed by researchers, as a basis for revision of
learning media products from the material aspects.
3.3.2 Overview of media experts
The media expert who examines the learning media
product (interactive multimedia, web) is a media
practitioner and one of the lecturers of computer
science high school in East Kalimantan. Aspects on
media validated by 2 experts include: (a) Display
quality, (b) Presentation of material, (c) User
interaction, and (d) Interaction in media programs. In
all aspects of the media, both experts (validators)
stated that the Media used in Phase 1 and Phase 2, is
suitable for testing activities. The results of validation
of material experts and media experts stated that the
various media products produced in this study is
feasible to be tested to the students through field
testing.
3.3.3 Field test of student’s response
Based on the data collected related to Blended
Learning, it is found that aspects (a) Student interest
is 87.43%; (b) desire and desire of students 88.82%;
(c) Student attention 90.3%; and student satisfaction
83.45%. This condition indicates that the desire and
the desire of students to apply Blended Learning in
learning is the biggest, that is 88,82% although their
satisfaction level only reach 83,45%.
3.3.4 Research Products Targeted
Teaching Materials Research Methodology with
blended learning model based on nine instructional
events. This device consists of RPS, and RPP with
blended learning model based on nine instructional
events. Interactive multimedia based blended
learning, website for instructional
http://kuliah.daremantep.id1945.com and
http://sudarmantep.com
4 DISCUSSION
Today, the tendency of learning strategies has
changed the traditional learning approach to today's
learning so it can be done anywhere, anytime, with
anyone, through anything. Material and learning
outcomes regarding the ability of students to
understand the concepts and procedures of the
discipline studied. One alternative model of learning
to overcome it is the blended learning model based on
nine instructional events. In the blended learning
model, learning is done by combining the advantages
Development of Blended Learning Model Based on Nine Instructional Event to Increase Learning Expectations Concepts and Procedures
177
of learning through three main activities, namely: (1)
face-to-face learning, (2) interactive offline
computer-based learning, and (3) computer-based
learning through online internet; and can be
implemented through e-learning. However, the
Combination Model must follow the standards of
technology, pedagogy, and context.
The condition shows that blended learning model
applying information technology progress in real so
that student becomes more interested to learn. The
products of this research are learning model design,
printed teaching materials, audio teaching materials,
audio visual teaching materials, video teaching
materials, interactive multi-media teaching materials,
and teaching materials contained in the WEB,
packaged in CD-ROM format. used by students in
study courses in educational research methodology.
From these products, then the results of research that
developed this learning model is very supportive for
the ease and completeness of students studying
lecture materials Research Methodology.
The implementation of this research activity is the
first year of 3 years of all research activities.
Therefore the results of product development in this
first phase of research will be continued in the next
stage of research, so that the resulting product better
and more useful for education.
5 CONCLUSIONS
Product development model of learning learning
based on nine instructional events blended learning
consists of four supporting components namely a)
web with open source claroline platform with content
technology and learning management system, and
web CMS to facilitate access information for the
public b) Interactive media in the form of CD tutorial
for offline learning and c) Text teaching materials, d)
Learning device learning model of blended learning
based nine instructional events on the research
methodology course.
Web learning with content technology and
learning management system has several facilities in
the form of: a) announcement facility, b) Document
Facility, c) Assigment Facility, d) Facilities forum, e)
Discussion facility, has obtained a very feasible
predicate for use either by material experts , media
expert and field test.
The interactive learning media as a medium of
offline learning facility consists of material
components in the form of pdf text, video tutorials,
interactive quizzes, has earned a very worthy
predicate for use by material experts, media experts
and field test.
Text materials facilitate face-to-face advocacy,
each chapter of the lesson, covering (1) the title of the
chapter, (2) the content framework, the learning
achievement, and the learning outcome indicator, (3)
the material exposure, (4) the summary, (5) the
Student worksheet, and (6) the final test of the
chapter.
Learning tools contain RPS, which consists of
learning achievement subjects, Sub-CPMK, and the
distribution of study materials for one semester.
Learning tool also contains RPP with learning model
of blended learning based on instructional nine event,
has got very good predicate to be used either by
material expert or media expert.
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