scholarly journals Mathematical Games Using Real-World Approaches Increasing Kindergarten Students' Learning Creativity

2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Choirudin Choirudin ◽  
Masrurotul Mahmudah ◽  
M. Saidun Anwar ◽  
Yuli Ani Setyo Dewi ◽  
Dhita Paranita Ningtyas

Many parents think that games are a waste of time and not useful, so they forbid their children to play, and as a result, the children's soul will be depressed and the words naughty child, cougar, passive, and so on. This assumption is caused by the fact that parents do not fully understand their personality, characteristics, tendencies, and child nature. By looking at conditions like this, Kindergarten is expected to strive to implement the function of play by children's growth and development by providing the freedom to each child accompanied by the cultivation of constructive values Research objectives. To determine the game method's implementation using a real-world approach to increase children's learning creativity in TK Ma'arif 22 Trimurjo. The technique used for this research is qualitative. Subjects were students included and engaged in math games with the real-world: in-depth interview data collection techniques, observation, and documentation. In the implementation of playing activities, students' attitudes are given the freedom to develop their potential and creative power according to their talents and interests. In this case, it can be proven by the games at TK Ma'arif 22 Trimurjo. Mathematical games using a real-world approach in increasing the learning creativity of kindergarten students.

2018 ◽  
Vol 8 (9) ◽  
pp. 1275-1306 ◽  
Author(s):  
Rosemary Hunter

The various feminist judgment projects (FJPs) have explored through the imagined rewriting of judgments a range of ways in which a feminist perspective may be applied to the practice of judging. But how do these imagined judgments compare to what actual feminist judges do? This article presents the results of the author’s empirical research to date on ‘real world’ feminist judging. Drawing on case study and interview data it explores the how, when and where of feminist judging, that is, the feminist resources, tools and techniques judges have drawn upon, the stages in the hearing and decision-making process at which these resources, tools and techniques have been deployed, and the areas of law in which they have been applied. The article goes on to consider observed and potential limits on feminist judicial practice, before drawing conclusions about the comparison between ‘real world’ feminist judging and the practices of FJPs. Los proyectos de sentencias feministas, a través de la reelaboración imaginaria de sentencias judiciales, han explorado multitud de vías en las que las perspectivas feministas se podrían aplicar a la práctica judicial. Pero ¿qué resulta de la comparación entre dichas sentencias y la práctica real de las juezas feministas? Este artículo presenta los resultados de la investigación empírica de la autora. Se analiza el cómo, el cuándo y el dónde de la labor judicial feminista, es decir, los recursos, herramientas y técnicas feministas que las juezas han utilizado, las fases de audiencia y toma de decisión en las que se han utilizado y las áreas del derecho en que se han aplicado. Además, se toman en consideración los límites observados y potenciales de la práctica judicial feminista, y se extraen conclusiones sobre la comparación entre la labor judicial feminista en el “mundo real” y la práctica de los proyectos de tribunales feministas.


2016 ◽  
Vol 1 (2) ◽  
pp. 8-18
Author(s):  
Lena Magdalena ◽  
Kusnadi Kusnadi ◽  
Muhammad Kahfi

Augmented reality is a term for combining real-world environment with virtual worlds. Augmented reality is becoming very popular today because besides interesting, also can be displayed in realtime. In general, augmented reality adds a digital object in reality with reference to specific objects in the real world, for example by using a marker. Therefore, in this thesis aims to create an application that displays a 3D object that contains information about the network components and the workings of TCP / IP by making use of the concept of augmented reality marker technique. A marker is a reference object in the real world as a marker so that the information can be displayed. The marker is made to function to call the 3D objects appear on the screen smartphone that uses the technique of introduction of basic colors of red, green and blue. The method used consists of several stages of research, namely data collection, analysis and system design and system implementation. Data collection method used is literature. Methods of analysis and design of systems using the Unified Modeling Language (UML). The programming language used for software development are C # (C-Sharp) with Unity applications and software SketcUp to create 3D objects as well as Android SDK to convert the file into the form of android. This application is successfully created by displaying a 3D object that can make users excited to get to know the physical network components and requires only an internet connection to download the initial marker.


2021 ◽  
Vol 9 (1) ◽  
pp. 30-41
Author(s):  
Rerin Maulinda

A work has a distinctive existence by showing the differences of human fajta, namely the social and economic system. In addition, a work containing cultural undue will be closely related to the customs of certain norms and beliefs. This can be seen in the novel titled KKN In Dancer Village which contains mystical and mythical values using the study of literary anthropology nyoman Kutha Ratna theory. One form of the author's expression is his imaginative thinking and intuition about the points of mystical values and myths that exist in the novel and what it has to do with the real world. Literary anthropology is used to analyze these oin-points. The method used in this research is qualitative descriptive method. Data collection techniques using note-reading techniques and library study techniques. The results of literary anthropology research with mimesis approach show as follows. First, some of the pieces of the story experienced by the characters are directed at mystical things that then give rise to myths that are finally believed by the characters in the story. Second, the mystical values and myths that occur in each piece of the story sometimes occur and appear in the real world. That means it does happen in the real world, not just fiction. Abstrak Sebuah karya memiliki eksistensi yang khas dengan memperlihatkan perbedaan dari fakta manusia, yaitu sistem sosial dan ekonomi. Selain itu, sebuah karya yang mengandung unsur kebudayaan akan berkaitan erat dengan adat istiadat norma-norma dan kepercayaan tertentu. Hal ini terlihat dalam novel berjudul KKN Di Desa Penari yang memuat nilai mistis dan mitos dengan menggunakan kajian antropologi sastra teori Nyoman Kutha Ratna. Salah satu wujud ekspresi pengarang ialah pemikiran dan intuisi imajinatifnya mengenai poin-poin nilai mistis dan mitos yang ada dalam novel dan apa saja hubungannya dengan dunia nyata. Antropologi sastra digunakan untuk menganalisis poin-poin tersebut. Metode yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif. Teknik pengumpulan data menggunakan teknik baca catat dan teknik studi pustaka. Hasil penelitian antropologi sastra dengan pendekatan mimesis menunjukkan sebagai berikut. Pertama, beberapa penggalan cerita yang dialami oleh para tokoh mrngarah pada hal mistis yang kemudian menimbulkan mitos yang akhirnya diyakini oleh para tokoh dalam cerita. Kedua, nilai mistis dan mitos yang terjadi dalam setiap penggalan cerita terkadang terjadi dan muncul pada dunia nyata. Itu artinya hal tersebut memang terjadi pula dalam dunia nyata bukan hanya cerita fiksi saja. Kata Kunci : Antropologi Sastra, Nilai Mistis, Dan Mitos


Algorithms ◽  
2021 ◽  
Vol 14 (2) ◽  
pp. 57
Author(s):  
Ryan Feng ◽  
Yu Yao ◽  
Ella Atkins

Autonomous vehicles require fleet-wide data collection for continuous algorithm development and validation. The smart black box (SBB) intelligent event data recorder has been proposed as a system for prioritized high-bandwidth data capture. This paper extends the SBB by applying anomaly detection and action detection methods for generalized event-of-interest (EOI) detection. An updated SBB pipeline is proposed for the real-time capture of driving video data. A video dataset is constructed to evaluate the SBB on real-world data for the first time. SBB performance is assessed by comparing the compression of normal and anomalous data and by comparing our prioritized data recording with an FIFO strategy. The results show that SBB data compression can increase the anomalous-to-normal memory ratio by ∼25%, while the prioritized recording strategy increases the anomalous-to-normal count ratio when compared to an FIFO strategy. We compare the real-world dataset SBB results to a baseline SBB given ground-truth anomaly labels and conclude that improved general EOI detection methods will greatly improve SBB performance.


2020 ◽  
Vol 9 (3) ◽  
pp. 55
Author(s):  
Erina Novita ◽  
Nursaid Nursaid

AbstractThis study aims to describe the structure of the text (orientation, complications, resolution), elements, and types of text contained in the  fantasy text stories written by students of class VII of  SMP Negeri 7 Padang. The data to be analyzed in the form of structure, elements, and type of text contained in the text of a fantasy story. Data collection techniques in this study were carried out through three stages. First, researchers read and understand the text of fantasy stories. Second, researchers mark the sections related to the structure of the text, elements, and types of text of fantasy stories. Third, inventorying findings related to the structure, elements, and type of text into the data inventory format Based on the results of the study, it can be concluded three things as follows. First, in general students of class VII SMP 7 Padang have used the three text structures of fantasy stories. This is evident from the 48 fantasy story texts analyzed there are 2 fantasy story texts that do not have a complete structure. Second, students generally use six elements of fantasy story text. This is evident from the 48 fantasy texts analyzed which all have complete elements, namely themes, plot, characters and characterizations, settings, points of view, and mandates. Third, the type of fantasy story text is divided into two, namely (1) based on conformity with the real world, students are more likely to write slices of fantasy stories and (2) based on story settings, students tend to write stories over time, from the present to the past. Kata Kunci: Struktur, Teks Cerita Fantasi Tipe, Unsur 


2003 ◽  
Vol 30 (2) ◽  
pp. 64-67
Author(s):  
Benjamin Peirce ◽  
Dorothy Doughty
Keyword(s):  

2017 ◽  
Vol 5 (1) ◽  
pp. 90
Author(s):  
Suyatmin Suyatmin ◽  
Widiyanto Widiyanto

Penelitian ini bertujuan untuk menghasilkan modul pembelajaran perilaku hidup bersih dan sehat yang dapat digunakan guru TK dalam pembelajaran kesehatan. Modul pembelajaran yang dikembangkan diharapkan dapat digunakan sebagai tambahan referensi guru TK tentang pembelajaran perilaku hidup bersih dan sehat. Penelitian ini melalui sepuluh tahapan dengan mengadaptasi penelitian dan pengembangan pendidikan model Borg & Gall. Langkah-langkah penelitian dan pengembangan sebagai berikut: (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, (5) revisi produk, (6) uji coba produk, (7) revisi produk, (8) uji coba produk, (9) revisi produk, (10) produksi masal. Hasil penelitian berupa modul pembelajaran perilaku hidup bersih dan sehat pada TK kelompok B yang sesuai dengan Kurikulum Tingkat Satuan Pendidikan (KTSP) dan karakteristik pertumbuhan dan perkembangan, serta mudah, menarik, dan menyenangkan bagi siswa TKKata Kunci: pengembangan, perilaku hidup bersih dan sehat, siswa TK Developing a Module for Clean and Healthy Life Behaviors for Kindergarten AbstractThis research aims to produce a module for the learning of clean and healthy life behaviors that kindergarten teachers can use in health learning and as an additional reference of clean and healthy life behaviors. This study was a research and development conducted in tenssteps by adapting educational research and development according to Gall, Gall, & Borg’s model. This was a research and development study employing the steps of: (1) potentials and problems, (2) data collection, (3) product design, (4) design validation, (5) product revision, (6) product tryout, (7) product revision, (8) product tryout, (9) product revision, and (10) mass production. The result of the study is a module of clean and healthy life behavior for the Group B Kindergarten that is in accordance to the Educational Unit Level Curriculum (KTSP, Kurikulum Tingkat Satuan Pendidikan) and the growth and development characteristics. The module itself will be easy, interesting and enjoyable for kindergarten students to read.Keywords: development, clean and healthy life behaviors, kindergarten students


2016 ◽  
Vol 6 (1) ◽  
pp. 42-48 ◽  
Author(s):  
Dana Dobrovská ◽  
Pavel Andres

AbstractThe aim of the current survey was to make the outcomes of an analysis of mature-age student essays available in a convenient form to those who might be interested – engineering teachers and faculty management. Results of this survey are compared with a similar one conducted 8 years ago. Students presumed high expertise of their teachers, but also underlined importance of the real-world engineering examples.


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