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2021 ◽  
Vol 2 (2) ◽  
pp. 115-130
Author(s):  
Romdiyah Romdiyah

This study aims to increase the motivation and achievement of grade I students of SD 8 Kandangmas semester I for the 2018/2019 academic year in Indonesian subjects on the theme of my activities through the cooperative learning model (Cooperativ Learning) Type of make a match assisted by picture card media. This research uses Classroom Action Research which is designed in two cycles. The procedure in each cycle includes the following stages: 1) planning, 2) implementation, 3) observation, 4) reflection. The action research carried out in two cycles resulted in the results in the first cycle, from 20 students there were 11 students or 55% achieved the predetermined completeness while the remaining 9 students or 45% had not achieved completeness. The highest score obtained by students is 90 while the lowest score is 50, the average student learning outcome is 65. The average increase in learning outcomes in the first cycle is 35% of the pre-cycle average achievement. Cycle II data shows that from 20 students there are 18 students or 90% have reached the predetermined completeness while the remaining 2 children or 10% have not achieved completeness. The highest score obtained by students was 100 while the lowest score was 70. The average student learning outcome was 80. The increase in learning outcomes that occurred in the second cycle was 18.77% of the average learning achievement in the first cycle. Based on the actions taken It can be concluded that the application of the make a match type of cooperative learning model assisted by picture card media can increase the motivation and achievement of first grade students at SD 8 Kandangmas semester I for the 2018/2019 academic year in the Indonesian language subject, the theme of my activity.Penelitian ini bertujuan untuk meningkatkan motivasi dan prestasi siswa kelas I SD 8 Kandangmas semester I tahun pelajaran 2018/2019 pada mata pelajaran Bahasa Indonesia pada Tema kegiatanku melalui model pembelajaran kooperatif (Cooperativ Learning) Tipe make a match berbantuan media kartu gambar. Penelitian ini menggunakan jenis Penelitian Tindakan Kelas yang didesain dalam dua siklus. Prosedur dalam setiap siklus mencakup tahap-tahap: 1) perencanaa, 2) pelaksanaan, 3) pengamatan, 4) refelksi. Penelitian tindakan yang dilakukan sebanyak dua siklus diperoleh hasil pada siklus I, dari 20 siswa sudah terdapat 11 siswa atau 55 % mencapai ketuntasan yang telah ditetapkan sedangkan sisanya 9 siswa atau 45% belum mencapai ketuntasan. Nilai tertinggi yang diperoleh siswa adalah 90 sedangkan nilai terendah adalah 50,rata-rata hasil belajar siswa adalah 65. Peningkatan rata-rata hasil belajar pada siklus I adalah sebesar 35% dari rata-rata prestasi pra siklus. Data siklus II menunjukkan bahwa dari 20 siswa terdapat 18 siswa atau 90% telah mencapai ketuntasan yang telah ditentukan sedangkan sisanya 2 anak atau 10 % belum mencapai ketuntasan. Nilai tertinggi yang diperoleh siswa adalah 100 sedangkan nilai terendah adalah 70. Rata-rata hasil belajar siswa adalah 80. Peningkatan hasil belajar yang terjadi pada siklus II adalah sebesar 18,77% dari rata-rata prestasi belajar pada siklus I. Berdasarkan tindakan yang dilakukan dapat disimpulkan penerapan model pembelajaran kooperatif Tipe make a match berbantuan media kartu gambar dapat meningkatkan motivasi dan prestasi siswa kelas I SD 8 Kandangmas semester I Tahun pelajaran 2018/2019 pada Mata Pelajaran Bahasa Indonesia tema kegiatanku.


Academia Open ◽  
2021 ◽  
Vol 6 ◽  
Author(s):  
Fitri Nailul Izzah ◽  
Luluk Iffatur Rocmah

This study aims to improve the speaking ability of children aged 5-6 years in Mutiara Hati Krian Sidoarjo Kindergarten through storytelling method assisted by picture card media. This type of research is Classroom Action Research (CAR) which is carried out in two cycles with three meetings in each cycle. The data collection technique used is descriptive quantitative and descriptive qualitative. The indicator of success in this study is if the average value of children's speaking ability through storytelling method assisted by picture card media has reached the very well developed criteria (BSB) with a percentage of 75%-100%. The results of this study indicate an increase in children's speaking skills through storytelling methods assisted by picture card media at Mutiara Hati Krian Sidoarjo Kindergarten gradually from pre-cycle, first cycle and second cycle. This is evidenced by the increase in the average speaking ability of children in the pre-cycle by 33%, increasing to 58% in the first cycle of action and reaching 92% in the second cycle of action. The results of this study are expected to provide information to institutions that handle early childhood or the general public who need information about the application of picture card-assisted storytelling methods to improve speaking skills in children aged 5-6 years. Keywords - Speaking Ability, Storytelling Method, Cards Picture


2021 ◽  
Vol 5 (2) ◽  
pp. 12-24
Author(s):  
Satyaning Maharani

ABSTRACT  The Korean vocabulary card game Nolja is a game designed to assist the learning process of Korean vocabulary in an interactive way and suitable for women aged 15-25 years. However, as a new game, Nolja has a fatal problem with its design, namely, the placement of illustrations on the player card which makes the game finish too quickly, there are no tools to assess language proficiency on the card, the typeface on the card is less legible, and strokes on the illustration are too thin, Therefore, it is necessary to design a visual asset for the Nolja vocabulary card game. Visual asset design for Nolja includes game theme design, illustration, educational game system, layout, and content arrangement. This design aims to produce a Nolja card game design that is interactive, educational, and suitable for women aged 15-25 years who have the motivation and function to convey Korean language subject matter well. The design is carried out by qualitative methods through interviews with experts and extreme users in the game and learning the Korean language, distributing surveys to 100 target markets. This design is also supported by data collection from literature studies from books, journals, and articles from the Internet. The design produces a visual asset for the Nolja vocabulary card game with a stronger educational game system and a design style that matches the target market's wishes so that it can be well received by the market.   Keyword: Korean language, Visual learning media, Flashcards, Picture card games, Visual assets.


2021 ◽  
Vol 2 (2) ◽  
pp. 28-36
Author(s):  
Liqma amir, Herdy Juniawan, Tika Sari Dewy

Background : Communication is a general term that refers to a more specific term, A group of individuals to communicate various ideas and information. Flashcard media is a media card with picture that are useful for increasing vocabulary and learning words every day by using flashcard games. He flashcard have benefits for children, including learning as early as possible, developing memory, practicing concentration skill and improving vocabulary. Purpose : The aim of this study is to analyze the influence of flashcard media (picture cards) on the ability communication for autistic children. Method : The study method was pre-experimental with one group pretest and posttest without control designs. The number of samples in this study were 12 autistic children. Result : The results of the study by using the Paired T-Test, the average increase value obtained with a P-Value of 0.000 <0.05. Conclution: The conclusion of this study, that there was an influence of flashcard media (picture cards) on the communication skills of autistic children. It was recommended for further researchers that this flashcard media (picture card) can be used as an alternative for health promotion media for children with special needs autism.


2021 ◽  
Vol 4 (1) ◽  
pp. 31-36
Author(s):  
Daud Serang ◽  
Fransina Th Nomleni ◽  
Paulus Tnunay

ABSTRACT This study aims to develop a suitable picture card media product for use on the subject of mushrooms. The development model used in this study is the ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation). The presentation of the results of this study was obtained from the results of the test of material experts 94%, with good qualifications, design expert test 94%, media expert test 97%, small group test 79% and large group test 86%. Based on data from experts, it can be seen that according to material experts, design experts, media experts, small group trials and large group trials with the total number of presentations is 90%. The percentage of the assessment shows a positive response to the learning media for picture cards that are developed, thus indicating that the form of the image developed is suitable for use as a learning media because the form of learning media for picture cards is in accordance with the learning objectives. This is because the form of picture card Learning Media that has been developed has its own advantages, where the image characters contained in the picture card media can attract students' attention so that the learning material will be easier for students to understand and can help teachers to teach mushroom material.Keywords: Development, Learning Media, Picture Cards  


2021 ◽  
Vol 3 (1) ◽  
pp. 19-33
Author(s):  
Nurlaili Dina Hafni

To upgrade learning achievement in Social Studies (IPS), the authors use the media with picture cards (Draw Card), the authors choose picture cards because these media are common media and easy to understand by students. This media also has the aim of attracting students' attention, clarifying the material, illustrating facts or information that will be quickly understood if illustrated with pictures. In addition, drawing card media (Draw Card) can be made easily and used according to the creativity of educators based on the material to be delivered.After observing and evaluating, the progress of students in the study of Increasing Learning Achievement in Social Studies  (IPS) Using Picture Card Media (Draw Card) in class VI students of SDN Tasikmadu 02 Palang District, Tuban Regency. It can be concluded as follows (1) The application of illustrated card media (Draw Card) can be carried out properly and structured by researchers, implementation activities are carried out through pre-cycle activities, then cycle I and continues in cycle II. (2) Student achievement continues to show a significant increase compared to before using the media, student achievement tends to be low, namely 0 or no students who complete the minimum completeness criteria that have been set. It can be seen that the social studies learning achievement of 18 students, there are 18 students or 100% who get a complete score (T) and 0 students or 0% of students get an incomplete score (TT). His class average is 90. (3) Social Studies (IPS) learning achievement by using drawing card media (Draw Card) has increased which can be seen from the average value and classical completeness presentation, the pre-cycle value shows an average of 53.89% with the percentage of students who complete 0%. After the implementation of the picture card media in the first cycle, the formative test results reached 70% with the percentage of students who completed 9 and students who did not complete 9, in the second cycle an average increase of 90% and has reached the indicator of success of classical completeness, namely at least 85% of the total number of students. This shows that the use of picture card media (Draw Card) can improve Social Studies learning achievement.


Author(s):  
Leny Shela Purnianingrum

<p><em>Purpose of </em><em>research</em><em> to improve the quality of </em><em>C</em><em>ivic </em><em>Education </em><em>Instructional Quality Throught  </em><em>Make a Match</em><em>  Model Assisted </em><em>Picture Card Media</em><em>. </em><em>Research design</em><em> </em><em>used</em><em> </em><em>classroom action research</em><em>, it</em><em> </em><em>conducted</em><em> </em><em>of</em><em> </em><em>three</em><em> cycles with four stages</em><em>:</em><em> </em><em>planning</em><em>,</em><em> running,</em><em> </em><em>observ</em><em>ing</em><em>, and reflecti</em><em>ng</em><em>. The techniques data collection used </em><em>observation, </em><em>test</em><em>, documentation, interview and field notes</em><em>. The techniques of data analized used Qualitative and quantitative descriptive. The research findings showed: (1) the </em><em>skill</em><em> of teacher improved in every cycle. In cycle I, the score was </em><em>28</em><em> with good criteria. In cycle II, the score was </em><em>32</em><em> with good criteria. In cycle III, the score was </em><em>35</em><em> with very good criteria, (2) Students activity showed improvement in every cycle. In cycle I, the score was </em><em>21,7</em><em> with </em><em>enough</em><em> criteria In cycle II, the score was </em><em>25,13</em><em> with good criteria. In cycle III, the score was </em><em>28,21</em><em> with good criteria, (3) Students learning </em><em>outcome</em><em> showed improvement in every cycle with classical comprehension in cycle I </em><em>63</em><em>%, cycle II 76</em><em>,32</em><em>%, and cycle III 86</em><em>,84</em><em>%. Conclusion of the research is </em><em>make a match</em><em>  Model Assisted </em><em>Picture Card Media</em><em> can improve the quality of civic </em><em>education </em><em>instructional.</em></p>


2021 ◽  
Vol 8 (1) ◽  
pp. 1-9
Author(s):  
Harya Bima Dirgantara ◽  
Henri Septanto

This study aims to design an action-arcade web-based picture card matching video game for memory improvement. Picture cards to be matched are animals that usually exist in zoos and farms, like monkey, cow, dog, pig, chicken, zebra, elephant, owl, and mouse. This research uses the prototyping process model with the communication stage, quick planning, modeling, construction, and launching. The results of this study are web-based video games for memory improvement training. From the results of the user experience testing, 68% of respondents informed that they felt it was easier to remember. Index Terms—video game; action-arcade; picture cards matching; prototyping; memory improvement training


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Mutsumi Fujii ◽  
Kazumi Tanigo ◽  
Hirokazu Yamamoto ◽  
Keijyu Kikugawa ◽  
Masayuki Shirakawa ◽  
...  

Background. Linguistic impairment following cerebellar lesions is characterized by a marked cerebellocerebral diaschisis with decreased perfusion in the left cerebral hemisphere. Case. We report on a 60-year-old right-handed French chef who presented with linguistic deficits following a right cerebellar infarction. Neurolinguistic examinations in the acute phase showed impaired graphomotor planning, especially for kanji (Japanese morphograms). Despite the absence of any structural damage to the supratentorial brain regions, a quantitative 123I-IMP SPECT study revealed a relative hypoperfusion, mainly around the left posterior middle temporal gyrus, considered to be a crossed cerebellar-cerebral diaschisis. We performed functional near-infrared spectroscopy (fNIRS) and observed that a picture card task could increase blood perfusion in the affected area. This task was as follows: once he saw a picture card depicting a dish, the patient had to list the ingredients that make up the dish. For example, he had to name vegetables, meat, and spices upon seeing a “curry” picture card. We added this task to his daily speech-hearing therapy regimen. In the chronic phase, we confirmed symptom amelioration in linguistic performance-paralleled reduction in the level of hypoperfusion on SPECT study. Discussion. This case is the first report of an fNIRS approach used to evaluate evidence-based prospective speech-hearing tasks by observing blood flow to the hypoperfused area of the cerebral cortex surface.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Fabrizio Bertolino ◽  
Gianni Nuti ◽  
Manuela Filippa

The aim of the present study is to highlight and to critically discuss the role of the secondary and silent historical sources in the reconstruction of the biography of Maria Montessori, a century and a half after her birth. The collective memory, both at a national and international levels, has preserved the figure of the pedagogist into a series of celebratory objects. Picture card, notes and coins, stamps maximum cards, phone cards or, more recently, doodles are accessible to the wide community. Constructing a narrativity of a public celebrity means capturing the important features, and transforming them into symbolic constructs. We therefore propose to identify the overmentioned constructs in the light of the official biographies of Maria Montessori. Moreover, we aim to follow the iconographic traces of a micro-history which is often overlooked from the primary sources. However, this micro-history represents the heart of a collective and popular belief, widespread and educating, which preserves the memory and heritage of this “Personality to Remember".


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