1,720,963 research outputs found
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
ANALISIS KESALAHAN SISWA KELAS 1 MI HAYIM ASY’ARI JAMBANGAN DALAM MENYELESAIKAN SOAL PENJUMLAHAN DAN PENGURANGAN BILANGAN
Sebagian siswa banyak yang menganggap bahwa matematika merupakan pelajaran yang sulit. Karena dengan anggapan tersebut siswa merasa kesulitan apabila mempelajari matematika. Sehingga saat siswa dihadapkan dengan soal-soal matematika, mereka akan mengalami kesulitan dalam memahami maupun menyelesaikan soal matematika tersebut. Salah satu cara untuk mengatasi kesulitan pada siswa tersebut yakni dengan cara analisi kesalahan dari pada materi yang memiliki tingkat kesalahan paling banyak. Tujuan penelitian ini adalah untuk mendeskripsikan kesalahan-kesalahan yang diamlami siswa dalam menyelesaikan soal penjumlahan dan pengurangan bilangan dan menganalisis faktor-faktor penyebabnya. Subjek dalam penelitian ini adalah siswa kelas I MI Hasyim Asy’ari pada semester genap tahun ajaran 2016-2017 yang terdiri dari 20 siswa. Instrumen yang digunakan adalah tes uraian yang terdiri dari 2 soal penjumlahan bilangan dan 2 soal pengurangan bilangan. Menurut data yang diperoleh kesalahan yang dilakukan siwa meliputi kesalahan konsep, operasi dan kesalahan prinsip. Faktor-faktor yang menyebabkan kesalahan yang terjadi pada siswa adalah siswa merasa kebingungan dalam memahami konsep dikarenakan belum memahami materi, siswa tidak bisa menggunakan cara susun dalam menghitung penjumlahan maupun pengurangan, siswa tidak berani bertanya pada guru mengenai materi yang belum paham dan lebih menyukai bertanya pada teman sebangkunya, siswa kurang teliti dan cermat dalam memahami kata demi kata yang terdapat pada teks soal, siswa jarang melakukan latihan soal tentang penjumlahan dan pengurangan bilangan
Pengaruh Budaya Organisasi dan Disiplin Kerja Terhadap Kinerja Karyawan pada PT TD Automitive Compressor Indonesia
Populasi dalam penelitian ini adalah Perusahaan manufaktur bergerak di bidang compressor AC mobil. Responden karyawan dari PT TD Automotive Compressor Indonesia dengan sampel sebesar 109 karyawan. Metode analisis data yang digunakan adalah analisis regresi linear berganda. Hasilnya menunjukan kepada variabel Budaya Organisasi tidak memiliki pengaruh positif dan tidak signifikan terhadap kinerja karyawan tersebut. Lalu, pada variabel disiplin kerja memiliki pengaruh positif dan signifikan terhadap kinerja karyawan tersebut
PENGARUH MODEL PROJECT BASED LEARNING (PBL) MELALUI TARI BERTEMA UNTUK MENINGKATKAN KREATIVITAS SISWA KELAS VII DI SMP NEGERI 26 BANDUNG
Kreativitas siswa pada jenjang SMP kurang meningkat, terutama dalam pembelajaran seni tari. SMP Negeri 26 Bandung memiliki kelemahan dalam pembelajaran seni tari karena kreativitas siswa merupakan faktor yang penting tidak muncul, sedangkan tuntutan dunia pendidikan saat ini mengharuskan siswa kreatif dan memiliki kreativitas tinggi. Indikator penilaian pada skripsi ini meliputi tiga ranah hasil belajar menurut taksonomi Bloom yaitu kognitif, afektif dan psikomotor. Rumusan masalah pada penelitian ini yaitu Bagaimana kreativitas siswa melalui tari bertema sebelum diterapkannya model Project Based Learning (PBL) pada siswa kelas VII SMP Negeri 26 Bandung? Bagaimana proses penerapan model Project Based Learning (PBL) dalam pembelajaran tari bertema untuk meningkatkan kreativitas siswa kelas VII SMP Negeri 26 Bandung ? Bagaimana hasil kreativitas siswa melalui tari bertema setelah diterapkannya model Project Based Learning (PBL) pada siswa kelas VII SMP Negeri 26 Bandung? Tujuan penelitian ini adalah mengujicobakan model Project Based Learning untuk melihat keberhasilan dalam peningkatan kreativitas siswa. Tari bertema dijadikan sebagai patokan siswa dalam menggali kreativitas pada pembelajaran seni tari. Metode yang digunakan pada penelitian ini adalah Pre-Experimental Design dengan desain One-Group Pretest-Posttest, yaitu mengujicobakan suatu bentuk perlakuan untuk mengetahui pengaruhnya. Perlakuan yang dimaksud adalah penggunaan model Project Based Learning pada pembelajaran seni tari melalui tari bertema untuk meningkatkan kreativitas siswa. Penelitian ini mendapatkan hasil 21,05 % mendapatkan nilai 84-85, 25,71 % siswa mendapatkan nilai 86-87, 34,28 % siswa mendapatkan nilai 88-89 dan 17,14 % siswa mendapatkan nilai 90-91 dan model Project Based Learning dapat meningkatkan kreativitas siswa dalam membuat sebuah tarian bertema. Dilihat dari analisis data menggunakan uji t, nilai yang dihasilkan pada thitung lebih besar dari ttabel (thitung > ttabel), dan hasilnya adalah 46 > 1,691. Maka dapat disimpulkan bahwa model Project Based Learning (PBL) dapat meningkatkan kreativitas siswa. ;---
The creativity of students in the secondary less increase, sepecially in learning the art of dance. 26 Junior High School bandung have weaknesses in learning the art of dance because of the creativity of students is an important factor not appearing, while the demands of the world’s current education requires that the students are creative and have a high of the creativity. Indicators of assessment on this thesis covers three domains of learning outcomes according to Bloom’s taxonomy i.e cognitive, affective and psychomotor. Research on problem formulation, namely How creativity the students through themed dance before implementing a model Project Based Learning (PBL) to students in Class VII of 26 Junior High School Bandung? How the process of application the model of Project Based Learning (PBL) in learning dance themed to improve creativity students in Class VII of 26 Junior High School bandung? How the result of the student’s creativity throuh dance themed after implementing the model Project Based Learning (PBL) in VII Class of 26 Junior High School Bandung? The purpose of this research was to model piloted Project Based Learning to see success in increasing student creativity. Themed dance was used as a benchmark on the creativity of students in learning the art of digging up the dance. The methods used in this research is Pre-Experimental Design with the design of One-Group Pretest-Posttest, namely piloted a form treatment to find out its influence. The treatment in question is used of model Project Based Learning to learning the art of dance themed to improve creativity of students. Research resuts that 21,05 % the students get 84-85, 25,71 % students get 86-87, 34,28 % students get 88-89 dan 17,14 % students get 90-91 and the model of Project Based Learning can improve students creativity in making a themed dance. Judging from the data analysis using ttes, the resulting value in ttest is greater than ttable (ttes > ttable), and the result is 46 > 1,691. Then it can be inferred tat the model of Project Based Learning (PBL) can increase the activity of students
Islamic Local Culture Commodification in Disruption Era Tourism Industrial
This study aims to find out how to synergize the demands of globalization - especially the commodification of the tourism industry\u27s culture - with the development of the distinctiveness of the kejawen group as part of a tourist attraction? What strategy needs to be developed so that the kejawen group as a cultural identity or local wisdom subject of its supporting community is still protected, but it is also hoped that it can accommodate the demands of economic globalization which has commodified culture? The subject in this study was the Aboge Islamic group in Purbalingga and Banyumas Regencies. This study uses ethnographic methods. Ethnographic research methods are used to find theories based on the field data obtained. The era of the global economy demands that all elements of culture can be made into commodities, eventually, the term cultural commodification was born. In other words, the commodification of culture is the process of producing cultural objects as commodities that are traded through the cultural industry by following market rules. The results of this study indicate that the Islamic Aboge group in Purbalingga and Banyumas areas has carried out cultural commodification as a strategy to maintain its existence in society. Several traditions that developed later result in new traditions to maintain the existence of the Aboge group as a cultural identity. Cultural commodification is also able to accommodate the demands of economic globalization as an entertainment art in the form of tourist attractions
Pembuatan Game "Two Dis" Untuk Terapi Membaca Bagi Anak Disleksia Dan Diskalkulia Berbasis Android
ABSTRAK Intan Nur Azizah, 2016. Pembuatan Game “Two Dis” Untuk Terapi Membaca Bagi Anak Disleksia Dan Diskalkulia Berbasis Android. Program Diploma III Teknik Informatika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Sebelas Maret Surakarta. Kesulitan belajar spesifik adalah suatu keadaan pada seorang anak yang mengalami ketidakmampuan dalam belajar, keadaan ini disebabkan gangguan proses belajar di dalam otak, yang dapat berupa gangguan persepsi (visual atau auditoris), gangguan dalam proses integratif atau gangguan ekspresif. Disleksia merupakan gangguan dalam kesulitan membaca dan Diskalkulia merupakan gangguan dalam kesulitan berhitung. Masalah muncul karena kurangnya perhatian terhadap anak yang mengalami kedua gangguan tersebut. Serta kurangnya pemahaman akan kedua gangguan tersebut terhadap anak dan belum adanya media khusus yang dapat dijadikan sebagai metode terapi terhadap kedua gangguan tersebut. Dari permasalahan diatas dibuat game Two Dis sebagai terapi untuk anak yang mengalami gangguan dalam kesulitan membaca dan anak yang mengalami gangguan dalam kesulitan berhitung dengan tujuan memberikan media baru untuk terapi bagi anak yang mengalami gangguan tersebut. Tahap – tahap dari terapi yang akan diberikan pada game Two Dis ini adalah anak diajak untuk mengenal huruf dan angka serta dapat membedakannya juga. Kemudian anak diajak untuk menghafalkan huruf dan angka tertentu yang menurut mereka sulit untuk dihafalkan. Dan yang terakhir anak diajak untuk menjawab pertanyaan dan menghitung dengan soal matematika dasar. Untuk membuat atau mengembangkan game ini terdapat banyak metodologi yang bisa digunakan. Dalam game “Two Dis” ini penulis menggunakan metodologi analisa terhadap anak disleksia dan diskalkulia. Kemudian mencari konsep game yang cocok bagi anak disleksia dan diskalkulia. Konsep tersebut digunakan untuk menentukan dalam pembuatan desain game dan background untuk diimplementasikan di unity3d dan coding. Terakhir adalah building game pada perangkat dan testing untuk kelayakan game. Hasil yang diharapkan dari Pembuatan Game “Two Dis” berbasis android ini adalah dapat menjadi salah satu media terapi dan media pembelajaran baru bagi anak disleksia dan diskalkulia dengan metode bermain game. Kata kunci : Disleksia, Diskalkulia, Game, Two Dis, Terapi. ABSTRACT Intan Nur Azizah, 2016. Designing “Two Dis” Game as reading therapy for Dyslexia and dyscalculia using Android Based. Diploma III program on Informatics, Faculty of Mathematics and Sciences, Sebelas Maret University of Surakarta. Specific learning difficulties is a situation on a children who suffered disability in learning. Dyslexia is a disruption in form of reading difficulties and dyscalculia is a derangement in counting. The problem arising is around the lack understanding about dyslexia and dyscalculia and the less intention to those who suffered dyslexia and dyscalculia. Moreover, there is no specific media as the therapy media for them. Those problems drove the writer to design “Two Dis” game as the therapy media for Dyslexia and Dyscalculia children as the alternative new media for their therapy. The therapy stages in this “Two Dis” game is the children are invited to recognize letter and number. Then, they are invited to memorize the specific number and letter in which they get difficulties in memorizing them. Last, the children are invited to answer the questions and counting the basic mathematic questions. To design and develop this game, there are some methodologies used. In this “Two Dis” game, the writer using analysis methodology towards dyslexia and dyscalculia children. This concept is used to determine the game and background design to be implemented in unity 3d and coding. The last part is the building game in a set of equipment and testing for the game expediency. The expected result of the “Two Dis” game design using android based is that it can become the alternative media therapy for dyslexia and dyscalculia children which was created in form of game. Keywords: Dyslexia, Discalculia, Game, Two Dis, Therapy
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
- …
