scholarly journals PENGEMBANGAN INSTRUMEN EVALUASI PEMAHAMAN KONSEP KALKULUS BERBASIS KOMPUTER

2020 ◽  
Vol 4 (1) ◽  
pp. 78
Author(s):  
Akbar Nasrum

Tujuan dari peneitian ini adalah membuat suatu alat evaluasi berbasis komputer yang dapat digunakan untuk mengukur pemahaman konsep Kalkulus mahasiswa. Alat evaluasi ini bisa digunakan secara offline maupun online. Untuk mencapai tujuan itu digunakan model Plomp yang terdiri dari empat tahapan yaitu: fase investigasi awal, fase desain, fase realisasi/konstruksi, fase test, evaluasi dan revisi. Sebelum mengkostruksi instrumen evaluasi dalam bentuk aplikasi, butir-butir soal divalidasi oleh dua orang pakar materi. Butir soal yang valid itulah yang diimport kedalam software Wondershare Quiz Creator untuk menciptakan sebuah prototipe instrumen evaluasi. Prototipe ini kemudian diujicobakan ke mahasiswa secara terbatas untuk melihat kepraktisan penggunaan aplikasi sekaligus menjadi alat evaluasi bagi penelti. Produk terkahir yang dihasilkan merupakan instrumen evaluasi yang valid dan praktis serta dapat digunakan untuk mengukur kemampuan pemahaman konsep Kalkulus Mahasiswa.ABSTRACTThis research aims to create a computer-based evaluation tool that could be used to measure students' understanding of the Calculus concept. This evaluation tool could be used offline or online. We use Plomp's model, which consists of four phases: the initial investigation phase, the design phase, the realization/construction phase, the test phase, evaluation, and revision. Before constructing the evaluation instruments in the application form, the items were validated by two material experts. Those valid items were imported into the Wondershare Quiz Creator software to create a prototype evaluation instrument. This prototype was then trialled to students on a limited basis to see the practicality of using the application as well as being an evaluation tool for researchers. The latest product produced was a valid and reliable evaluation instrument and was appropriate to be used to measure the ability to understand the concept of Student Calculus.

2019 ◽  
Vol 4 (2) ◽  
pp. 363-370
Author(s):  
Romy Budhi Widodo ◽  
Mochamad Subianto ◽  
Grace Imelda

The domain of the activity is technology for the society whereas the focus is practical computer science for the society. The background of our activity is based on the needs of YPK junior high school in Malang city, Indonesia. The school need to develop computer-based school report card and also daily grade card for teachers. The method for software/application development is spiral model which consist of the cycle of system identification, risk analysis, and enhancement of the prototype to be an operational prototype. Evaluation of the product was based on the Computer System Usability Questionnaire (CSUQ) from IBM. The CSUQ using 5 scale of Likert scale contains three categories: 1) system usefulness (SYSUSE), 2) information quality (INFOQUAL), and 3) interface quality (INTERQUAL). The mean rank’s result in order from the greatest to the lowest is SYSUSE, INTERQUAL, and INFOQUAL, respectively. It was reported that SYSUSE category was superior to INFOQUAL (U = 3369.5, p = 0.0005). Overall, the user satisfaction score is 78.4%, which is in the “worthy” category


2015 ◽  
Vol 734 ◽  
pp. 847-851
Author(s):  
Li Yong Zhao ◽  
Qian Wu

In view of existing shortcomings and insufficiency in the current formation test evaluation instrument hydraulic pump drive motor power, this paper designs a new type hydraulic pump drive motor power. This paper first introduces the new hydraulic pump drive motor overall design scheme of power, and then the algorithm is analyzed. Finally, the experimental results prove the feasibility and practicability of the new driving motor power instrument.


2019 ◽  
Vol 2 (2) ◽  
pp. 49
Author(s):  
Hasnawati . ◽  
Ruslan . ◽  
Sugiarti .

ABSTRAKPenelitian ini bertujuan mengembangkan media pembelajaran interaktif. Penelitian ini penelitian pengembangan menggunakan model pengembangan Plomp yang terdiri dari lima fase yaitu fase investigasi awal, fase desain, fase realisasi/konstruksi, fase tes, evaluasi dan revisi, dan fase implementasi. Subjek uji coba produk pengembangan ini adalah siswa kelas XI MIA1 SMA Negeri 6 Takalar dengan jumlah peserta didik 32 orang. Dalam penelitian ini, teknik pengumpulan data menggunakan kuesioner dengan skala Likert. Teknik analisis data yang digunakan yaitu analisis statistik deskriptif. Hasil penelitian menunjukkan bahwa untuk semua item dan aspek yang diukur, penilaian kevalidan media memperoleh kriteria valid, penilaian kepraktisan media adalah praktis. Hasil pretest-posttest gain = 0.798 (0,798>0,7=tinggi). Dari hasil tersebut menujukkan media media pembelajaran interaktif berbasis android yang dikembangkan memiliki kategori valid, praktis dan efektif, sehingga dapat disimpulkan media pembelajaran interaktif berbasis android yang dikembangkan layakdijadikan sebagai media pembelajaran. Kata kunci  : Penelitian Pengembangan, Media Pembelajaran, Android, Plomp, Asam Basa.  ABSTRACTThe study at developing interactive learning media. The study is research development by employing Plomp’s development model which consist of five phase, namely initial investigation phase, design phase, realization/construction phase, test phase, evaluation and revision phase, and implementation phase. The subjects of tryout test were the students of grade XI MIA1 at SMAN 6 in Takalar with the total of 32 students. Data were collected by employing questionnaire with Likert scale. Data were analyzed by using descriptive statistics analysis. The results of the study reveal that all of the items and the aspects measured, the assessment of media validity obtained valid criteria, the assessment of media practicality was practical. The result of pretest-posstets gain = 0.798 (0,798>0.7= high). The aforementioned result indicates that interactive learning media based on android developed is valid category, practical, and effective. Thus, the conclusion is the interactive learning media based on android developed is feasible as learning media. Keywords: Development Research, Learning Media, Android, Plomp, Acid-Base


2021 ◽  
Vol 2 (1) ◽  
pp. 13-21
Author(s):  
Fardini Sabilah ◽  
Erlyna Abidasari ◽  
H. Husamah

The Teacher Professional Education program (Program Profesi Guru/PPG) equips the teachers’ lifelong teaching skills and improves pedagogical knowledge to lead a successful profession as a teacher. However, the real condition in the SMPN 4 Malang suggested the opposite results, portraying the struggle of some PPG graduates in understanding the K-13 based curriculum, its planning the lesson plan and implementation in their class. This article aims to describe the community service activities teacher professional education coaching to produce high quality lesson plan. The Community Service team reaches out their hands to answer their needs by constructing a coaching and mentoring program in three phases, initiation, implementation and evaluation. Initiation process was done through seminar and focused group discussion, whereas the implementation focused on assisting the revised lesson plan and evaluating the document with the constructed evaluation instrument, then lastly evaluation was done in the microteaching and reflection stage. The results shows that the teachers were already aware of the process standards and content standards of lessons plan, in facts there were still some components that in practice didn’t written properly. Besides, there were also some parts of the lesson plan contents which didn’t match each other. To sum up, after this project, it is highly expected that the PPG graduates’ teachers in SMPN 4 Malang have less difficulties in understanding the government education regulation, in order to plan a more attractive and productive lesson as well as generate self-evaluation tool for further analysis or study.  It is suggested to teachers to upgrade their lesson plan by implementing  STEAM approach, 4Cs skills and using innovative teaching methods, besides the teachers still need good knowledge and practice in implementing sorts of online teaching platforms.


PARADIGMA ◽  
2020 ◽  
pp. 326-359
Author(s):  
María José Espigares-Gámez ◽  
Alicia Fernández-Oliveras ◽  
María Luisa Oliveras Contreras

ResumenEn el presente artículo se muestra una investigación cuyo resultado es un singular instrumento de evaluación educativa, para aplicar a niños que comienzan la Educación Primaria, formado por 40 juegos infantiles tradicionales, tomados como herramienta evaluadora y los 50 ítems del test Boehm de Conceptos Básicos (Boehm, 1983), tomados como contenidos para la evaluación de competencias matemáticas y científicas de niños de 5 a 6 años. El estudio fue realizado en Granada (España) entre los años 2018 y 2020. Se parte de que existen capacidades matemáticas y científicas en los jugadores, que se pueden poner de manifiesto cuando se juegan, con rigor y éxito, juegos con potencialidades matemáticas y científicas. Para determinar éstas, se realizó el análisis de un conjunto de juegos tradicionales pertenecientes a diversas culturas y países del mundo, desde una perspectiva etnomatemática. Se analizaron las potencialidades matemáticas y científicas de los juegos, mediante un análisis de contenido de las reglas de juego y un análisis etnográfico de los materiales y el contexto del juego, estableciendo un catálogo de 40 juegos válidos para aprender y evaluar matemáticas y ciencias al ser jugados. Fue seleccionada una muestra de 4 juegos con potencialidades altas y fue realizado un estudio de casos, cuyos resultados permitieron validar el catálogo. Por otra parte se había analizado el test Boehm, cuando se introdujo en España, encontrando en todos sus ítems contenidos matemáticos, propios del pensamiento infantil preescolar, y obteniendo índices de dificultad para cada concepto del test (Oliveras 1984). Los resultados de ambos estudios junto al análisis de contenido de las relaciones entre los juegos con potencialidad matemática y científica y los ítems del test citado, nos han permitido crear un instrumento de evaluación de las capacidades matemáticas y científicas infantiles, que mostramos aquí.Palabras clave: Aprendizaje a través de juegos, Etnomatemáticas, Evaluación, Educación Primaria, Test Boehm.Instrumento para avaliar as competências matemáticas e científicas dos alunos que iniciam o Ensino Fundamental, por meio de jogosResumoEste artigo mostra uma investigação cujo resultado é um instrumento único de avaliação educacional, a ser aplicado a crianças que iniciam o Ensino Fundamental, composto por 40 jogos tradicionais para crianças, utilizados como ferramenta de avaliação e pelos 50 itens do teste de Conceitos Básicos de Boehm (Boehm, 1983), tomado como conteúdo para a avaliação de habilidades matemáticas e científicas de crianças de 5 a 6 anos. O estudo foi realizado em Granada (Espanha) entre os anos de 2018 e 2020. Supõe-se que haja habilidades matemáticas e científicas nos jogadores, o que pode ser revelado quando jogos com potencial matemático e científico são jogados, com rigor e sucesso. Para determinar isso, foi realizada a análise de um conjunto de jogos tradicionais pertencentes a diferentes culturas e países do mundo, sob uma perspectiva etnomatemática. O potencial matemático e científico dos jogos foi analisado, através de uma análise de conteúdo das regras do jogo e uma análise etnográfica dos materiais e do contexto do jogo, estabelecendo um catálogo de 40 jogos válidos para aprender e avaliar matemática e ciências enquanto são jogadas. Uma amostra de 4 jogos com altas potencialidades foi selecionada e foi realizado um estudo de caso, cujos resultados validaram o catálogo. Por outro lado, o teste de Boehm foi analisado quando foi introduzido na Espanha, encontrando em todos os seus itens conteúdo matemático, típico do pensamento infantil pré-escolar, e obtendo índices de dificuldade para cada conceito do teste (Oliveras, 1984). Os resultados de ambos os estudos, juntamente com a análise de conteúdo das relações entre jogos com potencial matemático e científico e os itens do teste mencionado, permitiram criar um instrumento para avaliar as habilidades matemáticas e científicas das crianças, que mostramos aqui.Palavras chave: Aprendizagem através de jogos, Etnomatemática, Avaliação, Ensino Fundamental, Teste de Boehm.Instrument to evaluate mathematical and scientific competences of the students who start Primary Education, through gamesAbstractThis article shows an investigation whose result is a unique educational evaluation instrument to apply to children starting Primary Education, made up of 40 traditional children's games, taken as an evaluation tool and the 50 items of the Boehm test of Basic Concepts ( Boehm, 1983), taken as content for the evaluation of mathematical and scientific skills of children from 5 to 6 years old. The study was carried out in Granada (Spain) between the years 2018 and 2020. It is assumed that there are mathematical and scientific abilities in the players, which can be demonstrated when games with mathematical and scientific potential are played, with rigor and success. To determine these, the analysis of a set of traditional games belonging to different cultures and countries of the world was carried out, from an ethnomathematical perspective. The mathematical and scientific potential of the games were analyzed, through a content analysis of the game rules and an ethnographic analysis of the materials and the context of the game, establishing a catalog of 40 valid games to learn and evaluate mathematics and science by being played. A sample of 4 games with high potentialities was selected and a case study was carried out, the results of which validated the catalog. On the other hand, the Boehm test had been analyzed when it was introduced in Spain, finding in all its items mathematical content, typical of preschool childhood thinking, and obtaining difficulty indices for each concept of the test (Oliveras 1984). The results of both studies together with the content analysis of the relationships between games with mathematical and scientific potential and the ítems of the aforementioned test, have allowed us to create an instrument for evaluating children's mathematical and scientific abilities, which we show here.Keywords: Learning through games, Ethnomathematics, Evaluation, Primary Education, Boehm test.


2021 ◽  
Vol 5 (4) ◽  
pp. 603
Author(s):  
Nurhikmah H. ◽  
Farida Febriati ◽  
Ervianti Ervianti

The current era of digitalization has big impact on education, the use of technology and information is not only for learning but as an evaluation tool. This development raises problems that require the completion of high-level thinking, therefore students need to prepare the ability to think and be able to develop skills. This study aims to measure the self-efficacy of computer skills on student learning outcomes and interactions in mathematics subjects. This research method used quantitative approach in Quasi Experiment Design. Total sample were 64 students. CBT was used in evaluating mathematics subjects and using a questionnaire to determine the level of self-efficacy of computer abilities towards students learning outcomes. Analysis of research data was carried out using ANOVA, to test the hypothesis using two-way ANOVA (two-way ANOVA) using the SPSS version 25.0 for windows software program. The results showed that there was CBT of mathematics subjects towards student learning outcomes with a mean score of 85 in and a mean score of 80 with a criterion of 3.03, having impact and the criteria value 2.78. The interaction between computer-based tests with self-efficacy computer capabilities had the most correlation with a positive relationship. It can be stated that there is an impact of computer-based tests and self-efficacy of computer ability and has an interaction between CBT and self-efficacy on learning outcomes.


2017 ◽  
Vol 11 (01) ◽  
pp. 094-098 ◽  
Author(s):  
Petcharat Kraivaphan ◽  
Cholticha Amornchat

ABSTRACT Objectives: The purpose of this double-blind, parallel clinical study was to assess clinical efficacy in supragingival calculus formation reduction using Abhaibhubejhr Herbal Toothpaste compared to Colgate Total and Colgate Cavity Protection toothpastes. Materials and Methods: A total of 150 subjects participated in the pretest phase. All subjects were given oral soft/hard tissue evaluation, calculus examination using Volpe-Manhold calculus, and whole mouth oral prophylaxis. They received noncalculus control fluoride toothpaste and a soft-bristled toothbrush to brush for 1 min two times daily for 8 weeks. After which, subjects were given a test phase oral soft/hard tissue evaluation and calculus examination and were randomized into one of the three toothpaste groups. All subjects in the test phase received a whole mouth oral prophylaxis and were given their assigned toothpaste and a soft-bristled toothbrush to brush for 1 min two times a day for 12 weeks. Thereafter, subjects were assessed for their oral soft/hard tissue and calculus formation. Results: Mean Volpe-Manhold calculus index scores for the Cavity Protection, Abhaibhubejhr, and Total toothpaste groups were 0.78, 0.62, and 0.48, respectively, at the 12-week test phase evaluation. Abhaibhubejhr and Total toothpaste groups show 20.51% and 38.46% significantly less calculus formation than the Cavity Protection toothpaste group (P < 0.05). Total toothpaste group also show 22.58% significantly less calculus formation than the Abhaibhubejhr toothpaste group (P < 0.05). Conclusion: The use of Colgate Total toothpaste over a 12-week period was clinically more effective than either Abhaibhubejhr or Colgate Cavity Protection toothpastes in controlling supragingival calculus formation.


2019 ◽  
Vol 6 (6) ◽  
pp. 344-350
Author(s):  
Jessica Hernandez ◽  
Alise Frallicciardi ◽  
Nur-Ain Nadir ◽  
M David Gothard ◽  
Rami A Ahmed

IntroductionOne critical aspect of successful simulation facilitation is development of written scenarios. However, there are no validated assessment tools dedicated to the evaluation of written simulation scenarios available. Our aim was to develop a tool to evaluate the quality of written simulation demonstrating content validity.MethodsA comprehensive literature search did not yield a validated assessment tool dedicated for the evaluation of written simulation scenarios. A subsequent search yielded six templates published for written simulation scenario design. From these templates, critical scenario elements were identified to create an evaluation instrument with six components of scenario quality with corresponding anchors and rating scale. Subsequently, a national group of simulation experts were engaged via survey methodology to rate the content of the proposed instrument. Ultimately, a modified two-round Delphi approach was implemented to demonstrate consensus of the final assessment tool.Results38 responses were obtained in round 1, while 22 complete responses were obtained in round 2. Round 1 kappa values ranged from 0.44 to 1.0, indicating moderate to almost perfect rater agreement for inclusion of the six proposed components. Kappa values specifically regarding scale and anchors ranged from 0 to 0.49. After revisions, there was a significant level of agreement (p<0.05) of all items of the proposed assessment tool in the second-round survey except for item 10. Of note, all initial respondents indicated that they had never evaluated written scenarios with an assessment tool.ConclusionsThe Simulation Scenario Evaluation Tool, developed using a national consensus of content experts, is an instrument demonstrating content validity that assesses the quality of written simulation scenarios. This tool provides a basis to guide structured feedback regarding the quality of written simulation scenarios.


2020 ◽  
Vol 100 (8) ◽  
pp. 1296-1306
Author(s):  
Monika Becker ◽  
Katharina Strunk ◽  
Niels Buschhaus ◽  
Stefanie Bühn ◽  
Dawid Pieper

Abstract Objective Clinical practice guidelines (CPGs) can be characterized to the extent that they specifically address physical therapists and mainly contain recommendations for physical therapist interventions. The primary aim of this study was to identify existing physical therapy CPGs regardless of medical condition, with a secondary aim of assessing their methodological quality to determine whether they are potentially suitable for adaptation. Methods Systematic searches of the Medline and Physiotherapy Evidence Database were performed (August 2019), and the websites of World Confederation for Physical Therapy members were screened (September 2019). Only CPGs published in German or English were included. Two independent reviewers screened records according to previously defined inclusion criteria. Information was extracted regarding country of origin, year of publication, and clinical subject area addressed. Four independent reviewers assessed the quality of physical therapy CPGs using the Appraisal of Guidelines Research and Evaluation instrument. A descriptive data analysis was performed. Results Thirty-five CPGs met the inclusion criteria; 46% (16/35) of the included CPGs were from the United States, and 31% (11/35) were from the Netherlands. Assessment using the Appraisal of Guidelines Research and Evaluation tool resulted in the following domain scores, presented as median percentage (interquartile range): domain 1 (scope and purpose), 76 (63–92); domain 2 (stakeholder involvement), 63 (55–76); domain 3 (rigor of development), 67 (53–75); domain 4 (clarity of presentation), 74 (67–77); domain 5 (applicability), 44 (30–57); and domain 6 (editorial independence), 52 (35–66). Conclusions In general, the methodological quality of the included CPGs was moderate to good. Possibilities of adapting recommendations from existing CPGs should be considered with the development of new physical therapy CPGs. Impact Statement This study can raise awareness of existing physical therapy CPGs and can support their application by physical therapists. Further, the study can support decisions on adapting existing CPGs with the planning of new physical therapy CPGs.


2008 ◽  
Vol 3 (1) ◽  
pp. 130-140 ◽  
Author(s):  
Mical Kay Shilts ◽  
Dorothy Smith ◽  
Lenna Ontai ◽  
Marilyn S. Townsend

This study compared the retrospective pretest-posttest method to the traditional prospective pretest-posttest method assessing adolescents’ dietary and physical activity, self-efficacy and behaviors. Participants were 7th and 8th grade students at a rural K-8th grade elementary school in Northern California (n=188). All participants completed an evaluation instrument (traditional pretest), followed by a 9-lesson dietary and physical activity intervention. Upon completion of the intervention, participants completed a second and identical evaluation instrument which served as a traditional posttest. The following day, participants completed another evaluation tool, this time formatted as a retrospective pretest. Analysis included sample t tests comparing the means of each method. Participants (n = 154) with a mean age of 13 ± .7 years old were included in the analyses (52% female). Paired sample t tests reported non-significant differences between the two methods for dietary behavior and dietary self-efficacy, yet significant differences were found for physical activity behavior (p < .05) and physical activity self-efficacy (p < .01). We conclude that the retrospective pretest-posttest method was as good a measure of dietary self-efficacy and behavior as the traditional prospective pretest-posttest method and may be better at attenuating response-shift bias when assessing physical activity self-efficacy and behavior.


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