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2021 ◽  
Vol 5 (3) ◽  
pp. 286
Author(s):  
Tita Cardiah ◽  
Irwan Sudarisman ◽  
Egha Fauzia Natasya ◽  
Amelya Rahmadani Putri ◽  
Alif Nurrahiim Senawianto ◽  
...  

Abstract: Learning activities for school children during the Covid-19 pandemic were carried out using the Distance Learning method. Distance learning indirectly changes children's behavior both while studying and playing. The restriction of activities and play space for school children during Distance Learning method is a change that all children must face, including children living in housing. Pattern of Space and environmental settings, especially the residential environment, have a major influence on children's playing behavior. This study uses a qualitative descriptive method, which is to analyze through comparison of survey data and direct observation from two different residential environment settings. The result of the research is that different spatial patterns will affect children's play behavior patterns during distance learning, children's responses to spatial patterns, structure and character of environmental settings in play activities. The behavior and responses of different children become the design reference and produce basic data about the effect of pattern of greeting on children's playing behavior. Subsequent research on elements of the playroom in the New Normal.Abstrak: Kegiatan pembelajaran anak-anak sekolah pada masa pandemik Covid 19 ini dilaksanakan dengan metode Pembelajaran Jarak Jauh (PJJ).  Pembelajaran Jarak Jauh secara tidak langsung merubah perilaku anak baik saat belajar maupun saat bermain. Pembatasan kegiatan dan ruang bermain anak-anak sekolah selama Pembelajaran Jarak Jauh merupakan suatu perubahan yang harus dihadapi  semua anak-anak termasuk anak-anak yang tinggal di Perumahan. Pattern of Space dan setting lingkungan khususnya lingkungan perumahan berpengaruh besar terhadap perilaku bermain anak. Penelitian ini menggunakan metode deskriptif kualitatif yaitu menganalisis melalui komparasi data hasil survey dan observasi langsung dari dua setting lingkungan perumahan yang berbeda. Hasil penelitian adalah pola ruang yang berbeda akan mempengaruhi pola perilaku bermain anak-anak selama pembelajaran jarak jauh, respon anak-anak terhadap pola ruang, struktur dan karakter setting lingkungan dalam kegiatan bermain. Perilaku dan respon anak-anak yang berbeda menjadi acuan desain dan menghasilkan dasar data tentang pengaruh pattern of sapace terhadap perilaku bermain anak.  Penelitian selanjutnya mengenai elemen ruang bermain dimasa New Normal. 


2021 ◽  
Vol 1 (2) ◽  
pp. 182-191
Author(s):  
Intan Lestari ◽  
Winda Septiani ◽  
Yessi Harnani

ABSTRAK Prestasi belajar merupakan keadaan atau gambaran umum terhadap siswa, dimana prestasi belajar yang baik dapat dipengaruhi oleh asupan gizi atau keadaan tubuh seorang anak yang diperoleh pada kegiatan atau pada rutinitas sarapan pagi setiap harinya. Tujuan dari penelitian ini adalah untuk mengetahui Hubungan Status Gizi Dan Sarapan Pagi Terhadap Prestasi Belajar Siswa Sekolah Dasar Negeri di Kecamatan Perhentian Raja Kabupaten Kampar. Desain penelitian Cross Sectional dengan jumlah populasi sebanyak 69 responden secara total sampling instrument kuesioner. Analisis data adalah univariat dan bivariat dengan menggunakan uji statistik chi square dengan derajat 95% (0,05). Hasil penelitian sebanyak 9 responden memiliki prestasi belajar tidak baik,  20 responden memiliki status gizi tidak normal, 35 responden yang  tidak sarapan pagi. Hasil uji statistik terdapat hubungan antara status gizi (p value 0,014, POR=6,571, 95% CI: 1,452-29,733) dan sarapan pagi (p value 0,028, POR=9,778, 95% CI: 1,150-83,120) dengan prestasi belajar. Kesimpulannya responden yang status gizi kurang berisiko 6,57 kali tidak berprestasi dibandingkan mereka yang status gizi nya normal. Untuk itu diharapkan kepada siswa untuk selalu sarapan pagi sebelum berangkat sekolah dan meningkatkan konsumsi makanan yang bergizi. ABSTRACT Learning achievement is a condition or general description of students, where good learning achievement can be influenced by nutritional intake or the condition of a child's body obtained during activities or in the daily breakfast routine. The purpose of this research is to find out The Relationship between Nutritional Status and Breakfast Against Student Achievement in Public Elementary Schools in Perhentian Raja District, Kampar Regency. The research design was cross sectional with a population of 69 respondents in total sampling instrument questionnaire. Data analysis was univariate and bivariate using the  chi square statistical test with a degree of 95% (0.005). The results of the study were 9 respondents had poor learning achievement, 20 respondents had abnormal nutritional status, 35 respondents did not eat breakfast. The results of statistical test have a relationship between nutritional status (p value 0.014, POR=6.571 95% CI: 1.452-29.733) and breakfast (p value 0.028, POR=9.778 95% CI: 1.150-83.120) with learning achievement. In conclusion, respondents with less nutritional status are at 6.57 times the risk of not achieving than those with normal nutritional status. Therefore, it is expected that students always have breakfast before leaving for school and increase their sonsumption of nutritious foods.   


Author(s):  
Kartik Garg

Abstract: Learning about algorithms and different system concepts related to programming is a difficult task and often becomes complex for students to grasp. If ever a concept is being learned using visualization techniques it becomes easy to learn and remember. There are many Algorithm visualizers built for it, though students may interpret them in a wrong way and that is why it should be appropriate and correct. Based on the previous works this paper describes an effective way to learn the various complex algorithms of the operating system in which we have considered various levels of interactivity, that includes zero interactivity, partial interactivity, and complete interactivity that will be discussed further in detail.[10] Keywords: Algorithm, Visualization, Operating System, Simulator, Programming, FCFS, SJF, etc


2021 ◽  
Vol 17 (4) ◽  
pp. 212
Author(s):  
Herda Balqis Ismail ◽  
Azianti Ismail ◽  
Azinoor Azida Abu Bakar ◽  
Adrina Rosseira Abu Talib ◽  
Nur Asmaliza Mohd Noor

Abstract: Learning from experience approach has been widely adopted in the academic cluster of Built Environment including Civil Engineering field. To further strengthen this aspect, a study in exploring construction site visit as an aid to educational component in teaching and learning method is significant. This provide a platform which helps civil engineering students to enhance their safety knowledge and understanding by experiencing the real time situation at the construction site. The objectives of this study are to: (1) determine the effectiveness of site visit approach in teaching and learning of construction site safety (2) measure the performance between students who acquire knowledge related to safety by experiencing one site visit compared to students with zero site visit; and (3) compare the achievement and understanding between male and female students if site visit is adopted in the teaching and learning process. A set of questions is designed as an instrument and participating students are required to answer the questions nonverbally to show their knowledge on the construction site safety. Based on the scoring marks, a statistical analysis has been conducted. The result indicates that students with one site visit have better achievement and understanding compared to students with zero site visit. In addition, the result also shows that with one site visit, female students have better performance in the score marks compared to male students.   Keywords: construction site, experience-based learning, site safety, site visit


Vidya Karya ◽  
2021 ◽  
Vol 35 (1) ◽  
pp. 11
Author(s):  
Hardianti Purwaningtyas ◽  
Theo Jhoni Hartanto ◽  
Pendi Sinulingga

Abstract. Learning science in schools could be very "challenging" for the teachers since they have to implement scientific learning which focuses on student-centered as much as possible. This research was oriented on a scientific approach in which related to process skills and student learning outcomes. The pre-experimental research used a one-shot case study design. The research was conducted on VIII-A class at one of the state junior high schools in Palangka Raya. The data collection techniques were observation and written tests. The results showed that: (1) there were 40% of students who had science process skills in the very good category, 44% in the good category, and 16% in the fair category; (2) there were 73.33% of the students who had achieved the learning outcomes mastery. The application of the scientific approach had positive impact on science process skills and student learning outcomes. However, another interesting finding was that the students still had difficulties in linking the material being studied with everyday reality.Keywords: science learning. scientific approach, process skills.Abstrak. Pembelajaran IPA di sekolah sangat “menantang” guru sedapat mungkin mengimplementasikan pembelajaran saintifik yang berpusat pada peserta didik. Penelitian ini berorientasi pada pendekatan saintifik, kaitannya dengan keterampilan proses dan hasil belajar peserta didik. Penelitian pre-experimental design ini menggunakan one-shot case study. Penelitian dilakukan pada peserta didik kelas VIII-A pada salah satu SMP Negeri di Palangka Raya. Teknik pengumpulan data yang digunakan adalah observasi dan tes tertulis. Hasil penelitian menunjukkan: (1) Sebanyak 40% peserta didik memiliki keterampilan proses sains dengan kategori yang sangat baik, 44% dengan kategori baik, dan 16% dengan kategori cukup baik. (2) Sebanyak 73.33% peserta didik telah mencapai ketuntasan hasil belajar. Penerapan pendekatan Saintifik berdampak positif terhadap capaian keterampilan proses sains serta hasil belajar peserta didik. Namun demikian, temuan menarik lainnya adalah peserta didik masih kesulitan mengaitkan materi yang dipelajari dengan realita sehari-hari.Kata kunci: pembelajaran IPA. pendekatan saintifik, keterampilan proses.


2021 ◽  
Vol 5 (2) ◽  
pp. 124
Author(s):  
Maria Edistianda Eka Saputri

ABSTRAK Hasil belajar statistika dasar yang merupakan bagian dari matematika sangat dipengaruhi oleh kepercayaan diri atau self confidence. Pada saat pembelajaran tatap muka, self confidence merupakan faktor pendorong terjadinya interaksi yang baik di dalam kelas pada saat belajar. Di Indonesia, pembelajaran tatap muka secara langsung (luring) telah lama digantikan pembelajaran secara daring akibat pandemi Covid-19 yang melanda sejak akhir tahun 2019. Tujuan penelitian adalah untuk menganalisis dan mendeskripsikan self confidence mahasiswa ditinjau dari hasil belajar statistika dasar pada pembelajaran daring. Jenis penelitian ini adalah kualitatif dengan pendekatan deskriptif. Penelitian ini akan dilaksanakan di STIE Gentiaras Lampung dengan subjek penelitiannya adalah mahasiswa semester dua Tahun Akademik 2020/2021 yang telah selesai mengampu mata kuliah Statistika Dasar dengan pembelajaran daring. Teknik pengumpulan data yang digunakan adalah kuesioner self confidence dan tes hasil belajar statistika dasar. Teknik analisis data yang digunakan menggunakan tahapan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil dari penelitian ini dimana terjadi saat pembelajaran daring yaitu:1) mahasiswa dengan hasil belajar Statistika Dasar  tinggi tidak ada yang memiliki self confidence tinggi dan rendah namun sebanyak 100% memiliki self confidence sedang; 2) mahasiswa dengan hasil belajar Statistika Dasar  sedang tidak ada yang memiliki self confidence rendah  namun sebanyak 4,285714% memiliki self confidence tinggi serta sebanyak 72,85714% memiliki self confidence sedang; 3) mahasiswa dengan hasil belajar Statistika Dasar  rendah tidak ada yang memiliki self confidence tinggi dan rendah  namun sebanyak 12,85714% memiliki self confidence sedang. Kata kunci :Hasil Belajar, Self Confidence, Statistika Dasar ABSTRACT Learning outcomes of basic statistics which are part of mathematics are strongly influenced by self-confidence. At the time of face-to-face learning, self-confidence is a driving factor for good interaction in the classroom during learning. In Indonesia, face-to-face learning directly (offline) has long been replaced by online learning due to the Covid-19 pandemic that has hit since the end of 2019. The purpose of the study was to analyze and describe student self-confidence in terms of the results of learning basic statistics in online learning. This type of research is qualitative with a descriptive approach. This research will be carried out at STIE Gentiaras Lampung with the research subjects being second semester students of the 2020/2021 Academic Year who have completed teaching Basic Statistics courses with online learning. The data collection technique used was a self-confidence questionnaire and a test of basic statistics learning outcomes. The data analysis technique used is the stages of data reduction, data presentation, and drawing conclusions. The results of this study which occur during online learning are: 1) students with high Basic Statistics learning outcomes do not have high and low self-confidence but as many as 100% have moderate self-confidence; 2) students with moderate Basic Statistics learning outcomes did not have low self-confidence, but as many as 4.285714% had high self-confidence and 72.85714% had moderate self-confidence; 3) students with low Basic Statistics learning outcomes do not have high and low self-confidence but as many as 12.85714% have moderate self-confidence. Keywords : Learning Outcomes, Self Confidence, Basic Statistics


2021 ◽  
Vol 3 (9) ◽  
pp. 720-729
Author(s):  
Muhammad Rifqi Mafatikhul Huda ◽  
Ari Wibowo Kurniawan

Abstract: Learning media is a means used to improve the learning process, the delivery of material content by educators to students by using assistive devices. The purpose of this research is to develop learning media for variations of badminton games for KKG PJOK elementary school teachers for grade IV which is packaged in an attractive way in the form of an articulate storyline application 3. The method used in this study uses the Lee and Owen research and development model, by following 5 procedures. stages. The results of data analysis showed that 91 percent of media experts, 75 percent of PJOK experts, 75 percent of learning experts, 95 percent of game experts, and 95 percent of badminton experts stated that the product was good. The results of the overall product trial involved 33 KKG teachers with 8 percentages of small group trials (81.3 percent) and 25 percentages of large group trials (82.1 percent). Based on these data, it can be concluded that this product is valid and suitable for use by PJOK teachers at SD Sananwetan District, Blitar City. Abstrak: Media pembelajaran merupakan sarana yang digunakan untuk menyempurnakan proses pembelajaran, penyampaian isi materi oleh pendidik kepada peserta didik dengan menggunakan alat bantu. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran variasi permainan bulutangkis untuk guru KKG PJOK SD kelas IV yang dikemas secara menarik dalam bentuk aplikasi articulate storyline 3.  Metode yang digunakan dalam penelitian ini menggunakan model pengembangan research and development Lee and Owen, dengan mengikuti 5 prosedur tahapan. Diperoleh hasil analisis data yang menunjukkan 91 persen ahli media, 75 persen ahli PJOK, 75 persen ahli pembelajaran, 95 persen ahli permainan, 95 persen ahli bulutangkis menyatakan bahwa produk baik. Hasil uji coba keseluruhan produk melibatkan 33 guru KKG dengan pembagian uji coba kelompok kecil 8 persentase (81,3 persen) dan uji coba kelompok besar 25 persentase (82,1 persen).  Berdasarkan data tersebut dapat disimpulkan bahwa produk ini valid dan layak digunakan oleh guru PJOK SD Kecamatan Sananwetan Kota Blitar.


Author(s):  
Bilaishri Brahma

Abstract: Learning is integral part of our life. We continuously learn directly or indirectly, knowingly and unknowingly. But, the formal education always demands a systematic way of learning, to bring improvement and modification in our behavior through experiences and training. At this moment the prevalence of e-learning due to Covid-19 is causing too many challenges before all of us. Not only student community but also teacher community comes under serious treat. Then also the effect on student community ultimately more serious as their academic years are delaying and a mental pressure is causing them to take very nuisance decisions. Thus, in this study it is targeted to highlight what kinds of problems are faced by the students belonging to poor and illiterate parents and probable way for its solutions. The study is designed in descriptive analysis based on both primary and secondary data collected from being participant observation and web pages. The findings of the study reveal that the poor condition and illiteracy of the parents are causing as a curse for students. Due to poorness of parents many students even suicide them and many students are going to be drop out and illiterate due to the lack of system as well as lack of knowledge to handle the system. Keywords: E-learning, Ground Reality, Problems and Remedies.


Author(s):  
Diantika Puji Astuti ◽  
Ni Luh Sakinah Nuraini ◽  
Goenawan Roebyanto

Abstract: Learning media is a tool used by teachers to deliver material to students. Based on the results of the interview, it was found that the teacher had not used the media. So that when the observations showed that students were still confused about the material properties and volumes of shapes. This research develops interactive multimedia based on android. The purpose of this research is to produce interactive multimedia that is valid according to media experts, material experts and practical according to users. This study uses the ADDIE model. The result of the development is in the form of interactive multimedia products that are used in building materials. This research was conducted at SDN 2 Glanggang. Based on the assessment instrument from 2 media experts, an average percentage of 94.98 percent was obtained, from 2 material experts obtained a percentage of 89.29 percent, from the trial to the teacher the percentage was 96.05 percent, and the student user trial obtained a percentage of 95.44 percent. Based on the percentage of assessments from experts and the test results show that interactive multimedia is categorized as very valid and very practical so that it can be used in learning activities. Abstrak: Media pembelajaran merupakan alat bantu yang digunakan oleh guru untuk menyampaikan materi kepada siswa. Berdasarkan hasil wawancara ditemukan bahwa guru belum menggunakan media. Sehingga saat observasi menunjukkan bahwa siswa masih kebingungan tentang materi sifat dan volume bangun ruang. Penelitian ini mengembangkan multimedia interaktif yang berbasis android. Tujuan penelitian ini untuk menghasilkan multimedia interaktif yang valid menurut ahli media, ahli materi serta praktis menurut pengguna. Penelitian ini menggunakan model ADDIE. Hasil pengembangan berupa produk multimedia interaktif yang digunakan pada materi bangun ruang. Penelitian ini dilakukan di SDN 2 Glanggang. Berdasarkan instrumen penilaian dari 2 orang ahli media diperoleh rata-rata persentase 94,98 persen, dari 2 orang ahli materi diperoleh persentase 89,29 persen, dari uji coba kepada guru diperoleh persentase 96,05 persen, dan uji coba pengguna siswa diperoleh persentase 95,44 persen. Berdasarkan persentase penilaian dari para ahli dan hasil uji coba menunjukkan bahwa multimedia interaktif dikategorikan sangat valid dan sangat praktis sehingga dapat digunakan dalam kegiatan pembelajaran.


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