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Author(s):  
Ahmad Arifin

<p><em>Reading is a communication process between the reader (al Qāri) and the writer (al Kātib) to understand the reading text and get the messages contained in it through words/written language that has a cognitive relationship (thinking) between spoken language and written language. However, learning al Qirāah taught in schools is very difficult to learn, tedious, and uninteresting. It can even make students feel afraid to read it. This research uses qualitative descriptive research, and the goal is to describe the models of card games in learning mahārah al Qirāah at State High School 5 Banjarmasin. Learning al Qirāah taught in schools is very difficult to learn, tedious and uninteresting, and can even make students feel afraid to read it. However, the results show that card game models are very motivating and increase the enthusiasm and passion of learning for students, make it easier for students to understand the material, and help the boring learning process become fun and exciting. Gaming models using the card in mahārah al Qirāah that can be used are the word card model, sentence card model, question and answer card model, answer complementary card model and pictorial mufradat card model.</em></p><p><em> </em></p><p><strong><em>Keywords</em></strong>: <em>Card Model</em><em>, Learning, Mahārah Al Qirāah</em></p><p> </p>


Author(s):  
Hartia Hartia ◽  
Fredy Leiwakabessy ◽  
Ine Arini

Background: The Two Stay Two Stray cooperative learning model is one of the cooperative learning techniques that provides opportunities for groups to discuss sharing results and information with other groups. The Make a Match model is part of cooperative learning in which the learning model the teacher prepares a card that contains problems or problems and prepares an answer card then the student looks for the pair of cards. This study aims to determine the improvement of Biology learning outcomes for VIII grade students of SMP Negeri 2 Ambon on additive material and taught using the Two Stay Two Stray cooperative learning model combined with the Make a Match type. Method: This research was conducted from 10 October to 7 November 2019. The type of research used was descriptive. The research subjects were students of class VIII bill 1, totaling 23 students. The instruments used were preliminary and final tests, observation sheets, worksheets. Results: The results showed that there was an increase in student learning outcomes from 39.52% to 100%. After being taught with the Two Stay Two Stray cooperative learning model combined with the Make a Match type. Conclusion: There is an increase from the initial test results of students who have not reached the minimum completeness criteria and the final test has reached the Minimum completeness Criteria (KKM).


Author(s):  
Guanyang Gao ◽  
Yaoyao Wang

Examination is an indispensable way for students to verify their learning achievements and select talents. With the continuous development of computer technology, especially the emergence of answer sheets, computers have become the mainstream instead of manual examination. The main research content of this design is to use MATLAB software to identify and obtain the information in the answer sheet, import the completed answer sheet into the system, and use MATLAB software to preprocess the image to obtain an image that can be identified later. Through the system to identify the information in the answer card and compare the correct answers, finally realize the identification of the candidate's student number, identification of subjects, reminders of missing information, and calculation of scores and other functions. This article designed the GUI interface, which provided convenience for human-computer interaction, making the system operation more convenient and the results clear.


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