57 research outputs found
Preliminary study of supermarket’s mobile application needs for Indonesian shopper / Shania Jiehan Geraldine and Dianing Ratri
The increasing interest in smart city development provides an opportunity for retail to enter into what is known as the smart retail concept. Smart retail is a smart shopping concept with the help of technology. One of the technologies that can be used in the implementation of smart retail is smartphones. In Indonesia, large supermarkets such as Yogya and Super Indo have implementing smartphone technology, into them of mobile applications. However, based on the results of user reviews in the App store/Playstore media, the application is still considered not very effective. This is what makes researchers interested in evaluating mobile applications for supermarkets. The method used in this research is mixed method by conducting Focus Group Discussions and Questionnaires. The results of the data were analyzed with the aim of finding problems commonly experienced by visitors. There were 6 FGD participants and 137 questionnaire respondents included in this study. Based on the results, it is found that the current applications do not meet consumer needs, this is because consumers prefer to shop directly at the supermarket. However, in the process of in-store shopping activity, problems are still often found, such as difficulty in finding the location of the product, the product is unavailable, there is no information on the price of the product on display, and so on. Thus, the type of application that has the potential as a solution to this problem is an application to help visitors in doing in-store shopping activity at the supermarket
THE EFFECTIVENESS OF HERRINGBONE TECHNIQUE TO TEACH READING VIEWED FROM STUDENTS’ SELF-ESTEEM (An Experimental Research in the Eighth Grade Students of SMPIT Az Zahra Sragen in the Academic Year of 2012/2013)
Rani Dianing Ratri. S891108086. The Effectiveness of Herringbone Technique to Teach Reading Viewed from Students’ Self-Esteem (An Experimental Research in the Eighth Grade Students of SMPIT Az Zahra Sragen in the Academic Year of 2012/2013). Thesis. First Consultant: Dr. Ngadiso, M.Pd, second Consultant: Dra. Dewi Rochsantiningsih, M.Ed, Ph.D. Surakarta. English Education Department, Graduate School of Faculty of Teacher Training and Education of Sebelas Maret University, Surakarta. 2014.
The objectives of this research are: (1) to find out whether Herringbone technique is more effective than direct teaching to teach reading skill in the eighth grade students of SMP IT Az Zahra Sragen in the academic year of 2012/2013; (2) to find out whether reading skill of the students having high self-esteem is better than those having low self-esteem in the eighth grade students of SMP IT Az Zahra Sragen in the academic year of 2012/2013; and (3) to find out whether there is an interaction between teaching techniques and students’ self-esteem in the eighth grade students SMP IT Az Zahra Sragen in the academic year of 2012/2013.
The research was an experimental study. The research was conducted in SMPIT Az Zahra Sragen. The population was the eighth grade students of SMPIT Az Zahra Sragen in the academic year of 2012/2013. The researcher used cluster random sampling to get the sample. There were two classes used as samples. They were experimental class which was taught with Herringbone and the other class was as control class which was taught with direct instruction. Those two classes consisted of 24 students. The instruments of collecting data were reading test and questionnaire. The data were analyzed by using multifactor analysis of variance 2x2. Then, it was analyzed by using Tukey test.
The research findings show that: (1) Herringbone is more effective than direct instruction to teach reading skill; (2) The students having high self-esteem have better reading skill than the students having low self-esteem; and (3) There is an interaction between teaching techniques and students’ self-esteem in teaching reading skill.
Based on the research findings, this research was aimed to give and provide information and knowledge for the teachers, readers, and other researchers who need information about Herringbone technique to teach reading.
Key words: reading skill, Herringbone Technique, Direct Instruction, self-esteem, experimental study
ABSTRAK KEEFEKTIFAN MODEL PEMBELAJARAN KOOPERATIF DENGAN TEKNIK THINK- PAIR-SHARE DALAM MENINGKATKAN KEAKTIFAN BELAJAR DAN HASIL BELAJAR EKONOMI SISWA KELAS X SMA NEGERI 1 PRAMBANAN KABUPATEN SLEMAN
ABSTRAK KEEFEKTIFAN MODEL PEMBELAJARAN KOOPERATIF DENGAN TEKNIK THINK- PAIR-SHARE DALAM MENINGKATKAN KEAKTIFAN BELAJAR DAN HASIL BELAJAR EKONOMI SISWA KELAS X SMA NEGERI 1.PRAMBANAN KABUPATEN SLEMAN
Oleh: Tian Wuri Dianing Ratri Program Studi Pendidikan Ekonomi Universitas Negeri Yogyakarta 08404241027
Penelitian ini bertujuan untuk mengetahui: 1) keefektifan metode pembelajaran teknik Think- Pair-Share dalam meningkatkan keaktifan belajar siswa dalam mata pelajaran ekonomi; 2) keefektifan metode pembelajaran teknik Think-Pair-Share dalam meningkatkan hasil belajar siswa dalam mata pelajaran ekonomi; 3) keefektifan metode Think-Pair-Share dalam meningkatkan keaktifan belajar dibandingkan dengan metode konvensional; 4) keefektifian metode Think-Pair- Share dalam meningkatkan hasil belajar siswa dibanding dengan metode konvensional. Penelitian ini merupakan penelitian eksperimen dengan desain control-group pretest-postest design. Populasi penelitian ini adalah siswa kelas X SMA Negeri 1 Prambanan yang berjumlah 192 siswa. Pemilihan sampel dilakukan dengan teknik purposive random sampling sehingga didapatkan 2 kelas sebagai kelompok eksperimen (KE) dan kelompok kontrol (KK). Teknik pengumpulan data menggunakan dokumentasi, angket dan tes. Teknik analisis data menggunakan statistik deskriptif dan uji-t. Hasil penelitian menunjukkan bahwa: 1) Metode Think-Pair-Share sebagai metode pembelajaran efektif dalam meningkatkan keaktifan belajar siswa dalam mata pelajaran ekonomi. Didapatkan t hitung keaktifan belajar pada kelompok eksperimen 20,728 dengan taraf signifikansi sebesar 0,000; 2) Metode Think-Pair-Share sebagai metode pembelajaran efektif dalam meningkatkan hasil belajar siswa dalam mata pelajaran ekonomi dibuktikan dengan t hitung hasil belajar pada kelompok eksperimen 11,823 dengan taraf signifikansi 0,000; 3) Keaktifan siswa pada kelompok yang menggunakan metode Think-Pair-Share lebih tinggi daripada kelompok yang menggunakan metode ceramah, didapatkan t hitung 7,862 dengan signifikansi 0,000 dan rata-rata keaktifan akhir pada kelompok eksperimen 61,50 sedangkan pada kelompok kontrol 50,31; 4) Hasil belajar ekonomi pada kelompok yang menggunakan metode Think-Pair-Share lebih tinggi daripada hasil belajar ekonomi pada kelompok yang menggunakan metode ceramah. Didapatkan t hitung 4,606 dengan signifikansi 0,000, dan rata-rata hasil belajar ekonomi (post-test) pada kelompok eksperimen sebesar 81,09 sedangkan pada kelompok kontrol 71,88.
Kata Kunci: Metode Think-Pair-Share, Keaktifan Belajar, Hasil Belajar
Improving Emotional Affordance in Negative Emotional Themed Book App through Familiar Gesture
Emotion is the important role key to adapt in society. Emotion, especially negative emotion has to be learned since early age, as it is not something that a person was born with. As not all parents were born as a natural instructor, there are a lot of tools introduced with emotional learning content, including children literature. Like printed book, a new form of digital literature called book-app has potency as emotional learning tool, not only because of its storytelling’s power but also thanks to its interactive feature. Most of the existing book-apps, however, are lack of engaging interactive feature which resulting in low emotional affordance. The non-engaging interactive feature is not only causes a distraction during storytelling, but also lowers children’s personal response of emotion-learning content.
The purpose of this study is to investigate the effective method in improving emotional affordance in negative emotional themed book-app, thus increasing the value of its emotional learning content. The primary target of this study is children age 6-8 years old who are in first to third grade of elementary school, as children at these years meet new social challenge in form of school and peers. There are four research questions which guided the study, including investigation on how children cope with negative emotion, review on how emotion-learning content delivered in different media, evaluation on how emotional learning content is carried by existing book-app, and lastly how to improve emotional affordance in emotive-themed book app by integrating interactive feature with emotional learning content inside the story.
This study used a qualitative research approach with application of designed-based research (DBR) method. The process included analysis of problems by literature study, review on existed book-app with negative emotion theme and data collecting from questionnaire; development of solutions through prototype building; iterative cycles of prototype testing; and evaluation of design solution’s validation. The conclusion delivers a design suggestion in how to improve emotional affordance inside negative emotional themed book-app through interactive visualization of familiar gesture.
Keywords: Book-app, Emotional Affordance, Negative Emotion, Emotion-learning content;감정은 사회 적응에서 중요한 역할을 한다. 특히 부정적인 감정은 인간이 타고 나는 것이 아니기 때문에 어린 나이에 배워야 한다. 모든 부모가 타고난 교육자가 아닌 관계로, 아동 문학을 포함하여 감정 학습 콘텐츠를 담은 여러 도구들이 도입되었다. 새로운 형태의 디지털 문학인 북앱은 인쇄 서적과 마찬가지로 감정 학습 도구로서의 잠재성을 지닌다. 스토리텔링의 힘을 지니고 있을 뿐만 아니라 상호작용 기능이 있기 때문이다. 하지만 기존 북 앱들은 상호작용 기능 참여도가 낮아 감정적 행동유도성(emotional affordance)이 떨어지는 경향이 있다. 비참여적 상호작용 기능은 스토리텔링에 대한 집중을 방해할 뿐만 아니라, 감정 학습 콘텐츠에 대한 아동의 반응을 감소시킨다.
본 연구의 목적은 부정적 감정을 주제로 하는 북 앱에서 감정적 행동유도성을 높이는 효과적인 방식을 연구하고, 이를 토대로 감정 학습 콘텐츠의 가치를 높이는 것이다. 주 연구 대상은 초등학교 1~3학년에 재학 중인 6~8세 아동이다. 이 나이대의 아이들은 학교와 또래라는 새로운 사회적 도전에 직면하게 된다. 이에 따라 본 연구에서는 네 가지 연구 문제를 설정했다: 아동이 부정적인 감정에 대처하는 방식을 조사하고, 여러 매체에서 감정 학습 콘텐츠를 전달하는 방식을 검토하며, 기존 북 앱에서 감정 학습 콘텐츠를 수행하는 방식을 평가하고, 상호작용 기능을 이야기 속 감정 학습 콘텐츠와 통합시켜 감정 주제 북 앱에서 감정적 행동유도성을 향상시키는 방식에 대해 연구하였다.
본 연구에서는 설계 기반 연구(design-based research, DBR) 방식을 적용한 질적 연구법을 이용했으며, 연구과정에 문헌 연구를 통한 문제 분석, 부정적인 감정 주제와 질문지를 통한 자료 수집을 바탕으로 기존 북 앱 검토, 원형 구축 및 반복적인 원형 테스트 주기를 통한 해결책 확립 및 설계, 디자인 제안에 대한 확인 평가가 포함된다. 연구 결과, 상호작용 활동에 친숙한 제스처를 적용할 경우, 이야기는 물론 등장 인물에 대한 사용자의 공감을 자극하여 부정적인 감정 학습 콘텐츠에 대한 이해도를 높일 수 있는 것으로 나타났다. 뿐만 아니라, 감정 주제 북 앱의 감정적 행동유도성을 개선하기 위해서는 다양한 유형의 제스처 상호작용을 적용하기보다는 제스처 상호작용 내에서 콘텐츠를 향상시키는 것이 더 중요한 것으로 나타났다.
주제어: 북 앱, 감정적 행동유도성, 부정적 감정, 감정 학습 콘텐츠I. INTRODUCTION 1
A. Background 1
B. Problem Statement and Study Purpose 3
C. Significance of the Study 4
D. Overview Methodology 5
E. Definition of Term 7
II. LITERATURE STUDY 9
A. Children and negative emotion 9
1. Definition and classification of emotion 9
2. Theory of children coping with negative emotion 12
3. Affection and body gesture as moral support 15
4. Summary 16
B. Delivering emotion learning content to children 17
1. Delivering emotion learning through picturebook 17
2. Delivering emotion learning through online media 21
3. Delivering negative emotion learning through tablet application 25
4. Summary 33
C. Gesture User Interface (GUI) and interactivity in tablet application 34
1. Definition of gesture 34
2. How GUI works in tablet 35
3. Interactive feature trends in children application 37
4. Children and GUI usability 40
5. Critiques of interactive feature in children book-app 44
6. Summary 45
D. Interactive feature in emotive themed book-app for children 45
1. Gesture User Interface (GUI) Assessments for children book-app 46
2. Mapping interactivity inside emotive themed book-app 51
3. Summary 70
E. Building emotion affordance through character 72
III. METHODOLOGY 75
A. Research Questions 75
B. Participant and context 76
C. Material and data sources 78
D. Design Research 79
1. Problem analysis 79
2. Solution development 80
3. Testing and refinement of solution 81
4. Analyses and design suggestion 84
IV. DESIGN RESULT 85
A. Mapping the required contents 85
1. Application of emotional learning content 85
2. Application of visual language content 86
3. Application of Gesture User Interface 88
B. Design Process 89
1. Story development and scenario 91
2. Character design and setting 98
3. Visualization of movement and gesture 100
C. Usability Test 105
1. Participant 106
2. Material 106
3. Procedure 106
4. Result 108
5. Analysis 119
V. CONCLUSION 123
A. Conclusion 123
B. Limitation & suggestion for future studies 125
REFERENCES 127
APPENDICES 136
Appendix A: Storyboard 136
Appendix B: Usability test notification for institution 146
Appendix C: Usability test notification for parents 148
Appendix D: Consent letter for parents 150
Appendix E: Consent letter for children 153
Appendix F: Pre-session questioner sheet 155
Appendix G: Post-session questioner sheet 156
ABSTRACT IN KOREAN 15
Analisis Permintaan dan Penawaran Industri Minyak Goreng Kelapa di Indonesia
Penelitian ini berjudul Analisis Permintaan dan Penawaran Industri Minyak Goreng Kelapa di Indonesia dengan menggunakan data deret waktu periode 1983-2002. Pemilihan judul ini dilatarbelakangi oleh pentingnya peranan minyak goreng dalam perekonomian. Minyak goreng berperan sebagai salah satu aspek dalam pengendalian inflasi, pemenuhan kualitas gizi konsumsi pangan, penciptaan nilai tambah dan penyerapan tenaga kerja. Selain itu, minyak goreng juga berperan dalam pengehematan devisa dan penciptaan pendapatan petani
Analisis Representasi Visual Budaya Irlandia dalam Worldbuilding Animasi Wolfwalkers (2020)
Budaya sebagai identitas masyarakat yang tidak dapat dilepaskan dari segala aspek kehidupan, semakin marak menjadi basis dalam merancang dunia baru (worldbuilding). “Wolfwalkers” (2020) merupakan animasi yang telah menyabet berbagai penghargaan, dengan worlbuilding fantasi yang lekat akan budaya dimana animasi tersebut berasal, Irlandia. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana budaya Irlandia tersebut mempengaruhi worldbuilding animasi “Wolfwalkers” (2020). Metode penelitian yang dilakukan yaitu, metode kualitatitf dengan studi kepustakaan sebagai landasan analisis. Hasil penelitian berdasarkan pendekatan teori unsur kebudayaan universal C. Kluckhohn yang kemudian dikaji lebih lanjut menggunakan kaidah perancangan worldbuilding animasi fantasi J.P. Wolf. Kesimpulan pada penelitian ini adalah, setiap unsur kebudayaan Irlandia mempengaruhi aspek-aspek dalam worldbuilding animasi “Wolfwalkers” (2020). Unsur atau aspek tersebut ada yang dimodifikasi, ada pula yang ditampilkan apa adanya. Kemudian, beberapa unsur ditampilkan eksplisit dan sisanya implisit. Selanjutnya, kontradiksi dan konsistensi unsur kebudayaan ditampilkan berdampingan untuk menciptakan keseimbangan pada worldbuilding animasi.
Analysis of the Effectiveness of Gamification Elements in Mobile-Based English Learning Applications for Elementary School Students
The limited engagement and motivation of elementary school students in traditional English learning methods present a challenge that mobile-based language learning applications can address. This research examines the gamification elements in three popular mobile-based English learning applications—Duolingo, Busuu, and Simpler—to evaluate their effectiveness in enhancing student motivation and learning outcomes. The study employs a descriptive comparative method, utilizing observation sheets as research instruments to analyze the presence and impact of gamification features such as points, leaderboards, levels, missions, and achievements. Data were analyzed using literature review and document analysis techniques to compare gamification strategies across the applications. The results reveal that Duolingo excels in utilizing gamification features comprehensively, fostering high user engagement through competitive and achievement-driven elements. Busuu integrates gamification with social interaction, emphasizing collaborative learning experiences, while Simpler employs minimal gamification with a focus on simplicity and accessibility. Overall, gamification enhances user motivation and supports language skill development, including reading, writing, speaking, and listening. This study highlights the potential of gamification-based mobile learning to address challenges in traditional education and provide engaging, effective learning experiences tailored to digital-native students
WOMEN’S POSITION IN JOE WRIGHT’S PRIDE AND PREJUDICE MOVIE (2005): A FEMINIST APPROACH
The aim of this research is to know the women’s position in Joe Wright’s Pride and Prejudice movie. The objective of this study is to analyze the movie based on its structural analysis and its feminist analysis. This research is qualitative research. The object of this study is Joe Wright’s Pride and Prejudice movie published in 2005 by Universal Pictures. The data sources are divided into two, namely primary and secondary data source. The primary data
source is Pride and Prejudice movie directed by Joe Wright released in 2005 and secondary data source is the other sources that are the reference and material taken from book and internet related to the analysis of the movie. The method of data collecting is library research. Both data are collected through library research and analyzed by descriptive analysis. The result of the study shows that the major character has equal position in society. It means that the women’s position, women’s role, women’s right, and
women’s participation are not appropriate with English society in the movie
Perbandingan Representasi Berduka melalui Warna Game Arise dan Game Gris
Warna adalah unsur seni yang sangat kaya akan rasa, informasi, dan peran. Warna menjadi pokok penting dalam penggerakan narasi visual . Salah satu contohnya adalah dalam sebuah gim, warna-warna tertentu dapat membantu pemain mengidentifikasi proses permainannya. Hal inilah yang menjadi fungsi utama warna dalam gim Arise: A Simple Story (2018) dan GRIS (2019). Kedua permainan ini memiliki tema berduka dengan memanfaatkan atmosfer warna pada tiap-tiap tahapan berdukanya. Dalam jurnal ini akan dibahas mengenai perbedaan serta persamaan narasi visual warna yang digunakan oleh kedua permainan serta bagaimana psikologi warna tersebut mampu mengartikulasikan emosi kompleks saat berduka. Penelitian menggunakan metode kualitatif komparatif berdasarkan teori psikologi asosiasi warna Goethe dan teori 5 tahap berduka Kubler-ross. Hasil dari penelitian ini ialah data komparasi asosiasi warna dari tiap tahap, visualisasi warna dari emosi berduka berdasarkan data kedua gim, dan kesimpulan bahwa asosiasi warna terbentuk dari karakter warna itu sendiri.
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