scholarly journals The Use of Scramble Word Game to Develop Students Competence in Pronoun at MTsN 3 Sidoarjo

Author(s):  
Mukhoiyaroh ◽  
Luluk Isnainiyah ◽  
Syilviani Budiarti ◽  
Eryna Pratiwi ◽  
Irma Fahriani
Keyword(s):  
2017 ◽  
Vol 11 (1) ◽  
Author(s):  
Ricky ferdy Mamahit ◽  
Virginia Tulenan ◽  
Sary Paturusi
Keyword(s):  
Unity 3D ◽  

Minahasa adalah suatu suku bangsa yang mendiami suatu daerah pada bagian timur laut jazirah Sulawesi Utara . Minahasa memiliki banyak budaya yang kita kenal disekitar kita, mulai dari seni tari, seni musik, peninggalan budaya, obyek pariwisata dan masih banyak lagi. Seiring dengan perkembangan zaman, kebudayaan yang ada di Indonesia pada saat ini secara perlahan tapi pasti mulai terlupakan, Hal ini terjadi karena begitu banyak kebudayaan asing yang masuk dan dengan mudah diterima oleh masyarakat, Terutama banyak diantaranya anak anak dan kaum muda lebih menyukai budaya asing dari pada budaya tanah air. Dengan Merancang dan Membangun Aplikasi Word Game Scramble untuk Pengenalan Budaya Minahasa dapat menjadi sarana pengenalan budaya minahasa yang menarik dan bermanfaat bagi masyarakat .Penulis menggunakan Unity 3D dalam membuat Aplikasi Word Game Scramble untuk Pengenalan Budaya Minahasa. Dalam Pembuatan Aplikasi metode yang digunakan adalah Metode Extream Programing. Dalam Aplikasi ini dibuat meliputi Budaya Minahasa tentang Marga Minahasa, Arti Nama Desa , Peninggalan Budaya Seni Tari dan Seni Musik Minahasa. Aplikasi Word Game Scramble Pengenalan Budaya Minahasa menjadi sarana untuk memperkenalkan masyarakat dengan cara yang interaktif dan menarik.


2020 ◽  
Vol 4 (10) ◽  
pp. 179-184
Author(s):  
Arma Amir Hamzah ◽  
M. Dahlan Bahang ◽  
Antonius Ali Wutun ◽  
Lina Arruan
Keyword(s):  

1966 ◽  
Vol 41 (4) ◽  
pp. 258-258 ◽  
Author(s):  
George Ludwigson
Keyword(s):  

2017 ◽  
Vol 56 (6) ◽  
pp. 802-825 ◽  
Author(s):  
Jaechoon Jo ◽  
Wonhui Yu ◽  
Kyu Han Koh ◽  
Heuiseok Lim

We propose a minimum learning judgment system that is appropriate for online learning environments, and we verify this minimum learning judgment system through various experiments. By focusing on the learning effort, this system can easily and quickly determine whether learners have exerted the minimum effort required for learning. To do this, the system automatically generates a word game and determines whether minimum learning has taken place through the results of the word game. To verify the minimum learning judgment system, we conducted a comparative experiment on the importance of high-frequency words, a word count verification test for word games, and a judgment criteria verification test based on the length of a video lecture. Results of the experiments show that high-frequency words can be used as a feature to determine minimum learning. The appropriate number of words in the word game for the minimum learning judgment was found to be seven, and the results showed that the video length did not affect the minimum learning criteria. In addition, the minimum learning judgment accuracy result was 82%. This is not considered very high judgment accuracy, but the accuracy of the judgment is positive considering the aim of this study.


2018 ◽  
Vol 41 (2) ◽  
pp. 199-204
Author(s):  
Ian Stoner ◽  

Some logic students falter at the transition from the mechanical method of truth tables to the less-mechanical method of natural deduction. This short paper introduces a word game intended to ease that transition.


Author(s):  
Asuka Terai ◽  
Kento Yamashita ◽  
So Komagamine ◽  
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Humor is important in smooth human communications, however, computer-generated humor is still distinguishable from humor that arises naturally in human communication. The purpose of this study is to construct a computer system that can generate humor in a human-like manner. The method involves using “nazokake” riddles, which comprise a type of Japanese word game. The game creates humorous links between two incongruous premises by linking them semantically to homophones: “Why is A like B? Because X/X′,” where A and B are independent premises and X and X′ are homophones linked to A and B, respectively. In a previous study, a system was constructed to generate such riddles based on a simple word similarity between two nouns that are homophones. This study builds on the previous study by generating more complex riddles based on the dependency relationships between homophonic verb-noun combinations. Subsequently, the two systems are compared with each other by evaluating them against riddles created by humans. The results show that the system based on dependency relationships generated more humorous, unexpected, and natural riddles than that based on word similarities. However, these riddles were not equal to those created by humans.


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