1,720,961 research outputs found
Optimalisasi Kegiatan Laboratorium dan Kegunaan KIT Praktikum IPA Fisika bagi Guru-guru IPA Terpadu di SMPN. 8 Kota Kupang
Kesadaran akan peran seorang pendidik, khususnya dosen, perlu mengembangkan diri melalui kegiatan tridharma perguruan tinggi, salah satunya adalah pengabdian kepada masyarakat. Melalui kegiatan pengabdian kepada masyarakat ini, dirancang suatu kegiatan yakni pengoptimalan laboratorium melalui pelatihan penggunaan kit praktikum di SMPN. 8 Kota Kupang. Pelatihan ini diharapkan mampu meningkatkan kemampuan guru SMP untuk melakukan demonstrasi dan percobaan fisika di sekolah. Selain itu, guru di SMPN. 8 Kota Kupang diharapkan semakin kreatif dalam menyampaikan materi melalui kit praktikum yang telah tersedia di sekolah. Rancangan kegiatan optimalisasi laboratorium melalui pelatihan penggunaan kit praktikum dilakukan di SMPN. 8 Kota Kupang didasari dari hasil observasi serta diskusi dengan guru IPA Terpadu dan kepala sekolah. Pada saat diskusi, para guru IPA Terpadu mengungkapkan bahwa perlu dilakukan pelatihan untuk menggunakan kit praktikum fisika yang tersedia di sekolah, karena guru- guru IPA terpadu tidak semua berasal dari dasar pendidikan fisika, namun ada juga dari biologi. Oleh karena itu, Program Studi Fisika akan melakukan suatu kegiatan pelatihan penggunaan kit praktikum fisika di sekolan SMPN. 8 Kota Kupang, yang diharapkan dapat membantu pengembangan sekolah tersebu
Peningkatan Kemampuan Bertanya dan Pemecahan Masalah Peserta Didik SMA dalam Pembelajaran Fisika Melalui Problem Based Learning
This study aims to improve the ability to ask questions and problem solving skills of learners in the learning of physics through Problem Based Learning. This research is a classroom action research with two cycles in learning using problem based learning. Data collection techniques used to determine the ability to ask is by observation while for problem-solving skills using the test. Subjects in this study were students of Senior High School X class at St. Seminary Rafael Oepoi Kupang Academic Year 2017/2018. The results showed that: (1) there was an increase in the ability to ask learners in the second cycle; (2) there is an increase of mean value of problem solving ability of learners gradually that is from 68 at initial test, 72 at cycle I and 77 in cycle II.
Keywords— Questioning skills, Problem Solving skill, PB
Eksplorasi Disposisi Etika dalam Sastra Lisan Sobe Sakti di Fatuleu Etnik Timor
Penelitian ini berjudul “Eksplorasi Disposisi Etika dalam Sastra Lisan Sobe Sakti di Fatuleu Etnik Timor”. Penelitian ini mendeskripsikan etika dalam cerita rakyat Sobe Sakti yang menekankan disposisi nilai-nilai etika dan implikasinya dalam kehidupan masyarakat Fatu Leu Etnik Timor. Penelitian ini menggunakan metode kualitatif. Data dianalisis menggunakan teori Hermeneutika Simbol Paul Ricoeur. Data dikumpulkan melalui teknik wawancara kepada narasumber, baik sastra lisan maupun disposisi etika dari cerita ke aksi, kemudian dikomparasi dan divalidasi. Temuan dalam penelitian ini adalah terdapat interdependensi unsur konteks, sosial, budaya dan historis sebagai strategi dalam mengungkap ragam nilai kebajikan yang terkandung dalam sastra lisan, yakni nilai budaya yang tetap dijaga dan dijalankan sebagai penanda identitas; sastra lisan ini menata nilai-nilai kemanusiaan dalam melawan human trafficing; membangun etika lingkungan; nilai religius terkait relasi dengan Sang Pencipta, nilai interpersonal yaitu kesabaran, motivasi, optimis, kepedulian, dan keberanian sebagai bagian dari nilai juang dalam pembelajaran. Konteks teoritis, konsep pendekatan etika dalam sastra lisan ini bekerja secara eklektik. Ini menunjukkan konsep etika dalam etnik Timor di Fatu Leu saling berkaitan
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
Metacognitive Learning Strategies for EFL Autonomous Learning
This study aims to determine whether the research subjects have practiced metacognitive strategies. The method used is qualitative. Eighteen (18) questions are provided, answers to individual questions are written on the guided question sheet in 2 hours - thirty minutes to get the required response. The data proves that planning, monitoring and evaluation is practiced i.e. totaling 100% checks the next day's schedule; (95%) checking what courses to attend; hence they review the previous and upcoming meeting materials. For the next meeting they write notes for questions or to confirm what they don't really understand to the teacher. Likewise, they used process and productive monitoring for 92.5% of what they did before class. Also, the data shows that they evaluate; 95% evaluated after class
Design Gamification Models in Higher Education: A Study in Indonesia
Based on the data, it is known that the average score of the overall evaluation aspects of the learning design reached 3.4. This figure according to the results of the conversion of quantitative data to qualitative data on scale 4 belongs to the very good category, which means that the learning design of gamified problem-based learning developed is feasible to be applied in learning. The purpose of writing this article is to develop an appropriate gamification model in tertiary institutions which links gamification theory and problem based learning into a new model that will later be combined with existing learning media to become more effective and interesting when applied in each course. Research on learning design models can be classified into three types: model development, model validation, and model use. This study examines the first two points above, which are based on research methodologies for model development and model validation where learning models are developed either practically or theoretically. In theory, the cause is based on the literature related to the model that is to be developed, being practical because it must be based on a learning design that is suitable for real life. The gamified problem-based learning design model has been based on literature and has projected real-life learning needs. In the results, it is known that the effectiveness and attractiveness of the design of gamified problem based learning as teaching material in the form of theory and practice have shown results in the excellent category which means that this learning design is feasible to be applied in learning
Pengembangan Modul Pembelajaran Fisika Berbasis Kearifan Lokal Pada Alat Musik Tradisional Untuk Meningkatan Pemahaman Konsep
The purpose of the development research that has been carried out is to obtain learning modules that are used in Physics learning in class XI IPA, especially in Sound material using traditional musical instruments. The results of this development product are printed teaching materials that are suitable for use by high school students. Some of the development steps that have been carried out include: preparation of development plans and validity tests by experts. Media and material validity tests have been carried out by fulfilling the appropriate criteria so that they can be applied as one of the learning media used in class to increase student understanding. Conclusions based on research results are learning media based on local wisdom, especially from traditional musical instruments developed in the form of printed modules, which are still suitable for use in classroom learning, especially in an effort to increase students' understanding of the material. The advice given by further research is to be able to develop advanced learning media based on local wisdom but based on traditional games in the community.AbstrakTujuan pengembang ini adalah untuk dapat menghasilkan modul pembelajaran Fisika berbasis kearifan lokal pada alat music tradisional yang layak digunakan oleh siswa SMA Kelas X. Produk modul pembelajaran yang dihasilkan berupa modul cetak pada mata pelajaran Fisika, materi Bunyi. Prosedur pengembangan modul pembelajaran Fisika berbasis kearifan lokal pada alat music tradisional yang dapat meningkatkan pemahaman konsep siswa SMA kelas X ini mengunakan model Borg and Gall. Tanggapan ahli media dan ahli materi terhadap modul pembelajaran mendapatkan respon positif dengan prosentase kelayakan sebesar 90,37 % untuk media, dan sebesar 85,99 % untuk materi yang disajikan. Secara umum produk modul pembelajaran Fisika berbasis kearifan lokal pada alat music tradisional untuk dapat meningkatkan pemahaman konsep siswa SMA kelas X layak digunakan dalam pembelajaran
Analysis of Wordwall-Based Gamification Design in Science Learning on Force and Motion Material
In the digital learning era, integrating technology into the classroom is essential to enhance student engagement and improve learning outcomes. One widely used platform is Wordwall, which enables the creation of interactive and gamified learning activities. This study aims to examine the feasibility of a gamification-based learning design using Wordwall for teaching science topics, specifically force and motion. The research employed a descriptive quantitative method, involving 19 students from class VII B as the sample. Data were collected through observation, validity testing, and reliability testing. The validity assessment yielded a score of 67, indicating that the gamification design is feasible for classroom use. Furthermore, the reliability test showed a consistency level of 89.38 percent, demonstrating high reliability of the learning media. These findings suggest that the Wordwall-assisted gamification learning design is both valid and reliable for supporting science education on force and motion. The study contributes to the growing body of research on educational technology by providing empirical evidence of the effectiveness of gamified digital tools in enhancing learning experiences
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
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