scholarly journals Improving Students' Score in the General Aptitude Test with Test Repetition without the Need of Professional Training: تحسّن درجة الطالب في اختبار القدرات العامة بتكرار أخذه للاختبار ولو بدون تدريب احترافي

Author(s):  
Mohammad Saleh Al-Johani, Ali Ahmad Al-Subaihi Mohammad Saleh Al-Johani, Ali Ahmad Al-Subaihi

This study aimed to identify the extent to which students' score on the General Aptitude Test (GAT) improved when taking the test more than once. The semi-experimental approach was applied for its relevance to the objectives of the current study to follow up on the experience of repeating the GAT several times by the target students. The study sample consisted of (40) high school students who took the GAT (once, twice, three times, four times). The results of the study showed statistically significant differences between students’ scores on the GAT according to the difference in the number of times they took the test; the students’ score improved when they took the test more than once. Besides, the study showed that there were no statistically significant differences at the level of significance (0.05) between the average score on the GAT in the second time and the average score in the third time; there is no improvement in their grades the third time compared to their scores the second time. The study recommended educating students to take the test more than once, in order to achieve the best possible result. The study concluded that taking the test more than once has positive effects on the student and their families and mitigate worrying about the process of repeating the test. Finally, in light of the results, the study suggested conducting some studies with the aim to investigate the students’ reluctance to repeat the test four times and a study to identify the forms of professional training necessary for students to test and study the training's impact on students' psychology and their future aspirations.

Author(s):  
Muhammad Asrul ◽  
Tarsyad Nugraha ◽  
Indra Kasih

This study aims to determine the difference in the effect of small sided games and drill on passing accuracy and VO2Max in soccer games. This research is using experimental method. The sample in this study is 26 people, then divided into two groups using matching by fairing techniques. The results of this study, namely the first hypothesis obtained t-hit of 6.96 and t-table 1.78, then (6.96> 1.78) Ha is accepted and Ho is rejected. The second hypothesis is obtained t-hit of 4.98 and t-table 1.78, then (4.98> 1.78) Ha is accepted and Ho is rejected. The third hypothesis is obtained t-hit of 13.01 and t-table 1.78, then (13.01> 1.78) Ha is accepted and Ho is rejected. The fourth hypothesis is obtained t-hit of 5.79 and t-table 1.78, then (5.79> 1.78) Ha is accepted and Ho is rejected. The fifth hypothesis is obtained t-count 3.063 and t-table 1.71 (3.063> 1.71) and (0.005 <0.05) then Ha is accepted and Ho is rejected. The sixth hypothesis is obtained t-count 3,971 and t-table 1,71 (3,063> 1,71) and (0,001 <0,05) then Ha is accepted and Ho is rejected. The conclusion of this study is, There is a significant effect of the small sided games training method on improving passing accuracy. There is a significant effect of the drill training method on increasing passing accuracy. There is a significant effect of the small sided games training method on increasing VO2max. There is a significant effect of the drill training method on increasing VO2max. There is a significant difference in the effect of the small sided games training method with the drill on improving soccer passing accuracy. There is a significant difference in the effect of the small sided games training method and the drill training method on increasing VO2Max.


2016 ◽  
Vol 28 (3) ◽  
pp. 123-135 ◽  
Author(s):  
Raffael Heiss ◽  
Jörg Matthes

Abstract. This study investigated the effects of politicians’ nonparticipatory and participatory Facebook posts on young people’s political efficacy – a key determinant of political participation. We employed an experimental design, using a sample of N = 125 high school students (15–20 years). Participants either saw a Facebook profile with no posts (control condition), nonparticipatory posts, or participatory posts. While nonparticipatory posts did not affect participants’ political efficacy, participatory posts exerted distinct effects. For those high in trait evaluations of the politician presented in the stimulus material or low in political cynicism, we found significant positive effects on external and collective efficacy. By contrast, for those low in trait evaluations or high in cynicism, we found significant negative effects on external and collective efficacy. We did not find any effects on internal efficacy. The importance of content-specific factors and individual predispositions in assessing the influence of social media use on participation is discussed.


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


AI Matters ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 4-4
Author(s):  
Iolanda Leite ◽  
Anuj Karpatne

Welcome to the first issue of this year's AI Matters Newsletter! We start with a report on upcoming SIGAI Events by Dilini Samarasinghe and Conference reports by Louise Dennis, our conference coordination officers. In our regular Education column, Duri Long, Jonathan Moon, and Brian Magerko introduce two "unplugged" activities (i.e., no technology needed) to learn about AI focussed on K-12 AI Education. We then bring you our regular Policy column, where Larry Medsker covers several topics on AI policy, including the role of Big Tech on AI Ethics and an interview with Dr. Eric Daimler who is the CEO of the MIT-spinout Conexus.com. Finally, we close with four article contributions. The first article discusses emerging applications of AI in analyzing source code and its implications to several industries. The second article discusses topics in the area of physical scene understanding that are necessary for machines to perceive, interact, and reason about the physical world. The third article presents novel practices and highlights from the Fourth Workshop on Mechanism Design for Social Good. The fourth article provides a report on the "Decoding AI" event that was conducted online by ViSER for high school students and adults sponsored by ACM SIGAI.


Author(s):  
Radiah

This research aims to developing the Biology Test of Creative Thunking-Torrance Test (BTCT-TT) assessment in studying Biology for high school student in grade 11. This type of research is Research& Development (R & D) with 4D (Define, Design, Develop, and Disseminate). This study have develodped 37 items that are valid and reliabel. BTCT-TT was tested on 150 high school students, the results showed the average score of students’ creative thinking skills was significantly releted to students who received BTCT-TT assessment and Conventional assessment.   Keywords: Biology Test of Creative Thinking-Torrance Test (BTCT-TT), Creative Thinking


2021 ◽  
Vol 2 (1) ◽  
pp. 42-53
Author(s):  
Dyah Ayu Setyarini ◽  
Zainal Arifin Imam Supardi ◽  
Elok Sudibyo

This research aims to improve senior high school students’ physics problem-solving skills through learning used IBMR learning model. This research was a pre-an experimental study with a one-group pre-test and post-test design. The Methods of data collection used validation and test. The materials used to teach were valid category by two experts and can be used to practice physics problem-solving skills. The average post-test score physics problem-solving ability was 73.24 with an N-gain of 0.59 was classified as moderate. The success of IBMR learning model-based devices in practicing problem-solving abilities can be seen in the increase in the average score in each indicator of problem-solving abilities. The indicator of understanding the problem had the highest post-test average score of 94.58 with an N-gain of 0.89 in the high category. The problem-solving indicator had the lowest posttest average score was 58.22 with N-gain 0.39 and mean that it was the moderate category. Based on the results study, it can be concluded that the learning used by IBMR learning model can practice the ability to solve physics problems on heat material and its displacement. Learning with the IBMR learning model was expected to train students in solving physics problems. The stages in the IBMR learning model can help students


2016 ◽  
Vol 3 (1) ◽  
Author(s):  
Evasaria M Sipayung ◽  
Yosi Yonata ◽  
Chrevita J Rende

Anak Pelangi Indonesia (API) Foundation is a non-profit foundation that offers scholarship programs for elementary, middle and high school students. This institute is supported by donaturs who give contribution to the Foundation. The donation is processed to be a cost that is used to pay Sumbangan Pembinaan Pendidikan (SPP) or Education Development Donation of each student. Currently, the provision of monthly donor fund is at uncertain amount so that the Foundation needs to determine the students of whom SPP will be firstly paid. However, the funding needs of each student are different due to the different amount of SPP and a giving fine from the school for the tardiness in paying the tuition. From these matters, the Foundation finds it difficult in deciding which students whose the tuition will be paid first. The solution to this problem is to use the four criteria referring to the tuition payment, namely the difference of pay date, fine, rank, and the amount of payment. The four criteria is then given the same integrity which is 25% for each criteria and counted by using Weighted Product (WP) method. The result of this research is an information system to the selection of scholarship payment using Weight Product method that takes the biggest value from the calculation result as a reference in deciding which students of whom SPP will be initially paid in accordance with the current fund condition.


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