1,720,960 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
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
Pengaruh brand ambasador terhadap brand image serta dampaknya terhadap minat beli kosmetik Wardah : studi kasus pada mahasiswa FEBI UIN Walisongo Semarang
Penelitian ini bertujuan untuk mengetahui seberapa besar pengaruh: 1. Brand ambasador terhadap brand image. 2. Brand image terhadap minat beli. 3. Brand ambasador terhadap minat beli yang di mediasi oleh brand image.
Penelitian ini menggunakan pendekatan kuantitatif. Dalam rumus slovin pengambilan sampel dilakukan secara acak sehingga penelitian ini memiliki 100 sampel mahasiswa. Mahasiswa disini adalah mahasiswa FEBI UIN Walisongo yang menjadi populasi dari penelitian ini. Sedangkan teknik pengambilan data berupa kuisoner, dokumentasi dan wawancara yang diolah dengan SPSS Versi 16 dengan teknik analisis data regresi linier sederhanadan regresi model II.
Hasil dari penelitian ini adalah:
Hasil penelitian ini adalah variabel brand amabsador berpengaruh positif dan signifikan terhadap brand image, sama halnya dengan variabel brand image berpengaruh positif dan signifikan terhadap minat beli kosmetik wardah.hasil dari analisi regresi model II yang berkaitan dengan brand image sebagai variabel intervening antara brand ambasador dan minat beli kosmetik wardah juga menunjukkan bahwa memiliki pengaruh positif dan signifikan
The Development of monopoly game as a learning science media to increase the result of learning process at 5th grade of MI Al Maarif 02 Singosari
INDONESIA:
Bermain adalah hal yang sangat menyenangkan bagi siapapun, terutama bagi anak-anak yang menghabiskan hampir sebagian waktunya untuk bermain. Permainan dapat menjadi sumber belajar atau media belajar apabila permainan tersebut bertujuan untuk mencapai tujuan pendidikan atau pembelajaran. Piaget memandang permainan sebagai suatu media untuk meningkatkan perkembangan kognitif anak-anak. Dengan permainan anak-anak memungkinkan untuk mempraktikkan kompetensi-kompetensi dan ketrampilan yang diperlukan dengan cara yang santai dan menyenangkan.
Pengembangan media pembelajaran yang berlatar belakang permainan adalah salah satu alternatif penyedia media pembelajaran inovatif. Model pembelajaran inovatif dalam hal ini lebih cenderung pada teori pembelajaran konstruktivisme.
Berdasarkan latar belakang masalah diatas maka peneliti menggunakan media permainan monopoli IPA materi cara tumbuhan membuat makanan untuk menngkatkan hasil belajar siswa khususnya pada mata pelajaran IPA.
Tujuan dari penelitian ini diantaranya untuk menghasilkan produk pengembangan yang layak untuk dijadikan sumber media pembelajaran, untuk mengetahui hasil validitas dari para ahli terhadap kelayakan media, dan untuk mengetahui dampak hasil belajar siswa kelas V MI Al Maarif 02 Singosari setelah menggunakan media permainan monopoli IPA.
Hasil penelitian berdasarkan penilaian para validator yaitu ahli pembelajaran, ahli media pembelajaran, ahli materi dan uji coba lapangan terhadap media permainan Monopoli IPA adalah sangat layak atau sangat valid dan dapat digunakan sebagai media pembelajaan di kelas.
Perolehan hasil belajar siswa kelas V yang menggunakan media permainan monopoli IPA (kelas eksperimen) dengan yang tidak menggunakan media permainan monopoli IPA (kelas kontrol) terdapat perbedaan signifikan yaitu 90,076 untuk kelas eksperimen dan 69.54 untuk kelas kontrol. Hal ini menunjukkan bahwa hasil belajar siswa kelas eksperimen lebih besar dari hasil belajar siswa kelas kontrol yaitu 90, 076 > 69, 54. Dari hasil tersebut terbukti bahwa media permainan monopoli IPA materi cara tumbuhan membuat makanan dapat meningkatkan hasil belajar siswa.
Penelitian pengembangan ini hanya terbatas pada materi cara tumbuhan membuat makanan, oleh sebab itu perlu adanya pengembangan pada materi lain khususnya IPA kelas V MI. Sehingga disarankan kepada guru mata pelajaran IPA agar mencoba mengembangkan permainan monopoli IPA yang lebih kreatif untuk dijadikan sumber media belajar bagi guru dan siswa dalam mendukung proses pembelajaran IPA di kelas.
ENGLISH:
Playing is a very interesting for everyone, especially for children who are often to spend most of their time for it. A game can be a source of learning or a learning media if the game has purpose to reach education or learning process. Piaget considered a game as a media to increase the cognitive development of children. With a game children can practice their competences and skills that they needs enjoy and pleasurable.
The development of learning media with a game background is one of alternatives of innovative provided media. In this term, learning innovative model tend to the theory of constructivism learning.
Based on the background of the problem above, therefore the researcher used the science monopoly about living plant and photosynthesis to increase the result of students learning especially in learning science.
The purpose of this research is to produce a product to develop which is appropriate to be the source of learning, to know the validation result from the expert through the appropriateness of the media, and to know the implication of the learning result at 5th grade students of MI Al Maarif 02 Singosari after used the media.
The result of the research based on the evaluation of the validator they are an expert of learning, an expert of learning media, an expert of field evaluation through the media is very appropriate and can be used as the learning media in the class.
The result of the 5th grade student who are learning use the media (experiment class) with the class which learn without using the media (control class) have significant differences about 90.076 for experiment class while for control class is about 69.54. It showed that the result of students learning of experiment class is higher than control class. And the result proved that the media can increase the student result in learning science especially about photosynthesis.
This development research only limited in the topic of photosynthesis, so that needs more development for the other material especially for science lesson at 5th grade of Elementary School. That’s why suggested to all of science teacher to try to develop the science monopoly which more creative to be the source learning for teacher and student to support the science learning process
Perilaku Penggunaan Gadget Pada Remaja Di Sekolah Berbasis Nilai Keagamaan: Studi Kasus Kualitatif Di Smp Khadijah Surabaya
Penelitian ini bertujuan untuk menganalisis perilaku penggunaan gadget pada remaja di sekolah berbasis nilai keagamaan, dengan mengambil studi kasus di SMP Khadijah Surabaya. Penelitian menggunakan pendekatan kualitatif dengan desain studi kasus untuk memperoleh pemahaman mendalam mengenai pola penggunaan gadget, motivasi siswa, serta dampaknya terhadap aspek akademik dan sosial. Data dikumpulkan melalui wawancara mendalam, observasi, dan dokumentasi terhadap siswa kelas VIII yang dipilih secara purposif berdasarkan intensitas penggunaan gadget. Analisis data dilakukan melalui proses reduksi data, pengodean, kategorisasi, dan penarikan tema. Hasil penelitian menunjukkan bahwa penggunaan gadget dipengaruhi oleh kebutuhan akademik dan hiburan, namun dalam praktiknya cenderung menunjukkan pola penggunaan berlebih yang berdampak pada penurunan konsentrasi belajar dan interaksi sosial. Temuan ini menunjukkan adanya ketegangan antara nilai-nilai kedisiplinan dan moderasi yang diajarkan sekolah dengan praktik penggunaan gadget siswa. Penelitian ini menegaskan pentingnya peran sekolah dan orang tua dalam membangun literasi digital yang selaras dengan nilai keagamaan dan perkembangan remaja.
Kata Kunci: Gadget, Remaja, Perilaku Digital
koamabayili/VECTRON-author-checklist: VECTRON author checklist
We have done our best to complete the author checklist relating to the use of animals in the hut study. Note that the objective for the hut study was to evaluate the IRS treatment applications for residual efficacy against Anopheles mosquitoes, including the local An. coluzzii mosquito population. Cows were only used to attract mosquitoes into the huts and no tests were carried out directly on the cows. The author checklist is intended for use with studies where experiments are carried out on animals, which is why we have had such difficulty in completing this for the hut study, as many of the questions do not relate to how the cows were used
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