1,721,011 research outputs found
KOMPETENSI TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE (TPACK) GURU SOSHUM SETINGKAT SMA
Pada abad ke 21 guru perlu menantang dan mimiliki kompetensi Pengetahuan Konten Pedagogis Teknologi (TPACK). TPACK adalah pembaharuan yang dirancang, pedagogi, dan konten. Kompetensi TPACK sangat dibutuhkan oleh guru SOSHUM untuk membuat pembelajaran yang cerdas dan kreatif, diperoleh bidang studi SOSHUM lebih lanjut tentang bidang pengetahuan, fakta dan konsep-konsep yang menggunakan hafalan. Faktor jender dalam kompetensi TPACK guru SOSHUM perlu dioptimalkan. Jender diartikan sebagai perbedaan yang terlihat di antara laki-laki dan perempuan yang dapat dilihat dari segi nilai dan komunikasi. Oleh karena itu, tujuan penelitian ini untuk mengetahui kompetensi TPACK Guru SOSHUM berdasarkan jender.Melalui penelitian kuantitatif dengan desain penelitian komparatif, diperoleh hasil penelitian, ada perbedaan pada kompetensi, TPACK, guru SOSHUM berdasarkan jender
PENGEMBANGAN MULTIMEDIA TUTORIAL TOPOLOGI JARINGAN UNTUK SMK KELAS X TEKNIK KOMPUTER DAN JARINGAN
Kurikulum 2013 telah dirancang dan dikembangkan untuk menjawab tantangan zaman. Pada pelaksanaannya seringkali sekolah belum dapat menerapkan secara optimal. Kurangnya media pembelajaran yang memanfaatkan komputer merupakan satu dari beberapa penyebabnya. Ketersediaan fasilitas harusnya dapat dimanfaatkan agar pembelajaran lebih optimal. Penelitian ini memiliki tujuan untuk mengembangkan Multimedia Tutorial Topologi Jaringan yang ditujukan pada kelas X Teknik Komputer dan Jaringan. Metode penelitian yang dipilih pada penelitian ini adalah Research and Development (metode penelitian dan pengembangan) dengan model pengembangan Multimedia Based Instructional Design. Dalam uji validasi AhligMaterigdan Media menilai Multimedia Tutorial Topologi Jaringan layak digunakan untuk pembelajaran. Nilai rata-rata ahliomateripdan media adalah 4,45 dan 4,9 dari rata-rata nilai tertinggi adalah 5. Dalam uji coba Multimedia Tutorial Topologi Jaringan mendapatkangnilai yang cukup baik, dari 24 siswa diperoleh rata-rata keseluruhan jawaban audiens berjumlah 3,2 dari total rata-rata yang jawaban yang diharapkan 4,00. Sehingga diperoleh hasil bahwa multimedia tutorial layak untuk digunakan
Playing Follow the Color in Interactive Surface for Gross Motor Skill of Early Childhood
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
Gamification Developments in Education: PERKEMBANGAN GAMIFIKASI DI BIDANG PENDIDIKAN
Gamification is an emerging trend in many sectors and is being adopted in many different contexts for a variety of purposes. Gamification has the potential to increase motivation, participation, and social influence among its users. In education, it has proven to be effective in increasing student interest in learning, as well as providing challenges that can improve the quality of learning materials. The incorporation of gamification elements in learning has been shown to positively impact learners by fostering motivation, engagement, skill development, and a sense of achievement, thereby enhancing the overall learning experience. This article aims to outline the growth of gamification implementation in Indonesia, both conceptually and empirically in education. It is important to map the application of gamification in Indonesia that is published in journals published in Indonesia. The method used in this research was the Systematic Literature Review, the data was obtained from the publication portal site gerba digital reference (Garuda) with the keyword of "gamification" during 2018-2022, and analyzed using the SLR method as described by Kitchenham and Charters. The findings of this study state that there has been an increase in the use of gamification during the Covid-19 pandemic. Higher education is the level of education that uses the most gamification approaches in learning activities. Points and leaderboards are the most widely used elements to motivate and increase learner engagement. Gamification is proven to make the learning environment more interactive.Gamification is an emerging trend in many sectors and is being adopted in many different contexts for a variety of purposes. Gamification has the potential to increase motivation, participation and social influence among its users. In education, it has proven to be effective in increasing student interest in learning, as well as providing challenges that can improve the quality of learning materials. The incorporation of gamification elements in learning has been shown to positively impact learners by fostering motivation, engagement, skill development and a sense of achievement, thereby enhancing the overall learning experience. This article aims to outline the growth of gamification implementation in Indonesia both conceptually and empirically in education. It is important to map the application of gamification in Indonesia that is published in journals published in Indonesia. The method used in this research is Systematic Literature Review, data obtained from the publication portal site gerba digital reference (Garuda) with the keyword used is "gamification" in 2018-2022. The findings of this study state that there has been an increase in the use of gamification during the Covid-19 pandemic. Higher education is the level of education that uses the most gamification approaches in learning activities. Points and leaderboards are the most widely used elements to motivate and increase learner engagement. Gamification is proven to make the learning environment more interactive
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
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