1,720,964 research outputs found

    PENGGUNAAN MEDIA FLASH FLIP BOOK DALAM PEMBELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI UNTUK MENINGKATKAN HASIL BELAJAR SISWA :Studi Eksperimen Kuasi terhadap Siswa Kelas XII di Madrasah Aliyah Al-Hidayah Cikancung Bandung

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    Permasalahan utama dalam penelitian ini adalah “Apakah media Flash Flip Book memberi pengaruh terhadap peningkatan hasil belajar siswa dalam pembelajaran Teknologi Informasi dan Komunikasi?” Permasalahan khusus dalam penelitian ini adalah: 1) Bagaimana penggunaan media Flash Flip Book dalam pembelajaran Teknologi Informasi dan Komunikasi? 2) Bagaimana hasil belajar siswa sebelum dan sesudah menggunakan media Flash Flip Book dalam pembelajaran Teknologi Informasi dan Komunikasi? 3) Apakah terdapat perbedaan hasil belajar siswa sebelum dan sesudah menggunakan media Flash Flip Book dalam pembelajaran Teknologi Informasi dan Komunikasi? 4) Apakah terdapat peningkatan hasil belajar siswa sesudah menggunakan media Flash Flip Book dalam pembelajaran Teknologi Informasi dan Komunikasi? Metode penelitian yang digunakan adalah One group pretest posttest design. Populasi dalam penelitian ini adalah selruh siswa kelas XII IPS di Madrasah Aliyah Swasta. Lokasi penelitian dilakukan di Madrasah aliyah Al-Hidayah Cikancung Bandung. Sampel dalam penelitian ini sejumlah 40 orang kelas XII IPS-1. Berdasarkan hasil penelitian dan analisis data, maka dapat ditarik kesimpulan secara umum bahwa terdapat pengaruh media Flash Flip Book terhadap peningkatan hasil belajar siswa di kelas XII-IPS 1 Madrasah Aliyah Al-Hidayah Cikancung Bandung. Secara khusus, kesimpulan penelitian dapat diuraikan sebagai berikut: 1) Cara penggunaan media Flash Flip Book adalah: a. Masuk kedalam folder Free version, b. Pilih default.html. c. Media pembelajaran Flash Flip Book siap digunakan. 2) Hasil belajar siswa setelah menggunakan media Flash Flip Book lebih besar dari hasil belajar siswa sebelum menggunakan media Flash Flip Book 3) Penggunaan media pembelajaran Flash Flip Book memberikan perbedaan berupa peningkatan hasil belajar siswa sebelum dan sesudah menggunakan media dalam pembelajaran Teknologi Informasi dan Komunikasi

    Rancang Bangun Pengontrol Presentasi Berbasis Slide dengan Teknik Analisis Gerakan Jari dan Tangan

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    Gerakan tangan mampu membantu proses berpikir karena memberikan gambaran visual pada pembicara. Memanfaatkan gerakan untuk mengendalikan presentasi berbasis slide merupakan hal yang bermanfaat dan memudahkan pembicara. Analisis gerakan tangan dalam sinar proyektor sulit dilakukan karena artikulasi tangan, occlusion, dan pencahayaan yang berubah-ubah. Pendekatan yang diajukan dalam jurnal ini didesain untuk mengendalikan presentasi berbasis slide dan pointer dengan tangan kosong.</jats:p

    Decision Support System Algorithm for the Beneficiary of Uninhabitable Housing Funds

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    Poverty is one of the big problems facing the people of Indonesia. This problem evidenced by the existence of 3.4 million Indonesians living in settlements that are not livable. This problem is also a concern of the government by providing financial assistance for homes that are not livable. But in reality, the available aid is often not on target, not on a budget, and not on time. The purpose of this research is to implement the El Choination El Choix Traduisant La Realite (ELECTRE) algorithm as a decision support system to provide recommendations for potential recipients who deserve assistance from the government. System testing is done by inputting 46 prospective beneficiary data with predetermined criteria. The results showed the ELECTRE algorithm was able to provide recommendations with an accuracy rate of 86.9%. This result indicates that the decision support system using the ELECTRE method can use as an alternative to the efficiency of determining the prospective beneficiaries of uninhabitable housing in Indonesia

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    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

    Fast Corner Detection in Augmented Reality Learning Management of the Corpse

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    50 out of 170 senior high school students do not understand the material of the corpse management practicum. This study aims to make it easier for students to understand better and remember caring for corpses in the classroom. A learning application for managing bodies made using Augmented Reality (AR) technology. The algorithm used is FAST Corner Detection. This algorithm's sequence is: resizing the image, changing the image to grayscale, smoothing the gray color (histogram), and determining the threshold as a determining point for the point marker. This application contains material on the procedures for bathing, bathing, praying, and burying the body. The FAST Corner Detection algorithm's performance takes 0.41 seconds to detect an object and can be done at a distance of 1 meter. The application also meets 82.8% of the user side's usability level, which indicates that this application is beneficial for learning. Interface testing gets a final score of 90.7%. This result suggests that the application is in outstanding criteria

    Variations on the Author

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    “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

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    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

    Octalysis Audit to Analyze Gamification on Kahoot!

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    Since its release in 2013, 4.4 billion people around the world have used Kahoot!. Various topics with multiple languages have been made so that there are at least 200 billion games. A very high number for an educational application. Why Kahoot! So interesting? This study aims to analyze the gamification elements found in Kahoot! as a benchmark to create engaging game-based learning in industrial 4.0. The method used is the Octalysis Audit, which examines eight aspects of game psychology: meaning, achievement, empowerment, ownership, social influence,scarcity,unpredictability,and avoidance. The results showed, Kahoot! A value of 441 in Octalysis was obtained. This result shows an excellent balance between positive and negative motivation. Besides, Kahoot also has a balance between Intrinsic and extrinsic motivation

    Expert System of Initial Anamnesis Process of Menstrual Disorders Using Certainty Factor Method.

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    Anamnesis is a preliminary examination to obtain information about the patient's disease. This process is carried out by the doctor as part of the initial diagnosis of the patient's condition. The purpose of this research is to assist the history process in eliminating the diagnosis of possible diseases from experts by adopting their knowledge into the expert system. The method used in this study is the Certainty Factor method. Fifty test data collected to test this approach. The test results showed 44 data following expert opinion and obtained an accuracy rate of 88%. These results indicate that the expert system is suitable for the early history of menstrual disorder
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