157 research outputs found

    Hitome de wakaru Shina jihen to Nisso kankei echizu /

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    Relief shown by shading and pictorially.; 880-06 Published as supplement to a women magazine, 'Fujin Kurabu', Nov 1937 issue.; Legends include: frontline of China-Japan conflict, pill box of Soviet Army front lines, military ports, military airports, disposition of Red Army troops, the Great Wall of China, areas occupied by the Japanese army in the Sino-Japanese Conflict so far (as of 1 October 1937), areas bombed by the Japanese (as of 1 October 1937).; The main map includes numerous pictorial features of people in each country and region on the map. Names of major cities are given, and several charts, such as a chronological chart of development of Sino-Japanese War and the chart of Soviet Union's army's armaments.; 880-07 Seizu Ebihara Bingo --- on the edge of two maps on the other side; Also available online http://nla.gov.au/nla.map-vn6856147. Cartoon style map of China (Japanese Women's Club)Map of East Asia and Soviet, detailing the development of the SIno-Japanese Conflict and the relationship of the Soviet Union and Japan at that time.Shina jihen to Nisso kankei echizu880-03 title of the map on verso: Konan chiho jikyoku shosaizu880-0 4 title of the map on verso: Shanhai, Nankin fuki

    Il Bingo. Consociazioni fra disaffiliati in una sala giochi siciliana

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    Analysing customers attending a Sicilian Bingo hall, the article identifies a subsidiary kind of sociability for those people who, due to traumatic events such as losing a job, the death of a spouse or divorce, have experienced a progressive estrangement from their usual social life, and the consequent weakening or loss of bonds of solidarity. The concepts of «consociation» and «disaffiliation» are the interpretative frames of analysis adopted by the author to examine the material collected from 30 semi-structured interviews with players selected from a larger sample of 160 frequent customers of the Bingo hall in the city of Marsala. The Bingo hall allows the creation of alternative forms of sociability which are here indicated by the author as «consociations among the disaffiliated», taking place almost daily through contact between players who share various interests, goals and rituals inside the space used for the game. The author describes a universe of meaning in which a collective challenge, Alea, is celebrated at each «round of Bingo», which has its waiting times, its rituals as well as some specific beliefs shared only by the participants in the game. Inside the Bingo hall the players gradually realize opportunities to socialize that reconstitute the conditions of a shared social capital no longer present in the outside world

    MODEL PEMBELAJARAN ARTIKEL BAHASA JERMAN MELALUI PENGGUNAAN PERMAINAN BINGO

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    Artikel merupakan bagian penting dalam bahasa Jerman. Bahasa Jerman memiliki ciri khas tersendiri, yaitu setiap nomina dalam bahasa Jerman memiliki Artikel. Dalam pembelajaran bahasa Jerman, banyak peserta didik mengalami kesulitan untuk mengingat Artikel setiap nomina. Untuk mengatasi persoalan ini, maka dilakukan sebuah penelitian tentang model pembelajaran Artikel bahasa Jerman melalui penggunaan permainan Bingo. Penulis mencoba menggambarkan Rencana Pelaksanaan Pembelajaran (RPP) yang di dalamnya terdapat penerapan permainan Bingo dan dapat melibatkan seluruh peserta didik menjadi aktif di dalam kelas. Tujuan dari penelitian ini adalah untuk: 1) menyusun model pembelajaran Artikel bahasa Jerman dengan menggunakan permainan Bingo, 2) mendeskripsikan langkah-langkah pembelajaran Artikel dengan permainan Bingo. Metode yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif. Hasil penelitian ini yaitu model pembelajaran Game Based Learning (GBL) dengan menggunakan permainan Bingo. Langkah-langkah pembelajaran Artikel bahasa Jerman dengan menggunakan permainan Bingo dapat dilihat sebagai berikut: 1) pengajar menyiapkan permainan Bingo, 2) pengajar menjelaskan kepada peserta didik tentang aturan permainan Bingo, 3) peserta didik dibagi menjadi beberapa kelompok dan setiap kelompok beranggotakan lima pemain, 4) setiap pemain memulai permainan dari area strat papan permainan, 5) pemain akan berhenti di petak “der”, “die”, atau “das” dan menempatkan kartu yang bertuliskan Artikel pada gambar nomina, 6) pemenangnya adalah orang yang pertama menempatkan secara horizontal, vertikal, atau diagonal dan berteriak “Bingo”, 7) para pemain mengisi LKS, 8) pengajar dan peserta didik membahas hasil kerja peserta didik. Dari penelitian tersebut penulis menyarankan agar dilakukan penelitian lebih lanjut mengenai penggunaan permainan Bingo dalam pembelajaran struktur bahasa Jerman lainnya. The article is an important part in German. The German language has its uniqueness, every noun in German has its article. In learning German, many students have difficulty remembering the articles of each noun. To solve this problem, the author conducted research on the German artickle teaching model using Bingo game. The author tried to describe the lesson plan in which the Bingo game is used so that all students participate actively. This study aims to find out the following: 1) Describe the lesson plan for the teaching model with the Bingo games, 2) Describe the stages of learning the article using the Bingo game. The descriptive-qualitative method was used in this study. The result of this research, GBL model can be a learning model with a Bingo games. The steps of the learning process for the German article with the Bingo game are as follows: 1) The teacher prepares the Bingo game, 2) The students work as a group, each group consists of five players, 3) The teacher explains the rules of the game, 4) each player starts the game from the start of the board game. 5) The player will stop in the field “der”, “die”, or “das” and place a card with the article’s label in the noun image. 6) The winner is the one who could reach the first place horizontally, vertically or diagonally in a row and calls “Bingo”. 7) The students solve the exercises 8) The teacher and the students discuss the results of the tasks. From the research results, the author suggests a further investigation of the use of the Bingo game in other German language structures

    Magic in bingo

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    Author looks at the popular American pastime of BINGO. This game is the ideal for an anthropological study of magic because not only is the game based on pure chance, with a lot of hope on the part of the participants, but the participants themselves represent a wide range of people. Magic is used by people to try to influence the outcome of situations or events over which they have no physical control. In the games author attended, there was an adequate representation of both sexes, a wide range in ages, a good mixture of ethnic backgrounds, and a fairly good array of social classes in attendance. Even with all of this variation present, there was one common factor: magic. Although not everyone practiced magic, of those who did, there was no apparent domination of anyone type of practitioner. In this paper author describes the various kinds of magic practices being utilized and discusses the sequence of their occurrence

    PENGGUNAAN PERMAINAN BINGO DALAM PEMBELAJARAN NOMINA BAHASA JERMAN

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    Bahasa Jerman merupakan bahasa asing yang dipelajari di banyak SMA di Indonesia. Untuk menguasai bahasa tersebut pembelajar harus menguasai empat keterampilan dasar bahasa yaitu mendengarkan, berbicara, membaca dan menulis. Keempat keterampilan tersebut dapat dikuasai jika pembendaharaan kata seperti penguasaan nomina dari pembelajar baik. Berdasarkan pengalaman penulis ketika melaksanakan praktik mengajar (PPL) di sekolah, siswa mengalami kesulitan dalam penguasaan nomina. Oleh karena itu penulis tertarik untuk melakukan penelitian tentang penggunaan Bingo dalam pembelajaran nomina bahasa Jerman. Penelitian ini bertujuan untuk mengetahui: (1) Penguasaan nomina bahasa Jerman siswa sebelum penerapan permainan Bingo, (2) Penguasaan nomina bahasa Jerman siswa sesudah penerapan permainan Bingo, (3) Efektivitas penggunaan permainan Bingo dalam pembelajaran nomina bahasa Jerman. Penelitian ini menggunakan metode quasi Experiment dengan model One Group Pretest-Posttest Design. Populasi dalam penelitian ini adalah seluruh siswa kelas XI SMA Pasundan 1 Bandung dan sebagai sampel diambil siswa kelas XI MIPA 3 sebanyak 31 orang. Instrumen penelitian ini adalah tes tertulis dan instrumen pelengkapnya adalah Rencana Pelaksanaan Pembelajaran. Hasil analisis data menunjukkan bahwa: 1) Pada hasil pretest diperoleh nilai rata-rata sebesar 57,64. Hal ini menunjukkan bahwa kemampuan siswa dalam pembelajaran nomina bahasa Jerman sebelum penggunaan media permainan Bingo termasuk ke dalam kategori “cukup”, 2) Pada hasil posttest diperoleh nilai rata-rata sebesar 76,54. Hal ini menunjukkan bahwa kemampuan siswa dalam pembelajaran nomina bahasa Jerman setelah menggunakan media permainan Bingo termasuk ke dalam kategori “baik”, 3) Berdasarkan hasil uji t diperoleh t-hitung> ttabel(8,51>2,04) dengan taraf signifikansi (α) 0,05. Hal tersebut menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil pretest dan posttest. Dengan demikian dapat dikatakan bahwa permainan Bingo efektif meningkatkan kemampuan siswa dalam pembelajaran nomina dan dapat dijadikan media alternatif dalam meningkatkan penguasaan nomina bahasa Jerman.---- Deutsch ist eine Fremdsprache, die in vielen Oberschulen in Indonesien gelernt wird. Um diese Sprache gut zu beherrschen, muss man die vier Grundsprachfertigkeiten, nämlich Hören, Lesen, Schreiben und Sprechen, vermögen. Die vier Fertigkeiten sind möglich zu vermögen, wenn die Beherrschung des Wortschatzes bzw. des Nomens von den Lernenden auch gut ist. Aus der Erfahrung der Verfasserin beim Lehrpraktikum in einer Schule ist herausgefunden, dass die Schüler noch Schwierigkeiten bei der Beherrschung des Nomens haben. Deswegen interessiert sich die Verfasserin für eine Untersuchung über die Anwendung des Bingo-Spiels, um dieses Problem zu bewältigen. Diese Untersuchung hat Ziel, folgende Aspekte herauszufinden, nämlich (1) die Beherrschung des deutschen Nomens von Schülern vor der Anwendung des Bingo-Spiels, (2) die Beherrschung des deutschen Nomens von Schülern nach der Anwendung des Bingo-Spiels, (3) die Effektivität der Anwendung des Bingo-Spiels im Unterricht des deutschen Nomens. In dieser Untersuchung ist die quasiexperimentelle Methode mit dem One Group Pretest-Posttest Design angewandt. Zu der Population der Untersuchung zählen alle Schüler in der Klasse XI SMA Pasundan 1 Bandung und als Probanden gelten die Schüler in der Klasse XI MIPA 3, nämlich 31 Personen. Die in dieser Untersuchung verwendeten Instrumente sind der schriftliche Test als Hauptinstrument und die Lehrskizze als Zusatzinstrument. Anhand der Untersuchungsergebnisse sind folgende Punkte festzustellen, (1) die Durchschnittsnoten im Prätest betragen 57,64 und gehören zu der Kategorie “ausreichend”, (2) die Durschschnittsnoten im Posttest sind 76,54 mit Kategorie “gut”, (3) Angesichts des t-Tests ist herauszufinden, dass t-Rechnung > t-Tabelle (8,51>2,04) mit Signifikanzgrad (α) 0,05 ist. Das zeigt, dass es eine signifikante Steigerung von dem Prä- und Posttest gibt. Anschließ kann festgestellt werden, dass das Bingo-Spiel effektiv zur Steigerung der Beherrschung des Nomens von Schülern ist und als Alternative im Deutschunterricht verwendet werden kann. ----German is a foreign language that is learned in many high schools in Indonesia. In order to master this language well, one must be able to do the four basic language skills, namely listening, speaking, reading and writing. These four skills can be mastered if the mastery of the vocabulary or noun is also good. From the author's experience of teaching internship at a school, it has been found that students still have difficulty in mastering the noun. Therefore, the author is interested in a study into the application of the bingo game to overcome this problem. This study aims to find out the following aspects: (1) The mastering German noun of students before using of Bingo game, (2)The mastering German noun of students after using the Bingo game, (3) the Effectiveness of the use of the Bingo game in the lesson of the German noun. In this study, the quasi-experimental method with the One Group Pretest-Posttest Design is applied. The population of the study are all students in class XI SMA Pasundan 1 Bandung and subjects are class XI MIPA 3, 31 persons. The used instruments in this study are the written test as the main instrument and the teaching plant as an additional instrument. From the results of the study, the following points should be noted: (1) The average scores in the pretest are 57.44 and belong to the category "sufficient", (2) The average scores in the posttest are 76.54 with the category "good", (3) According to the t-test, it can be seen that t-value > t-distribution (8.51 > 2.04) with degree of significance (α) is 0.05. It shows that there is a significant increase from the pretest and posttest. It can be concluded that the Bingo game is effective for increasing the mastery of the noun of students and should be used as an alternative in German lessons

    Application of Case-based Reasoning Methodology to Bingo Lottery Benchmark Model

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    AbstractThe paper is dedicated to the problem of application the case based reasoning methodology to decision making problem under risk. As a benchmark problem the Bingo lottery problem has been considered. The attention is focused on the problem of modeling uncertainty parameters and similarity measure. General fuzzy trapezoidal numbers (GFTN) are proposed for modeling parameters with imprecise interval representation. The Shi-Jay-Chen similarity measure is applied for evaluating similarity of imprecise parameters. The spreadsheet simulation model has been implemented for verification of the proposed models. The similarity measure sensitivity analysis of interval size and confidence degree is don

    La recherche d'information dans les textes médicaux

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    @conference{ac-Lucas-2004-4, author = {Lucas, Nadine}, title = {La recherche d'information dans les textes médicaux}, booktitle = {Journées Bingo Lyon}, year = {2004}, month = {octobre}, organization = {Bingo}

    Textual data mining and document descriptors

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    @conference{ac-Lucas-2006-1, author = {Lucas, Nadine}, title = {Textual data mining and document descriptors}, booktitle = {Journées Bingo Saint-Etienne}, year = {2006}, month = {janvier}, organization = {Bingo}

    Structure des documents et fouille de données textuelles

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    @conference{ac-Lucas-2005-2, author = {Lucas, Nadine}, title = {Structure des documents et fouille de données textuelles}, booktitle = {Journées Bingo Caen}, year = {2005}, month = {juin}, organization = {Bingo}

    Environment and Culture -Observation on Rise and Fall of GOGYOSAI in Bingo-

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    application/pdfGOGYOSAI performed in Bingo Region is a religious dance born in Genroku period. It is a unique KAGURA (religious dance) that consists of not only dancing and singing but also praying ROKUSAIMON. The prayer is written on the basis of Chinese philosophy. It shows the people the sympathetic love between man and woman,parents and children to overcome death. The GOGYOSAI was so successful since its birth,but after 1955 it started to decline. Researchers gave various reasons for the decline of the GOGYOSAI. In this paper,the author compares the relationship between the reduction in matsutake mushroom production and the decline of GOGYOSAI. He conceived an idea that the destruction of SATOYAMA,which is the product of human activity relating to the nature,caused the decline of GOGYOSAI. He concludes that the environmental destruction results not only that of natural environment but also the destruction of cultural environment as well.departmental bulletin pape
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