A Critical Analytic Discussion of Massive Curriculum Pedagogy Comparable to Holly Books-Towards ICTs Strategies


  • M. Ziad Hamdan Hamdan Academy for Higher Education Online




“Schools without Flunking”, Sacred Curriculum Content, Holly Books, Multi Learning Streaming, Students-Centered growth needs, The Factory Model


Massive curriculum pedagogies (MCPs) represent an everlasting methodological problem of schooling throughout the Common. Era. Descriptive causal-comparative/ ex-post facto research techniques and Action Developmental Approach were used to objectively comprehend the problem's realities, trace the cause-effect relations between MCPs' factors, and build effective solutions to the MCPs’ research problem. The semantic logical reasoning of results showed strong linkages among the MCPs, the Holly Books' (H.B.s) teaching and the Factory Educational Model 1800+ in sharing extensive large groups learning and instruction. Even curriculum pedagogies took from H.Bs the compulsory learning besides the massive teaching methodology. What is disturbing here is these negative pedagogies are against the welfare of learners in the Info Global Age and the wide diversity of ICTs’ sources available to schooling. Learners have by nature no identical aptitudes, priority knowledge needs, thinking and achievement speeds, timelines, and live spaces for learning and schooling. Considering the research results and the pragmatic principle of ‘nothing can respond to diversity except diversity’, the Author offered a countering strategy (“Schools without Flunking”) merited with personalized, ICTs’ based, and collaborative peers, enabling 97% of learners to achieve the studied "blend-digit" curricula.


Agung, A. A. G. (2014). Metologi Penelitian Pendidikan. Aditya Media Publishing.

Alrefaie, Z., Hassanien, M., & Al-Hayani, A. (2020). Monitoring Online Learning During COVID-19 Pandemic; Suggested Online Learning Portfolio (COVID-19 OLP). MedEdPublish, 9(1), 1–4. https://doi.org/10.15694/mep.2020.000110.1.

Andrajati, N. H., Anis, M. B., & Mahmudi, A. (2020). Development of online thematic teaching materials based on higher order thinking skills (HOTS) subtheme Wealth of Energy Sources in Indonesia. IJIS Edu : Indonesian Journal of Integrated Science Education, 2(2), 152. https://doi.org/10.29300/ijisedu.v2i2.3427.

Astra, I. M., Raihanati, R., & Mujayanah, N. (2020). Development of Electronic Module Using Creative Problem-Solving Model Equipped with Hots Problems on The Kinetic Theory of Gases Material. Jurnal Penelitian & Pengembangan Pendidikan Fisika, 6(2), 181–194. https://doi.org/10.21009/1.06205.

Bozkurt, A., Jung, I., Xiao, J., Vladimirschi, V., Schuwer, R., Egorov, G., Lambert, S., Al-Freih, M., Pete, J., Olcott Jr., D., Rodes, V., Aranciaga, I., Bali, M., Alvarez Jr., A., Roberts, J., Pazurek, A., Raffaghelli, J., Panagiotou, N., de Coëtlogon, P., … Paskevicius, M. (2020). A global outlook to the interruption of education due to COVID-19 Pandemic: Navigating in a time of uncertainty and crisis. Asian Journal of Distance Education, 15(1), 1–126. https://doi.org/10.5281/zenodo.3878572.

Engzell, P., Frey, A., & Verhagen, M. D. (2021). Learning Loss Due to School Closures During The COVID-19 Pandemic. Proceedings of the National Academy of Sciences of the United States of America, 118(17), 1. https://doi.org/10.1073/PNAS.2022376118.

Ennis, L. (2018). Game-Based Learning : An Instructional Tool Game-Based Learning : An Instructional Tool. Lowa State Unoversity.

Mahazir, I., Ismail, Khadijah, S., Anis, Ismail, M. E., Kamaruzzaman, Ismail, Morazah, & Nordin, M. (2019). Impact of Games on Motivation, Attention and Skills In Pre-school Children. International Journal of Advanced Trends in Computer Science and Engineering, 8(13), 157. https://doi.org/10.30534/ijatcse/2019/3181.32019.

Marsa, S. S., Kuspiyah, H. R., & Agustina, E. (2021). The Effect of Kahoot! Game in Teaching Reading Comprehension Achievement. JET (Journal of English Teaching), 7(2021), 147. https://doi.org/https://doi.org/10.33541/jet.v7i2.2738.

Muyaroah, S., & Fajartia, M. (2017). Pengembangan Media Pembelajaran Berbasis Android dengan menggunakan Aplikasi Adobe Flash CS 6 pada Mata Pelajaran Biologi. Innovative Journal of Curriculum and Educational Technology, 6(2), 79–83.

Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H.-N. (2019). Engaging Children With Educational Content Via Gamification. Smart Learning Environments, 6(1), 15. https://doi.org/10.1186/s40561-019-0085-2.

Noviar, D. (2016). Pengembangan Ensiklopedi Biologi Mobile Berbasis Android Materi Pokok Pteridophyta Dalam Rangka Implementasi Kurikulum 2013. Cakrawala Pendidikan, 35(2). https://doi.org/https://doi.org/10.21831/cp.v15i2.8255.

Pokhrel, S., & Chhetri, R. (2021). A Literature Review on Impact of COVID-19 Pandemic on Teaching and Learning. Higher Education for the Future, 8(1), 35. https://doi.org/10.1177/2347631120983481.

Prananda, G. (2020). Pengembngan Media Video Pembelajaran Tema 6 Subtema 2 Untuk Siswa Kelas SD Negeri 17 Pasar Masurai 1. Jurnal Dharma PGSD, 1(1), 38–45.

Quay, J., Gray, T., Thomas, G., Allen-Craig, S., Asfeldt, M., Andkjaer, S., Beames, S., Cosgriff, M., Dyment, J., Higgins, P., Ho, S., Leather, M., Mitten, D., Morse, M., Neill, J., North, C., Passy, R., Pedersen-Gurholt, K., Polley, S., … Foley, D. (2020). What future/s For Outdoor And Environmental Education in a World That Has Contended With COVID-19? Journal of Outdoor and Environmental Education, 29(39), 94. https://doi.org/10.1007/s42322-020-00059-2.

Rahmawati, I., Leksono, I., & Harwanto. (2020). Pengembangan Game Petualang untuk Pembelajaran Berhitung. Edcomtech Jurnal Kajian Teknologi Pendidikan, 5(1), 14. https://doi.org/10.17977/um039v5i12020p011.

Ramli, I. S. M., Maat, S. M., & Khalid, F. (2020). Game-Based Learning and Student Motivation in Mathematics. International Journal of Academic Research in Progressive Education and Development, 9(2), 449. https://doi.org/10.6007/ijarped/v9-i2/7487.

Rehusisma, L. A., Indriwati, S. E., & Suarsini, E. (2017). Pengembangan Media Pembelajaran Booklet Dan Video Sebagai Penguatan Karakter Hidup Bersih Dan Sehat. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 2(9), 1238–1243.

Sabirli, Z. E., & Coklar, A. N. (2020). The Effect of Educational Digital Games on Education, Motivation and Attitudes of Elementary School Students Against Course Access. World Journal on Educational Technology: Current Issues, 12(3), 175. https://doi.org/10.18844/wjet.v12i3.4993.

Sugiyono. (2014). Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Alfabeta.

Tegeh, I. M., & Jampel, I. N. (2017). Metode Penelitian Pengembangan. Universitas Pendidikan Ganesha.

Tegeh, M., Pudjawan, K., & Jampel, N. (2015). Model Penelitian Pengembangan. Graha Ilmu.

Vankúš, P. (2021). Influence Of Game-Based Learning In Mathematics Education On Students’ Affective Domain: A Systematic Review. Mathematics Ejournal Comenius University in Bratislava, 9(9), 2. https://doi.org/10.3390/math9090986.

Vlachopoulos, D., & Makri, A. (2017). The Effect of Games and Simulations on Higher Education: a Systematic Literature Review. In International Journal of Educational Technology in Higher Education (Vol. 14, Issue 1). International Journal of Educational Technology in Higher Education. https://doi.org/10.1186/s41239-017-0062-1.

Wu, Y., Chen, C., & Chan, Y. (2019). The outbreak of COVID-19 : An overview. Journal of Chinese Medical Association, 217–220. https://doi.org/10.1097/JCMA.0000000000000270>Wu.

Zhang, W., Wang, Y., Yang, L., & Wang, C. (2020). Suspending Classes Without Stopping Learning: China’s Education Emergency Management Policy in the COVID-19 Outbreak. Journal of Risk and Financial Management, 13(3). https://doi.org/10.3390/jrfm13030055.

Zhonggen, Y. (2019). A Meta-Analysis of Use of Serious Games in Education over a Decade. International Journal of Computer Games Technology, 19(3), 4. https://doi.org/10.1155/2019/4797032.