scholarly journals THE RELATION BETWEEN SELF-DISCLOSURE OF STUDENTS TO THEIR PARENTS AND MATHEMATICS SCORE IN COMPUTER-BASED NATIONAL EXAM (UNBK)

Author(s):  
Abduh Moch ◽  
Bagus Hary Prakoso ◽  
Dian Rahdiani ◽  
Jaka Warsihna
2006 ◽  
Vol 12 (2) ◽  
pp. 74-80
Author(s):  
Daniel J. Flockhart

In the 1990s, I combined two of my passions— mathematics and Fantasy Football— into a meaningful, powerful assignment that engaged students in grades 5–8 who lacked motivation in mathematics. Fantasy Football is a game played nationwide by an estimated 15 million adolescents and adults (Fantasy Sports Trade Association 2003). Between 16 percent to 20 percent of all participants are female (Beason 2005). Students create fantasy teams by purchasing National Football League (NFL) players and compete by earning points based on the real-life statistics of the players. Each week, students locate the names of their players in box scores (statistical summaries of games) to compute the points scored by their players. Weekly points are accumulated throughout the entire season, and the student with the highest cumulative points is the winner.


2019 ◽  
Vol 1 (1) ◽  
pp. 84-89
Author(s):  
Padrul Jana ◽  
Andi Dian Rahmawan

English and Mathematics are two subjects been tested in Computer-Based National Examination (UNBK). Considering the importance of those subjects, we as the society servant team, guide the students in the process of that exam preparation. The purpose of this activity to build and strengthen the students’ level of understanding of the subjects to make them more ready to face the exam. The methods are observation, pretest to measure the early competence, and posttest to measure the increasing level of understanding after joining a series of guidance and training. The result is that there is a significant increase in the level of understanding among students regarding those subjects. The Mathematics from 5,0 becomes6,8 and English subject from 5,2 to 7,0.


Author(s):  
Renata Bilbokaitė

<p class="IATED-Affiliation">Objectivized phenomenon in science education and their elements, revealed for students in the homogenized visual form, stimulate development of the Subject consciousness within the context of learning. Visualization is visual artefact represented in visual way aiming to code or decode information. By stressing this, the use of visualization during lessons of Biology, Physics, Geography and Mathematics becomes very important – it helps for perception, attention, memory and imagination that are needed during learning processes. This article encloses empirical data about effect of computer based visualization on students’ cognitive processes. There were asked 2708 ninth and tenth form classes students in Lithuania. The results show that visualization is useful homogenously both for males and females, but females statistically significantly are sure about the positive effect of visual artifacts in the classroom.</p>


2019 ◽  
Vol 17 (2) ◽  
pp. 212
Author(s):  
Panyahuti Panyahuti ◽  
Ganefri Ganefri ◽  
Ambiyar Ambiyar ◽  
Karmila Suryani

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p class="abstrak">Penelitian bertujuan untuk menghasilkan sebuah <em>browser</em> (<em>flyexambro</em>) yang valid berbasis Android dengan membatasi akses terhadap fitur-fitur di perangkat <em>handphone</em>. Metode penelitian menggunakan pengembangan aplikasi model <em>Extreme Programming </em>(XP) yang terdiri dari tahapan: analisis kebutuhan; desain antarmuka; pengembangan dan implementasi; pengujian dan modifikasi; serta <em>launching</em>. Subjek penelitian  sebanyak 90 siswa, terdiri dari 45 siswa ujian berbasis komputer dan 45 siswa ujian berbasis<em> han</em><em>d</em><em>phone</em>. Alat pengumpulan data menggunakan tes pilihan ganda. Teknik analisis data menggunakan uji-t. Pengujian dilakukan untuk 2 pelajaran, yaitu Bahasa Indonesia dan Matematika. Nilai yang diperoleh dari kedua pengujian tersebut dianalisis untuk melihat perbedaannya. Berdasarkan hasil analisis data, tidak ditemukan perbedaan yang signifikan antara ujian berbasis komputer dan ujian berbasis <em>handphone</em>. Penggunaan <em>browser</em> saat ujian menggunakan <em>hand</em><em>p</em><em>hone</em> dapat dan layak menggantikan <em>client</em> berbasis komputer dari segi keamanan, kenyamanan, dan kemudahan pemakaian.</p><p class="abstrak"><em> </em></p><p class="abstrak"><strong><em>Abstract</em></strong></p><em>The research aims to produce a valid browser (flyexambro) based on Android by restricting access to features in mobile devices. The research method used the application development Extreme Programming (XP) model which consists of stages: needs analysis; interface designing; development and implementation; testing and modification; and launching. The research subjects were 90 students, consisting of 45 computer-based exam students and 45 mobile-based exam students. Data collection tools use multiple-choice tests. Data analysis techniques using t-test. The test was conducted for 2 lessons, namely Indonesian Language and Mathematics. The values obtained from the two tests are analyzed to see the difference. Based on the results of data analysis, no significant differences were found between computer-based and mobile-based exams. The use of this browser for exams using mobile phones can and is feasible to replace computer-based clients in terms of security, comfort, and ease of use.</em>


1992 ◽  
Vol 25 (5) ◽  
pp. 327-334 ◽  
Author(s):  
Cynthia M. Okolo

The purpose of the present study was to examine the impact of attribution retraining, embedded within a mathematics computer-assisted instructional (CAI) program, on students' attributions, persistence, and mathematics computation. Twenty-nine school-identified students with learning disabilities from five urban schools participated in the study. The sample's mean age was 13.3 years. After blocking on initial attributional patterns, students were randomly assigned to a mathematics CAI program that provided either attribution retraining or neutral feedback. Students used their assigned program for eight 30-minute sessions. Results did not support the contention that attribution retraining would have a significant impact on students' attributions. However, students who participated in the attribution retraining condition completed significantly more levels of the program than their counterparts who received neutral feedback. Attribution retraining students also obtained significantly higher scores on a test of problems practiced during the CAI program. These results suggest that attribution retraining may be a desirable addition to the type of feedback typically provided by CAI programs. However, they also highlight the need for further research that examines the conditions under which specific attributions are most advantageous.


2013 ◽  
Vol 75 (4) ◽  
pp. 274-279 ◽  
Author(s):  
Garrett M. Street ◽  
Timothy A. Laubach

We provide a 5E structured-inquiry lesson so that students can learn more of the mathematics behind the logistic model of population biology. By using models and mathematics, students understand how population dynamics can be influenced by relatively simple changes in the environment.


2020 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Siti Wahyuningsih ◽  
Adriani Rahma Pudyaningtyas ◽  
Novita Eka Nurjanah ◽  
Nurul Kusuma Dewi ◽  
Ruli Hafidah ◽  
...  

STEAM-based learning (Science, Technology, Engineering, Arts, and Mathematics) has begun to be developed a lot recently. This learning is considered able to answer the challenges of the times to be able to develop learning in the 21st century. STEAM is not only developed for secondary to tertiary education but is also developed for learning in early childhood. The challenges for developing STEAM-based learning are not small. The teacher considers that to provide learning about technology, for example, one must use sophisticated computer-based learning media, so it requires expensive costs. Also, science and engineering learning has not been developed much in kindergarten (TK) learning because it is considered a difficult concept to understand and requires high costs for the learning media. Learning media for early childhood is diverse and does not have to all buy new materials at a high cost. Likewise with learning media that can be used to develop STEAM-based learning. Teachers can make use of items or materials that are easily available, such as rocks, tree branches, seeds, used bottle caps, dry leaves, clothespins, etc. These removable materials are called loose parts. Loose parts are loose objects that can be moved, manipulated, and how to use them is determined by the child. These removable materials as learning media can make children think creatively and imaginatively. Loose parts can also be used as media in STEAM learning.


Author(s):  
Renata Bilbokaite

Future education depends on many external exogenous factors - society evolution, technologic progress, teachers’ opinion and their ability to organize the education process. Science education is difficult for many students but the progress of the society definitely correlated with achievements of science. This highlights the importance of teaching biology, chemistry, physics, geography and mathematics at school. Visualization helps students to learn science education but at the moment teachers are not likely to use computer based visualization. It is important to find out the predictions of the future – whether pedagogues are planning to use various kinds of visualization. The research results show more than half of teachers believe that physical visualisation in the next five years will be used similarly to now. The same situation was identified asking teachers about paper based visualization. On the contrary, application of the computer-based visualisation in near future is foreseen as the progressive phenomenon: internet sites, interactive boards will mostly increase in the next five years; also, knowledge of students will be more often inspected by aids of computer-based tests. It is planned that 3 D visual objects, experiments, schemes and modelling will be less used.


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