scholarly journals Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja

2020 ◽  
Vol 4 (2) ◽  
pp. 146-154
Author(s):  
Wenda Novayani ◽  
◽  
Heri Sasmita ◽  

Inductive-reasoning is a step to draw general conclusions from individual matters. IR can be measured using the Intelligent Structure (IST) sub-ZR using a number pattern and using an Inductive Reasoning Test (IRT), which is an image pattern. One of the learning methods that are interesting and fun and student-cantered learning is Educational Game media. This study aims to see the effectiveness of games in learning to improve the students' inductive thinking skills at SMP YKPP Sungai Pakning. This study used a pre-experimental method with one group pretest-posttest conducted on 30 students of class IX B as the experimental subject. The data collection technique was implemented using a test instrument in 20 essay questions for IST and 30 objective questions for IRT. The material used in this game has also passed the validation stage carried out by a psychologist in Pekanbaru. Data were analyzed using the T-Test and score gain. Based on the study results, this game is believed to be 95% effective in improving adolescent inductive thinking skills, with an average increase of 26.6 points in the IST form and 17.8 points in the IRT form. Learning media with games are effectively applied to inductive-learning and can be used as an alternative to learning inductive-thinking at SMP YKPP Sungai Pakning.

2020 ◽  
Vol 2 (2) ◽  
pp. 112-129
Author(s):  
Lelly Oktafiana ◽  
Iis Holisin ◽  
Himmatul Mursyidah

This study aims to describe the quality of the 2018 Mathematics National Examination (UN) in the HOTS types at the junior high level in terms of the level of validity, reliability, problem differentiation power, level of difficulty and distractor. This type of research is a descriptive study. The research was conducted at SMP Muhammadiyah 4 Surabaya and SMP Negeri 13 Surabaya for students in class VIII. The data collection technique used is a test. The test was taken from the 2018 math UN questions in odd semester VIII grade material including HOTS type. The number of UN mathematics questions in 2018 in the odd semester VIII class material consisted of 12 questions with 25% including LOTS types and 75% including HOTS types. The results showed: (1) 100% valid test questions, (2) high question reliability, (3) good problem differentiation power, (4) the difficuly level of the question 77,77% categorized as moderate and 2 question 22,23% are categorized as difficult, (5) there are 2 questions with one of the answer options do not work.


2018 ◽  
Vol 14 (1) ◽  
Author(s):  
Muhammad Dody Hermawan

The purpose of this reaserch are (1) find differences influence model of Group Investigation (GI) and Problem Based Learning (PBL). (2) find differences influence learning motivation of students to critical thinking abilities of learners. (3) find the interaction effect between learning models and learning motivation of the critical thinking skills of learners. This study will be conducted in SMA Martapura, Banjar regency, South Kalimantan. Subjects of the study were students of class XI SMA Martapura academic year 2015/2016. This type of research to be carried out in this study is a quantitative study using experimental methods. Design of this research is 2 X 2 factorial design to data collection technique motivation questionnaire and tests critical thinking skills. The result, 1) There is a difference between the positive influence of the Model Group Investigation (GI) and Problem Based Learning (PBL). 2) There are differences positively influence the motivation of students to critical thinking ability of students in learning the history. 3) There are nointeractions influence student learning model and motivation for students' critical thinking skill There is no interaction effect Learning Model and the Motivation of students' critical thinking skills of students in Learning Historys. Keywords: PBL Models, GI Models, Learning Motivation


Energies ◽  
2021 ◽  
Vol 14 (14) ◽  
pp. 4339
Author(s):  
Marta Mańkowska ◽  
Michał Pluciński ◽  
Izabela Kotowska ◽  
Ludmiła Filina-Dawidowicz

The world-wide crisis caused by the Coronavirus disease 2019 (COVID-19) pandemic had a significant impact on the global economy functioning and the sustainable development of supply chains. The changes also affected seaports being the key links of maritime supply chains. The purpose of the research study described in this article was to identify the sources and kinds of disruptions observed in various maritime supply chains as a result of the COVID-19 pandemic and their impact on the operations of various types of seaport terminals, namely those serving bulk (universal, specialised) and general cargoes (universal, specialised). An additional purpose was to identify the dependencies between the type of terminal and its main function, and the tactical decisions adopted by the particular terminals. The research was carried out using the multiple-case study method. The study covered some selected port terminals functioning in Polish seaports (Gdańsk, Szczecin, Świnoujście), applying direct, semi-structured in-depth interviews. The analysis of the results was carried out using the inductive reasoning method. The research study has shown that as a result of the COVID-19 pandemic some maritime supply chains ceased to exist, some of them were operating with decreased cargo volumes, while in other cases the transshipment volumes actually rose during the pandemic. Among terminal operators’ tactical responses to disruptions in maritime supply chains, there were pro-active and adaptive measures. Pro-active (offensive) measures included actions taken by an enterprise in order to engage in new maritime supply chains, and even participating in establishing new maritime chains in response to limitations caused by the pandemic. Adaptive (defensive) measures covered actions taken by the port terminals as a consequence of changes in the existing maritime supply chains, caused by the pandemic in the port’s foreland or hinterland. The research study results revealed that the terminals extent of engagement and tactical decisions related to the pandemic were depended on the type of terminal (universal or specialised) and its main function played within a supply chain.


SEEU Review ◽  
2017 ◽  
Vol 12 (1) ◽  
pp. 53-68 ◽  
Author(s):  
Brikena Xhaferi ◽  
Gezim Xhaferi

Abstract Learning through reflection is one of the most interesting experiences that students might have. It is considered a very good tool for self-assessing learning. It is believed that “teachers who promote reflective classrooms ensure that students are fully engaged in the process of making meaning” (Costa and Kallick, 2008, para.5). Dewey (1991) was among the first researchers who based his work and research on the positive roles that reflection plays in fostering self-reflection and critical thinking. He has defined it as an active, persistent and careful consideration of any belief. Reflections give students opportunities to think and reflect about their learning and note down the obstacles they might face during this process. The present study aims to investigate the impact of journal writing in promoting critical-thinking skills, and its impact on enhancing learning. The study uses two instruments, a student refection journal and an interview. Also, Marzano’s New Taxonomy of Educational Objectives developed in 2000 was used in the third phase of the study. This Taxonomy contains Three Systems: the Self-system, the Metacognitive system and the Cognitive system. The overall study results show that reflection journals help students to become more independent learners, reflect on their learning experiences and identify the most useful learning strategies. Most importantly, all study participants hold positive attitudes towards reflection and they consider it as a valuable tool which can increase learning.


2021 ◽  
Vol 14 (2) ◽  
pp. 88
Author(s):  
Shobiroh Ulfa Kurniyawati ◽  
Andi Prastowo

Abstrak : Penelitian ini bertujuan untuk mengetahui apakah model pembelajaran simulasi berbasis TIK dapat memberikan kontribusi terhadap kemampuan berpikir logis siswa kelas IV SD/ MI dalam pembelajaran matematika ?. Penelitian ini dilatarbelakangi oleh rendahnya kemampuan berpikir logis siswa dalam pembelajaran matematika serta persepsi siswa terhadap pembelajaran matematika yang sulit dipahami dan menakutkan, sehingga dihadirkan sebuah inovasi dengan memanfaatkan model simulasi berbasis TIK. Metodologi yang digunakan dalam penelitian ini adalah metode kualitatif deskriptif dengan desain penelitian kepustakaan (library research), sedangkan teknik pengumpulan data dilakukan dengan mencari berbagai dokumentasi dari beberapa jurnal yang relevan dengan penelitian ini, kemudian dianalisis dan diambil kesimpulan. Jurnal yang digunakan adalah  terbitan sepuluh tahu terakhir yaitu mulai tahun 2010-2020. Hasil peneltian ini menunjukkan bahwa model simulasi berbasis TIK yang diterapkan dalam pembelajaran dapat memberikan kontribusi terhadap kemampuan berpikir logis siswa, dengan kata lain model pembelajaran simulasi berbasis TIK dapat menumbuhkan kemampuan berpikir logis siswa kelas IV SD/ MI. Hal ini dapat dilihat dari analisis 33 artikel yang relevan dengan penelitian ini, sehingga dapat dipakai dalam menentukan kesimpulanKata Kunci : simulasi, tik, berpikir logisAbstract :This study aims to determine Whether the ICT-based simulation learning model can contribute to the logical thinking skills of grade IV SD/ MI students in mathematics learning. This research is motivated by the low ability of students to think logically in mathematics learning and students’ perceptions of learning mathematics which is difficult to understand and scary, so that an innovation is presented by utilizing an ICT-based simulation model. The methodology used in this research is descriptive qualitative method with library research desaign, while the data collection technique is done by looking for various documentation from several journal relevant to this research, then analyzed and conclusions drawn. The journal used are those of the last ten years, starting from 2010-2020. The results of this study indicate that the ICT-based simulation model applied in learning can contribute to student’s logical thinking skills, in other words, the ICT-based simulation learning model can foster logical thinking skills in grade IV SD/ MI students. This can be seen from the analysis of 33 articles relevant to this research, so that it can be used in determining conclusions.Keywords : simulation, ict, logical thinking


2022 ◽  
Vol 8 (1) ◽  
pp. 13-17
Author(s):  
Ilmi Zajuli Ichsan ◽  
Diana Vivanti Sigit ◽  
Nur Fadli Hazhar Fachrial ◽  
Sri Nurafifah ◽  
Ahmad Ali ◽  
...  

It is a necessity to develop environmental learning to solve climate change problems, in particular. One of the focuses is climate change learning at the elementary school level that requires elementary teacher candidates to understand various climate change issues. Skills needed are Higher Order Thinking Skills (HOTS) measurable using Ichsan’s taxonomy as an innovation. Ichsan’s taxonomy consists of six thinking levels, namely identify, compare, implement, criticize problems, solve problems, and develop innovation. The study describes the HOTS of elementary teacher candidates using the HOTS of Climate Change with Ichsan’s taxonomy (HOTSCC-Ichsan). The study uses a descriptive method with a survey as the data collection technique. The study finds that the HOTS scores of the elementary teacher candidates measured using the HOTSCC-Ichsan are in a very low category (28.03). The finding indicates the need to enhance the HOTS-based learning intensively for the elementary teacher candidates. It requires learning media development to address the low HOTS. The research conclusion is that the HOTS of the elementary teacher candidates is low and needs an improvement


2020 ◽  
Vol 5 (1) ◽  
pp. 21
Author(s):  
Imas Ismayati ◽  
Nani Ratnaningsih ◽  
Supratman Supratman

The aims of this study are to analyze and describe the metacognition of students who have high, moderate, and low Self-Regulated Learning (SLR) in solving Higher Order Thinking Skills (HOTS) type problem. The research method that used was qualitative, research subjects were taken from students who can provide information about the results of their work to obtain complete data and stop when there was no information that can be extracted (saturated data), then obtained 6 people consisting of students who have high, medium, low SLR. The Data collection technique used was the think-aloud method. The data analysis technique used in this study was a model from Miles and Huberman. Based on the data analysis, it can be concluded that: the metacognition of students with high SLR used metacognition in the indicators to compose strategies and monitor actions to the maximum while at the evaluation stage they had not been able to mention other alternatives to solve the problem, the metacognition of students with medium SLR used metacognition to the maximum in the indicators of the stage of compiling strategies but at the monitoring actions they had not been able to interpret the results of the answers and at the stage of evaluation they had not been able to mention other alternatives to solve the problem, the metacognition of students with low SLR had not been able to use metacognition to the maximum. Teachers must pay attention to students' self-regulated learning and metacognition in solving HOTS problems.


2018 ◽  
Vol 4 (3) ◽  
pp. 193
Author(s):  
Ockti Syafitri ◽  
Rohita Rohita ◽  
Nila Fitria

<p><em>Abstrak</em> - <strong>Perkembangan kognitif merupakan aspek yang penting dalam mengembangkan kemampuan berpikir anak, salah satunya yaitu mengenal konsep lambang bilangan. Penelitian ini bertujuan untuk mengetahui bagaimana peningkatan kemampuan mengenal konsep lambang bilangan 1 – 10 melalui permainan pohon hitung pada anak usia 4 – 5 tahun di BKB PAUD Harapan Bangsa. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang menggunakan model Kemmis dan Mc Taggart yang dilakukan selama 2 siklus, di mana satu siklus terdiri dari 3 kali pertemuan. Subjek penelitian ini adalah 14 anak, yang terdiri dari 9 anak laki-laki dan 5 anak perempuan. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi kemampuan anak dalam mengenal konsep lambang bilangan 1 – 10, aktivitas guru dan anak serta dokumentasi. Teknik analisis data yang digunakan pada penelitian ini adalah deskriptif kualitatif dengan menggunakan perhitungan statistika sederhana. Berdasarkan hasil penelitian diketahui bahwa terdapat peningkatan dalam kemampuan mengenal konsep lambang bilangan 1 – 10 melalui permainan pohon hitung. Hal ini diketahui dari rata-rata anak yang mendapat skor 3 pada setiap indikator yaitu indikator membilang 1 – 10 siklus I sebesar 69,1% dan siklus II sebesar 100% artinya terdapat peningkatan sebesar 30,9%. Pada indikator menghubungkan benda-benda konkret dengan lambang bilangan 1 – 10 siklus I sebesar 55,4% dan siklus II sebesar 77,6% artinya terdapat peningkatan sebesar 22,2% dan pada indikator mengurutkan lambang bilangan 1 – 10 siklus I 44,7% dan siklus II sebesar 77,6% artinya terdapat peningkatan sebesar 32,9%. Pencapaian di siklus II sudah melebihi indikator keberhasilan yang telah ditentukan yaitu sebesar 75%. Berdasarkan hasil penelitian dapat disimpulkan bahwa permainan pohon hitung dapat meningkatkan kemampuan mengenal konsep lambang bilangan 1 – 10. Peningkatan terjadi karena dalam penelitian ini dilakukan melalui permainan dengan menggunakan media pohon hitung yang beracuan pada teori mengenai tahapan-tahapan mengenal lambang bilangan kepada anak dan dengan adanya motivasi berupa reward membuat anak lebih semangat dalam melakukan permainan.</strong></p><p><em><strong>Kata Kunci</strong> - Mengenal Konsep Lambang Bilangan, Permainan Pohon Hitung, Anak Usia 4 – 5 Tahun</em></p><p>Abstract - <strong>Cognitive development is an important aspect in developing children's thinking skills, one of which is to recognize the concept of numeral symbol. This study aims to find out how to improve the ability to recognize the concept of numeral symbol 1 - 10 through tree math game at the children aged 4 - 5 years of BKB PAUD Harapan Bangsa. This study is a classroom action research (CAR) using Kemmis and Mc Taggart model carried out in 2 cycles where one cycle consists of 3 meetings. The subjects of this study are 14 children, 9 of them are boys and the rest are girls. Data collection technique used in this study is observation towards the ability of children in recognizing the concept of numeral symbol 1 - 10, the teacher as well as the children activities and documentation. Data analysis technique used in this study is descriptive </strong><strong>qualitative using simple statistical calculation. According to the research results it is known that there is an improvement in the ability to recognize the concept of numeral symbol 1 - 10 through the tree math game. It can be seen from the average of children who got score 3 on each indicator which is counting 1 - 10 in cycle I is as much as 69,1% and in cycle II rises to 100%. It means that there is an increase of 30,9%. While on the indicator of connecting concrete objects with numeral symbols of 1 - 10 in cycles I show the average of 55.4% and in the second cycle rise to 77.6% which means there is an increase of 22.2%. Furthermore, on the indicator of sorting numeral symbol of 1 – 10 in cycle I show the average of 44.7 % and in cycle II climb to 77.6% which means there is an increase of 32.9%. Therefore, the achievement in cycle II has exceeded the predetermined success indicator of 75%. Based on the research results it can be concluded that the tree math game can improve the ability of children aged 4-5 years to recognize the concept of numeral symbol 1 - 10. The improvement occurs because this study is carried out through the game using the tree math media which refers to the theory of the stages of knowing numeral symbol to the children and with the motivation in the form of reward to make them more enthusiastic in playing the game</strong>.</p><p><em><strong>Keywords</strong> - Knowing the Concept of Numeral Symbol, Tree Math Game, Children Aged 4 - 5 Years.</em></p>


2021 ◽  
Vol 5 (1) ◽  
pp. 1-25
Author(s):  
Alby Aruna ◽  
Nadiya Faydinda Putri Ishlah ◽  
Laila Inayah ◽  
Abdul Rahman Prasetyo

The process of digitizing historical learning in Indonesia in times of emergency, the learning media used today is predominantly  conventional. With regard to conventional learning media, the contribution of digitalization of learning media to provide direction for modernization of historical  learning  media in solving the lack of exploration, elaboration, critical thinking skills, the flow of  historicallearning concepts, and the lack of  touch to local wisdom  is needed. Using ADDIE Model,  the design of the educational game of Panji Asmorobangun in the story of puppets beber Pacita nfocus is implemented in Vocational HighSchool  (SMK) State 1 Pacitan   gained 87.5% in the validation of media experts, 91.1% in validation of material experts. With regards to  expert validation, this media also  scored    87.22% in a group trial of 50 students  andsaid it is very feasible to implementunder the name of superpanji media branding. The historical learning media  of Panji Asmorobangun figures in puppet stories beber Pacitan Regency  supports the game flow process with (High Order Thinking Skils) HOTS  through  the 5M tifical  design approach(enjoy,menanya, collect information, socialize,  and   communicate).


2019 ◽  
Vol 14 ◽  
pp. 3057-3064
Author(s):  
Maral Yessekeshova ◽  
Isakova Gulnur ◽  
Seilkhan Gulzhakhar ◽  
Kaltayeva Gulnar ◽  
Bermukhambetova Botagoz

This study addresses the issue of implementing a system approach during the  higher school specialists preparation, which effectively leads to their professional competence formation. The study results   of higher education teachers professional difficulties in the interaction  with the educational process participants are presented. The training technology on the system approach basis creates conditions for the learning process participants’ activities systemic organization, as well as for the system thinking skills and the system approach developing in cognitive, practical and other ongoing and forthcoming activities. An important factor in the future specialists’ professional competence formation  is an indicative basis formation for their future professional activity. The professional competence structure and components characteristic are given. Examples are also presented, that demonstrate the professional competence formation implementation with a focus on current society needs. There is a description of the students’ considerable professional competence increase after its formation methods correction.


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