scholarly journals GAME ONLINE DUEL MATEMATIKA BERBASIS WEB

Author(s):  
Masnur Masnur ◽  
Tri Hariadi Purnomo

Mathematics is a science that is very useful in everyday life. Mathematics lessons can be applied in various ways in everyday life. Hone skills in arithmetic can be done through interactive games such as games or games that are digital. This kind of game or game aims to provide education and a spirit of competition, especially in mathematics, by competing with other people to hone skills and speed in answering questions. A web-based math duel game made with HTML5, CSS3, PHP, and JavaScript technology. In this game, players can duel in Realtime with opponents in answering questions correctly and accurately by using a matching system according to the player's ranking. This Math Duel Web Game also has three types of games so that players have more playing options.

2019 ◽  
Vol 29 (Supplement_4) ◽  
Author(s):  
E L M Ruiter ◽  
G A J Fransen ◽  
G R M Molleman ◽  
M J H M Hoeijmakers ◽  
K van der Velden ◽  
...  

Abstract Background Parental support is an important element in overweight prevention programs for children. The purpose of this study was to examine everyday life situations in which mothers encounter difficulties encouraging healthy energy balance-related behavior in their school-age children. Methods We formed four focus groups containing 6-9 participants each. The participants were mothers of Dutch, Turkish, or Moroccan descent with a child 8-13 years of age. All focus group sessions were recorded, transcribed, and coded. Content was analyzed conventionally using ATLAS.ti 6. Results Twenty-seven difficult everyday life situations were identified in 14 settings. The five most frequently reported situations were a daily struggle regarding eating vegetables, eating breakfast on time before going to school, eating candy and snacks between meals, and spending excessive time watching television and using the computer. A perceived loss of parental control, the inability to establish rules and the failure to consistently enforce those rules were the most commonly cited reasons for why the mothers experience these situations as being difficult. Conclusions We identified five difficult everyday life situations related to healthy energy balance-related behavior. These five difficult situations were used as the input for developing a web-based parenting program designed to prevent children from becoming overweight. We reasoned that if we use these situations and the underlying reasons, many parents would recognize these situations and are willing to learn how to deal with them and complete the e-learning. Key messages The identified everyday-life-situations in which mothers experience difficulty stimulating healthy EBRBs in their children age 8-13 were used as input for our e-learning program to prevent overweight. Mothers who live in low-SES neighborhoods were easily willing to participate in focus groups and discuss EBRB-related topics.


2019 ◽  
Vol 4 (1) ◽  
pp. 42-49
Author(s):  
Muhamad Syarif ◽  
Wahyu Nugraha

Abstrak Belajar dapat diartikan sebagai proses dari suatu individu yang mengalami perubahan perilakunya akibat bertambahnya pengalaman. Kemampuan seseorang dalam memahami dan menyerap informasi ketika proses belajar pasti berbeda tingkat waktunya, ada yang cepat, sedang maupun lambat. Perbedaan kecepatan ini dipengaruhi beberapa faktor, salah satu faktornya adalah cara atau gaya belajar dari individu tersebut. Gaya belajar memiliki 3 jenis yaitu visual, audio dan kinestetik, pelajar dapat mengetahui gaya belajar yang sesuai dengan cara melakukan tes dengan menjawab pertanyaan-pertanyaan yang berkaitan dengan cara belajar individu. Tujuan penelitian ini yaitu membuat aplikasi identifikasi gaya belajar berbasis web menggunakan metode incremental. Diharapkan dengan adanya penelitian ini dapat memberikan kontribusi kepada pelajar agar menemukan gaya belajarnya dan berdampak pada pemahaman menyerap informasi ketika proses belajar lebih cepat. Kata kunci : gaya belajar, visual, audio, kinestetik, metode incremental Abstract Learning can be interpreted as the process of an individual who experiences changes in behavior due to increased experience. The ability of a person to understand and absorb information when the learning process must be different levels of time, some are fast, medium or slow. This speed difference is influenced by several factors, one of the factors is the way or learning style of the individual. Learning styles have 3 types, namely visual, audio and kinesthetic, students can find out the appropriate learning style by doing tests by answering questions related to individual learning methods. The purpose of this study is to create a web-based learning style identification application using incremental methods. It is expected that this research can contribute to students to find their learning styles and have an impact on understanding absorbing information when the learning process is faster. Keywords : learning style, visual, audio, kinesthetic, incremental methods


2020 ◽  
pp. 205015792096886
Author(s):  
Orlando Woods

This paper explores how the playing of Pokémon Go can cause power to be assembled, and team-based expressions of territoriality to manifest. By playing the game, players become embedded within digital assemblages of power, which they reproduce through their interactions with other players, game features, and public spaces. When digital assets—such as gyms—are indexed to public spaces, players work together in teams to compete for digital ownership, and control, of these assets. In turn, this leads to the forging of a team-based sense of territoriality that is pervasive, and maximized by consolidating the power of the assemblage. Qualitative data are presented to empirically explore how playing Pokémon Go in Singapore can encourage players to forge a team-based sense of territoriality, which in turn results in the (dis)assembling of power. To conclude, I call for closer consideration of the implications of digital assemblages of power for everyday life.


Author(s):  
David Thomas Henry Wright

Abstract In 1985, Italo Calvino wrote a series of lectures (later published as ‘memos’) in which he proposed six values he deemed crucial to literature as it moved into the next millennium: lightness, quickness, ‘crystal’ exactitude, visibility, multiplicity, and consistency. Though never a writer of electronic literature, Calvino has frequently been associated or referenced in relation to digital works. J.R. Carpenter’s web-based work The Gathering Cloud (2016) (hereafter TGC) exhibits Calvino’s values. TGC is informed by Howard’s 1803 Essay on the Modifications of Clouds. Howard’s ‘frontispiece’ and five ‘plates’ are used in Carpenter’s web-based work. Poetry is then superimposed on these repurposed illustrations. Situated ‘within’ the poetry, animated gif collages play. Where Calvino in his memos writes that he considers the virtues of the binary opposites of his values (i.e., weight, lingering, ‘flame’ exactitude, ambiguity, singularity, and inconsistency) no less compelling, Carpenter’s work suggests that Calvino’s values (or rather the absence or removal of their binary opposites) are not only preferable in terms of contemporary literary challenges, but an ethical imperative in relation to environmental impact as it relates to contemporary media, dissemination, and indeed everyday life. In this analysis of TGC, Calvino’s values will be discussed in relation to each of the work’s six sections (i.e., the ‘frontispiece’ and five ‘plates’).


2011 ◽  
Vol 112 (11/12) ◽  
pp. 490-498 ◽  
Author(s):  
Emmanouel Garoufallou ◽  
Vassiliki Charitopoulou

PurposeThe aim of this paper is to investigate the use of Web 2.0 tools and their use by Greek library science and information systems (LSIS) students; to study to what extent students use these tools both in everyday life and in relation to their studies.Design/methodology/approachA web‐based questionnaire was distributed to students of the LSIS Department at the Alexander Technological Educational Institute of Thessaloniki, Greece; 240 (25.5 per cent) students of a total population of 958 responded. The paper presents students' knowledge concerning Web 2.0 tools, their use and understanding of such tools, and to draw conclusions regarding the penetration of such tools into their everyday life.FindingsThe research found that although most of the students have heard of the term Web 2.0 and its tools, further knowledge of the subject is limited. This lack of knowledge was apparent in the poor ways that students exploited Web 2.0 features. The questionnaire, which was divided into two sections, examined the knowledge and use of Web 2.0 tools by students, and further explored the use of Web 2.0 tools in the educational process. It is hoped that the results of this study will provide insightful information to the Greek LIS community in order to better understand students' behaviour, with a view to encouraging the incorporation of new elements into the curriculum with regard to Web 2.0.Practical implicationsThe research suggests that the knowledge and implementation of Web 2.0 should begin in the LIS schools to prepare future library staff for the new challenges ahead. The Greek LIS research community has so far largely overlooked students' use of Web 2.0Originality/valueThe paper highlights that Web 2.0 is playing a leading role in library science.


Author(s):  
Teddy Santya ◽  
Cosmas Eko Suharyanto ◽  
Pastima Simanjuntak ◽  
Alex Alfandianto

The study was conducted because of many concerning event happened in purpose of losing weight in improper methods. By the flow of time with technologies developed in this century, Smartphone became one of necessity because of the feature by many applications which helps a lot in our everyday life of humanity. The Researcher conducted this research of mobile-based application expert system which helps people properly losing their weight, this expert system is a supporting utility for taking care of dietary habit based on the amount of calorie limit calculated by this system, and recommends suitable and healthy food for users. This system is built with React Native framework. The calculation in this system is based on information of weight, height, and age provided by users, and all prediction will not be done without the provided information and every calculation is handled by web-based server-side processing which is developed using Laravel Framework. Inference method used by the researcher is Forward Chaining. This expert system will validate user's requirement to start working on losing weight by using Forward Chaining Inference method. Every successfully registered user will be able to view their calculated information by this system which is maximum calorie value, and list of healthy and recommended foods information provided by the expert herself. From the test results, the Expert System can solve the problem of giving a way to run a proper diet program by adjusting the diet with the calories needed.


Author(s):  
Prabhat Kubal ◽  
Prof. Surabhi Thorat ◽  
Prof. Swati Maurya

These days online gatherings and web-based media stages have furnished people with the necessary resources to advance their contemplations and put themselves out there free paying little heed to the kind of language used to communicate those thoughts, in certain examples these internet based remarks contain express language which might hurt the peruser. We likewise evaluate the class irregularity issues related with the dataset by utilizing inspecting procedures and misfortune. Models we applied yield high in general exactness with moderately minimal expense. To diminish the adverse consequence of poisonous remark in everyday life we have endeavored to plan a Toxic Language detector.


Author(s):  
Nina Sevani ◽  
Yosua Jaya Chandra

Deficiency of vitamin and mineral as part of micronutrient deficiency may lower human productivity. In general, lack of public understanding about micronutrient, limited number of nutritionist, time and cost, became the reason for people reluctant to meet nutritionist. The use of web-based computer application can be implemented to overcome the difficulty to get nutritionist’s services. Using the application, user can detect and check their micronutrient condition independently. User can submit their physical condition by answering questions from the application. Using forward chaining inference, data from user will be proceed using certainty factor method. The application’s output are the possible type of micronutrient’s deficiency and the weight that shown the level of confidence of the result. The evaluation process shown that the application functioning properly in line with the expectation. Beside helping people to make early detection independenly, the presence of the application is also expected to increase public awareness about the importance of micronutrient in their life.   


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