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2022 ◽  
Vol 2 (1) ◽  
pp. 50-56
Author(s):  
REFNIL YETTI

Inviting someone to be able to study according to a predetermined plan is not easy, especially after the covid-19 pandemic, many children are lazy in learning, especially reading, so teaching materials are needed that can attract students' interest. For junior high school students who still want to play dominantly, the teacher must be able to provide teaching materials in which there is an element of play so that students can be motivated in learning. Based on this background, the researchers conducted a Development Research on Puzzle-based LKPD to improve the science learning outcomes of class VIII SMPN 15 Mukomuko students on the material of the Human Circulatory System. The puzzle that the researcher means is a crossword puzzle. From the results of research and testing from the validator team, researchers got a Puzzle-based worksheet that can be used after the validator team's assessment of the presentation aspect with a value of 18 on the criteria 72% is in the category of quite valid and suitable for use with minor revisions, and the content aspect with a value of 23 on the 76% criteria are in the valid category and suitable for use without revision. From this research we get a reference that can be used by science subject teachers to teach material on the human circulatory system. ABSTRAKMengajak seseorang untuk bisa belajar sesuai dengan rencana yang sudah ditetapkan bukanlah hal yang mudah, apalagi setelah pandemi covid-19, banyak anak yang malas dalam belajar terutama membaca, sehingga diperlukan bahan ajar yang dapat menarik minat siswa. untuk siswa SMP yang masih dominan ingin bermain maka guru harus dapat menyediakan bahan ajar yang didalamnya ada unsur bermain sehingga siswa dapat termotivasi dalam belajar. Berdasarkan latar belakang tersebut peneliti melakukan Penelitian Pengembangan teradap LKPD berbasis Puzzle untuk meningktkan hasil belajar IPA siswa kelas VIII SMPN 15 Mukomuko pada materi Sistem Peredaran Darah manusia. Puzzle yang peneliti maksud adalah teka-teki silang. Dari hasil penelitian dan pengujian dari tim Validator peneliti mendapatkan LKPD berbasis Puzzle yang dapat digunakan setelah penilaian dari tim validator terhadap aspek sajian dengan nilai 18 pada kriteria 72% berada pada kategori cukup valid dan layak digunakan dengan revisi kecil, dan aspek Isi dengan nilai 23 pada kriteria 76% berada pada kategori valid dan layak digunakan tanpa revisi.dari penelitian ini kita mendapatkan sebuah referensi yang dapat digunakan oleh guru mata pelajaran IPA untuk mengajarkan materi sistema peredaran darah manusia.


2022 ◽  
Vol 33 (1) ◽  
pp. 49
Author(s):  
Richard Taus
Keyword(s):  

2021 ◽  
Vol 18 (4) ◽  
pp. 665-680
Author(s):  
Esin Uçal Canakay

The field of musical hearing education is among the most significant areas due to its importance in prospective music teachers’ learning experiences. This is because musical hearing has an effect the success on all other areas of musical education. It is important to determine the prospective music teachers’ evaluation on studies of dictation writing for its direct effect on many courses in their occupational training and musical development. There are studies working on different perceptions on different concepts of individuals by using metaphors in the context of educational sciences and in different levels of education. In literature review, it is found out that less research made, which are using metaphors as data collection tool in music education field than the other education fields. For that reason, in this research it is deem suitable to get benefit from using metaphors of prospective music teachers’ perceptions on musical dictation writing. The working group of this research consists of 93 students which are studying Dokuz Eylul University Buca Faculty of Education Music Education Department in the 2018-2019 educational year. The data of this research has been collected with a fill in the blanks form like “dictation writing is like ....…. Because …… ”. Data collected analyzed by using content analysis.  In the content analysis stage, 11 data excluded.  Finding results shows that 82 prospective music teachers have produced 70 metaphors on dictation writing. Prospective music teachers produced metaphors on dictation writing categorized in 9, which are (19,51%) giving happiness, (19,51%) needs attention, (13,41%) analysis, (9,76%) caused mixed emotions, (8,54%) concreting, (8,54%) difficulty, (8,54%) needs effort, (7,32%) developing, and (4,88%) troublesome. It is found out that prospective teachers used metaphors like puzzle / crossword / puzzle solving (f=12), playing strategy game on computer (f=4) and solving math problems (f=4).   Abstract   Müziksel işitme eğitimi, müzik öğretmeni adaylarının öğrenim yaşantılarında önem derecesine göre ilk sıralarda yer alabilecek bir alandır. Çünkü müziksel işitme, müzik eğitiminin diğer tüm alanlarında başarıyı etkileyebilecek bir yere sahiptir. Mesleki eğitimlerinde aldıkları birçok derse etki etmesi ve müziksel gelişimlerini doğrudan etkilemesi sebebiyle müzik öğretmeni adaylarının müziksel işitme becerilerinin geliştirilmesinde büyük yer tutan dikte yazma çalışmalarını nasıl değerlendirdiklerinin belirlenmesi önem arz etmektedir. Eğitim bilimleri disiplini çerçevesinde eğitimin çeşitli kademelerinde bireylerin çeşitli kavramlara yönelik algılarının metaforlar aracılığıyla incelendiği çalışmalara rastlanmaktadır. Gerçekleştirilen literatür taramasında müzik eğitimi alanında metaforların veri toplama aracı olarak kullanıldığı araştırmaların sayısının, eğitimin diğer alanlarına göre daha az olduğu görülmüştür. Bu sebeple bu araştırmada müzik öğretmeni adaylarının müziksel dikte yazmaya yönelik algılarının belirlenmesinde metaforlardan faydalanılması uygun görülmüştür. Bu araştırmanın çalışma grubunu 2018-2019 öğretim yılında Dokuz Eylül Üniversitesi Buca Eğitim Fakültesi Müzik Eğitimi Anabilim Dalı’nda öğrenim gören 93 öğrenci oluşturmaktadır. Araştırmanın verileri “dikte yazmak  ....… gibidir. Çünkü …… ” şeklinde boşluklar bırakılmış bir form ile toplanmıştır. Toplanan verilerin çözümlenmesinde içerik analizinden faydalanılmıştır. Analiz aşamasında 11 veri kapsam dışında bırakılmıştır. Araştırma sonuçları 82 müzik öğretmeni adayının dikte yazmaya ilişkin toplam 70 metafor ürettiğini göstermektedir. Müzik öğretmeni adaylarının dikte yazmaya ilişkin ürettikleri metaforlar mutluluk veren (%19,51), dikkat gerektiren (%19,51), çözümleme (%13,41), karışık duygulara yol açan (%9,76), somutlaştırma (%8,54), zorluk (%8,54), emek ve çaba isteyen (%8,54), gelişim sağlayan (%7,32), sıkıntı veren (%4,88) olmak üzere toplam 9 kategoride toplanmıştır.  Öğretmen adaylarının en sık bilmece/bulmaca/bulmaca çözmek (f=12), bilgisayarda strateji oyunu oynamak (f=4) ve matematik problemi çözmek (f=4) metaforlarını kullandıkları görülmektedir.


2021 ◽  
Vol 1 (2) ◽  
pp. 55-62
Author(s):  
Mutia Khaira

Arabic mufradat is an element of various language elements, where the richness of vocabulary is part of the indicator of language proficiency. In reality, vocabulary learning often encounters obstacles, therefore choosing the right media is part of an effort to overcome the existing difficulties. This study aimed to test the effectiveness of the puzzle in improving Arabic vocabulary skills. This study was conducted with a quasi-experimental approach where data were obtained through pre-test and post-test. Based on the results, the use of puzzle games as learning media was effective to improve mufradat skills.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 862-862
Author(s):  
Jennifer Roberts ◽  
Molly Maxfield

Abstract Dementia-related anxiety (DRA) may occur when cognitive lapses are appraised as threatening. Individuals with DRA may seek activities to improve cognitive function, including popular computerized cognitive training programs like Lumosity©. We evaluated if DRA changed after eight weeks of Lumosity© use and whether changes were maintained over time. Participants aged 40 and older with pre-existing DRA participated via Amazon’s Mechanical Turk (T1 N = 395; age M = 52.49, SD = 8.71) and were randomly assigned to the experimental (Lumosity© software), active control (Lumosity© crossword puzzles), or no treatment group. Participants completed measures of DRA at T1 and at four follow-up points (T2 = 8 weeks; T3 = 12 weeks; T4 = 16 weeks; T5 = 20 weeks). Repeated measures ANOVAs were used to evaluate the change in DRA. A significant T1-T2 reduction in DRA occurred for the Lumosity© group only (p = .01, partial-eta2 = .03). Longitudinal changes were observed for the Lumosity© group only: DRA scores at T1 were significantly greater than at T2, T4, and T5 (ps < .05). A step-up test procedure was conducted to determine minimum treatment dose effects. A greater reduction in DRA occurred between the Lumosity© and crossword puzzle groups between 25.00 and 29.99 hours of software use (p = .05, partial-eta2 = .19). Lumosity© software outperformed crossword puzzles in DRA reduction from T1 to T2, which was maintained for 12 weeks post-software use. Independent of Lumosity’s intended purpose of supporting cognitive functioning, participants subjectively believe it helps and experience associated benefits.


2021 ◽  
Author(s):  
Ghada Bawazeer ◽  
Ibrahim Sales ◽  
Abdullah Alhammad ◽  
Ahmed Aldemerdash ◽  
Mansour Mahmoud ◽  
...  

Abstract BackgroundEducational games make the learning process more enjoyable, fun, and create a competitive classroom environment that can positively affect learning. This study sought to implement and evaluate pharmacy students’ perceptions towards using crossword puzzles (CWPs) as a learning tool in the pharmacotherapy cardiovascular module focusing on the therapeutics of anticoagulants.MethodsClues for the puzzle were developed, validated, and piloted by course faculty. A free internet puzzle generator was used to create puzzles with 10 to 20 clues. Students were given 30 minutes to solve the puzzle following the completion of the didactic topic. An 8-item survey instrument and Pharmacists’ Inventory of Learning Styles (PILS) questionnaire were administered to examine students’ perceptions of the game and their learning style preference, respectively.ResultsOver three consecutive course offerings, 267 students participated in the activity from both undergraduate programs (Bachelor of Pharmacy (BPharm) and Doctor of Pharmacy (PharmD). Most students expressed favorable perceptions of the puzzle. Female and BPharm students had significantly more favorable perceptions than male students and PharmD students on several perception items. There was no association between student perceptions and their learning styles.ConclusionCWP presented an innovative, creative, and easy active learning tool to enhance students’ learning and engagement.


2021 ◽  
Vol 5 (6) ◽  
pp. 1544
Author(s):  
Taufiqu Rohman ◽  
Sri Surachmi W ◽  
Murtono Murtono

Penelitian ini bertujuan untuk: (1) Menganalisis pengaruh model Think Pair Share terhadap minat belajar siswa dalam Matematika di SD 2 Ngembalrejo Bae Kudus (2) Menganalisis pengaruh media crosswors puzzle terhadap minat belajar siswa dalam Matematika di SD 4 Ngembalrejo Bae Kudus Hasil (3) Menganalisis Pengaruh model Think Pair Share dan media crosswors puzzle terhadap minat belajar siswa dalam Matematika di SD 5 Ngembalrejo Bae Kudus. Metode yang digunakan adalah metode kuantitatif analisis data dengan statistik. Dalam penelitian ini, penulis melakukan studi lapangan di sekolah dasar di desa Ngembalrejo. Populasi dalam penelitian ini terdiri dari siswa Kelas 5 di empat SD, yaitu SD 2 Ngembalrejo, SD 4 Ngembalrejo, SD 5 Ngembalrejo, dan SD 3 Ngembalrejo sebagai kelas kontrol dengan menggunakan teknik simple random sampling. Dalam analisis ini, penulis menggunakan analisis statistik, yaitu regresi dan korelasi sederhana. Hasil penelitian menunjukkan bahwa 1) Model Think Pair Share pada minat belajar matematika siswa di SD 2 Ngembalrejo Bae Kudus dalam kategori baik, adalah 41 dalam rentang interval 41-49. 2) Media Crossord Puzzle pada minat belajar matematika siswa di SD 4 Ngembalrejo Bae Kudus dalam kategori sangat baik, yairu 41 dalam rentang interval 41-49. 3) ) Model Think Pair Share dan Media Crossord Puzzle pada minat belajar matematika siswa di SD 5 Ngembalrejo Bae Kudus dalam kategori baik, adalah 52 dalam rentang interval 52-62 4) Terdapat pengaruh signifikan dari model Think Pair Share dan media crosswors puzzle untuk meningkatkan minat belajar matematika siswa Sekolah Dasar di Ngambalrejo Bae Kudus, dengan persamaan regresi Ŷ1 = 49.630 + 0.381X1, Ŷ2 = 50.985 + 0.342X2, Ŷ3 = 51.226 + 0.683X3. Model Think Pair Share memiliki jumlah positif dan signifikan menjadi 0.336 yang termasuk dalam kategori rendah dan dapat berkontribusi kepada siswa dalam ,meningkatkan minat belajar matematika siswa sebesar 11.27% di SD 2 Ngembalrejo. Media crosswors puzzle memiliki jumlah positif dan signifikan menjadi 0.345 yang termasuk dalam kategori rendah dan dapat berkontribusi kepada siswa dalam ,meningkatkan minat belajar matematika siswa sebesar 11.875% di SD 4 Ngembalrejo. Model Think Pair Share dan Media crosswors puzzle memiliki jumlah positif dan signifikan menjadi 0.356 yang termasuk dalam kategori rendah dan dapat berkontribusi kepada siswa dalam, meningkatkan minat belajar matematika siswa sebesar 12.647% di SD 5 Ngembalrejo.


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