scholarly journals Computational Story: Learning Media for Algorithm and Programming Based on Computational Thinking

The subject of algorithm and programming is one of the important knowledge that need to be mastered by students in computer science. To learn it, students are required to have several skills, such as logic, critical thinking, problem solving, etc. Therefore, the purpose of this research is to design and build multimedia applications to support critical thinking, called computational stories, on studying basic programming with a problem-posing model approach by involving cases in everyday life. In this application, students are given some cases in the form of code with the C programming language. Then, students are asked to arrange a correct story line from the choices available. From this research experiment, the results show that this multimedia can improve critical thinking based on comparison of pre-test and post-test results with an average of 32.9 to 72.47. With an average gain value of 0.58 included in the medium category.

2016 ◽  
Vol 17 (1) ◽  
pp. 110 ◽  
Author(s):  
Anip Dwi Saputro

The goals of this research are : determine learning achievement in students' critical thinking during the learning using the medium of comics Islam. This research is a research experiment using two classes; kontrol one class and one class treatment. In this study using respondents 72 students to test experimental comic learning media Islam. This research aims to improve student achievement in students' critical thinking about the use of pre test, post test and student questionnaire responses. Data from these assessments were analyzed using SPSS. 18.0 with Anacova test. The results showed that: (1) there is a relationship between learning achievement with the critical thinking skills of students because the p value (Sig.) Of <0.05, (2) there is a relationship between the media with critical thinking skills of students because the p value (Sig.) <0:05 and (3) there is influence student achievement and learning media to the critical thinking skills of students because the p value (Sig. Corrected Model) <0.05. Keywords : Islamic comics as learning resources, student testing grades, and critical thought.


2014 ◽  
Vol 644-650 ◽  
pp. 6185-6188
Author(s):  
Zhao Hua Wang

The author carried on the thorough research on computing thinking (CT) and interactive teaching. Computational thinking can improve college students' ability to use computers to solve problems. Interactive teaching can improve the effect of classroom teaching. The mobile Internet has the serious influence on classroom teaching. The existing interactive teaching systems have some disadvantages. According to the survey, most college students like to use, or own an apple mobile phone. The author has carried on the reform of classroom teaching and the curriculum design of C programming language, designed the interactive teaching software on iOS platform based on computational thinking. This paper presents that the computational thinking is introduced into the teaching software can contribute to the development of interactive teaching mode.


2021 ◽  
Vol 6 (1) ◽  
pp. 201
Author(s):  
Ishmatud Diyanah ◽  
A. Rosyid Al Atok

This study aimed to describe the application and analysis of student's critical thinking skills in learning that used a jigsaw cooperative model with monopoly game media. The study used classroom action research with a quantitative descriptive approach. The application of the jigsaw type cooperative learning model with monopoly game media was applied in several stages, namely group formation, rolling dice in turns, followed by transaction activities in the form of a combination of answering questions, renting, selling, and buying assets until finally one of the students became an absolute rich person called a monopolist. The student's critical thinking ability before taking action measured through the pretest. It showed that the percentage of completeness obtained by students was 65.6% with a minimum completeness criterion of 75. The student's critical thinking ability after the action in cycle I showed that there was a change in the percentage of completeness obtained by students of 66.67% of the pretest results to 76.67% of the post-test results. In the second cycle, there was a change of 76.67% from the pretest results to 90% from the post-test results, thus student's critical thinking skills in learning that used a jigsaw cooperative model with monopoly game media increased by 10% in cycles I and 13,33% in cycle II.


2019 ◽  
Vol 2 (2) ◽  
pp. 34-39
Author(s):  
Arifah Nurhadiyati

This study was used to improve the articulation ability of deaf children of grade 2 elementary school students at SDN Kebonsari 5 Jember through the Drill learning method. The subject of this research supports 6 people, namely 3 male students and 3 female students. Data collection techniques using collection techniques and tests of articulation skills. Analysis of the data used is a comparative technique that compares the results of pre-test and post test. The process of enhancing the ability of articulation is carried out from the pre-test to determine the students' initial abilities. The pre-test shows that the subject has not yet reached the specified KKM, which is 60. Then training is carried out using the Drill method or repetition. After a number of training sessions were carried out. Post test results show students who have increased grades. From the initial number 50 and below, it is now 60 and above. Furthermore, considering the results of Zh (2.05) is greater than the value of Z table 5% (1.96), or Zh (2.05)> Z table (1.96), then Ho is rejected, which means it needs to be added to learning methods dirll towards the development of articulation of deaf children. Conclusion, that is the significance of the significant importance between Bor learning methods on the development of articulation of deaf children. Keywords: Drill, Articulation, Deaf Method


Author(s):  
Yumi Lindawati ◽  
G. Nazriyanti ◽  
P.W.U. Ritonga ◽  
I.P. Sari

Mouthwash is an additional mechanical oral cavity cleaning method which is known to reduce oral bacterias that causes plaque build ups. Mouthwash may and may not contain alcohol. The objective of this study was to determine the alterations on the oral cavity environment (salivary pH and plaque index) before and after gargling with alcohol and non-alcohol mouthwash, and to analyze which of the mouthwash is more effective. This study was an experimental study with one group pre test and post test experimental design. The subject of this study was 16 of University of Sumatera Utara’s female undergraduates whose age ranges from 18–23 years old and accorded to the inclusion and exclusion criteria. Subjects were divided in two groups, subjects were instructed to used the mouthwash twice a day for seven days, then salivary pH and plaque index were measured at third and seventh day of used. Repeated Annova test results shown a significant decreas on salivary pH and plaque index after gargled with mouthwash containing alcohol, in the non-alcohol mouthwash there was a significant decreased in plaque index but none on the salivary pH. Dependent T-test results shown that there were no difference in salivary pH and plaque index after gargled with alcohol containing and non-alcohol mouthwash. This study shows that non-alcohol mouthwash is better because there were a significant decrease in plaque index, without caused significant decreases in pH scores.


Author(s):  
Sera İyona Asigigan ◽  
Yavuz Samur

The aim of this research is to examine the effect of gamified STEM activities on 3rd and 4th grade students’ intrinsic motivation, perception of problem-solving skills, and critical thinking disposition. In this mixed method study, problem solving skills perception scale, critical thinking disposition instrument and intrinsic motivation inventory formed the quantitative data, while, activity worksheets, field notes and student interviews, formed the qualitative data. After 8 weeks of implementation, quantitative data were analyzed and significant differences were found between pre-test and post-test results on students’ critical thinking disposition level. Although it is not significant, the results showed that an increase was found in students’ perception of problem-solving skills. Besides, students’ intrinsic motivation levels were found high, as well as students stated that “gamified STEM” activities help them learn and practice the content and they found the activities enjoyable, competitive, and exciting. Moreover, the rewards and badges that they won at the end of the activities were motivating.


Jurnal Tinta ◽  
2019 ◽  
Vol 1 (2) ◽  
pp. 44-54
Author(s):  
Siti Nurul Hidayah

This study aims to obtain an overview of the utilization of the historical temple site of Jabung to improve the critical thinking of social science students at the Islamic Institute of Islamic Sciences Zainul Hasan Genggong Probolinggo. The research method used is mixed methods, in which the form of this study combines two approaches namely qualitative and quantitative, this study uses data collection techniques of observation, interviews and tests. The results of data analysis from this study indicate that T count is -9.439 and T table is 1.742 which means that T count is greater than T table (-9.439>1.742) which means that the utilization of the temple history site as a source of learning can improve the critical thinking of IPS students , the results of this study can also be seen from the results of the tests between pretest and posttest, the test results showed that the average score of pretest was 72.00%, while the average score in the post test was 87.05%. The results of the pretest towards posttets increased by 15.05%. Based on the results of the analysis of the data, it can be concluded that in this study the utilization of the historical sites of Candi Jabung as an effective learning resource can improve the critical thinking of social science students.


Author(s):  
Raymart O. Basco

This research aimed to examine the perceived effectiveness of graphic organizers in catalyzing creativity and critical thinking skills among 6th-grade pupils of the College of Teacher Education- Laboratory School, Batangas State University ARASOF Nasugbu, A.Y. 2020-2021. The explanatory sequential mixed method research design was utilized in this study. The results revealed that graphic organizers were useful tools to enhance understanding of concepts, retention, and content mastery as respondents' post-test results improved comparatively higher than their pre-test. Additionally, the informants' statements strengthened the results that graphic organizers can catalyze learners' creative and critical thinking.


2019 ◽  
Vol 3 (2) ◽  
pp. 79
Author(s):  
Vitria Mega Utami ◽  
Trianti Nugraheni

The purpose of this research was to develop the students' creative characters in fluency, flexibility, originality, elaboration and redefinition through dance learning using Treffinger-surrounding based- method. The subject of the research was students of XI social 4 of SMAN 8 CRB. In the process, the surrounding was used as the stimulus of the dance creation as the real product that shown the character development of students' creativity. The learning method that was being implemented in four meetings was based on the steps of Treffinger method that is basic tool, practice woth process, and working with real problem.the method that was used in this research was exprimental research with the paradigm of quantitative. The result of this research proved that there was the increase of students' score by comparing the pre-test and post-test results. The average of pretest was 64 and after the treatment the posttest result was 82.  Beside that, the value of t-account for every indicators on creative characters was bigger than t-table. Thus the hypothesis of this research that the treffinger-surrounding based method could increase the students' creative characters, can be accepted.


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