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Improving Critical Thinking Skills of Elementary School Students through Composter Innovation Learning 通过堆肥创新学习提高小学生批判性思维能力
Pub Date : 2022-02-01 DOI: 10.25037/pancaran.v11i1.382
E. Yuliani, A. S. Nudzikrinia, R. Setianingrum, A. Sari, S. Supeno
Critical thinking is a skill that needs to be developed, practiced, and applied in the curriculum so that students are actively involved in learning. Learning activities that require students to analyze, synthesize, and evaluate information to solve problems and make decisions can sharpen critical thinking skills. The essential thinking ability of elementary school students still needs to be improved because the teacher still dominates the implementation and learning process. This study aims to improve the critical thinking skills of elementary school students through learning composter innovation. The learning was carried out during two face-to-face meetings with the learning material about composters. During the learning process, teaching and learning activities are more oriented towards student-centered learning, where students learn by observing, asking questions, and evaluating. Students also practice making composter innovations from materials obtained from the surrounding environment. Students' critical thinking is measured by using several questions posed to students. The results showed that the essential thinking ability of most of the students had increased. Learning by utilizing natural objects like this can be an alternative for teachers to improve the critical thinking skills of elementary school students
批判性思维是一种需要在课程中培养、练习和应用的技能,这样学生才能积极地参与学习。要求学生分析、综合和评估信息来解决问题和做出决定的学习活动可以提高批判性思维技能。小学生的基本思维能力还有待提高,因为教师在实施和学习过程中仍然占据主导地位。本研究旨在透过学习堆肥机创新,提高小学生的批判性思维能力。学习是在两次面对面的会议中进行的,学习材料是关于堆肥的。在学习过程中,教学活动更加以学生为中心,学生通过观察、提问和评价来学习。学生们还练习用从周围环境中获得的材料制作堆肥。学生的批判性思维是通过向学生提出几个问题来衡量的。结果表明,大部分学生的基本思维能力有所提高。像这样利用自然物来学习可以成为教师提高小学生批判性思维能力的另一种选择
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引用次数: 1
The Implementation of Goal Programming Method in the Optimization of Furniture Production at UD JK Aluminium in Blitar Regency 目标规划法在ujk铝厂家具生产优化中的应用
Pub Date : 2022-02-01 DOI: 10.25037/pancaran.v11i2.390
Prisma Brilliana, S. Setiawani, Lioni Anka Monalisa, A. Fatahillah, S. Hussen
Goal Programming is a method of solving problems by allocating company resources with several objectives to obtain an optimal solution. The solution can be obtained by using the QM for Windows program. The results showed that the objective function could be achieved well. The solution to the problem obtained from the QM For Windows application was that the optimal value for the budget cost of the window, storefront, and wardrobe raw materials was the same as the budget cost that had been issued by the furniture production owner, which was Rp. 22,850.000,00 per month. Then the upper limit can be minimized to raw material from aluminum (b1), which was 28.1 meters from the original 610 meters. In order to reach the target of the production process, the average working hours was 55 hours. For a good and correct production volume recommendation, the number of products produced must be optimal to produce 20 units of products consisting of 10 units of windows, five units of show windows, and five wardrobe units per month.
目标规划是一种解决问题的方法,通过分配公司资源与几个目标,以获得一个最优的解决方案。利用Windows的QM程序可以得到解决方案。结果表明,该方法能较好地实现目标函数。从QM For Windows应用程序获得的问题的解决方案是,窗户,店面和衣柜原材料的预算成本的最佳值与家具生产所有者发布的预算成本相同,即每月Rp. 22,850.000, 000。那么上限可以最小化到原材料从铝(b1),从原来的610米减少到28.1米。为了达到生产过程的目标,平均工作时间为55小时。为了获得良好而正确的产量建议,生产的产品数量必须达到最佳水平,即每月生产20个产品,其中包括10个橱窗、5个橱窗和5个衣柜。
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引用次数: 0
Research-Based Learning Activity Framework with STEM Approach: Implementing Strong Dominating Set Technique in Solving Highway CCTV Placement to Enhance Students’ Metaliteracy 基于STEM方法的研究性学习活动框架:运用强支配集技术解决高速公路闭路电视布置问题,提高学生元素养
Pub Date : 2022-02-01 DOI: 10.25037/pancaran.v11i1.386
R. Humaizah, D. Dafik, I. Tirta, Z. R. Ridlo, S. Susanto
One needed in disruptive technology is metaliteracy. It refers to literacy covering any literacy achievements especially technology and information. Its main indicators are the abilities to produce, incorporate, use, share and collaborate. Thus, higher order thinking skill is required to access these indicators by implementing the research-based learning integration with STEM approach. This research was intended to develop the research-based learning activities framework with STEM approach, namely implementing strong dominating set technique in solving the highway CCTV placement to enhance the students’ metaliteracy. The method used was narrative qualitative on developing the research-based learning activities framework integrated with STEM approach. The results were listed on a table of stages 1-6 at which each stage unraveled the learning activities.
颠覆性技术需要的是元素养。它指的是包括任何文化成就,特别是技术和信息的文化。它的主要指标是生产、整合、使用、分享和协作的能力。因此,通过实施基于研究的学习与STEM方法的整合,需要更高层次的思维技能来获取这些指标。本研究旨在利用STEM方法发展研究性学习活动框架,即运用强支配集技术解决高速公路CCTV布置问题,以提高学生的元素养。采用叙事定性的方法来开发与STEM方法相结合的研究性学习活动框架。结果列在1-6阶段的表格上,每个阶段都揭示了学习活动。
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引用次数: 1
Smart Three-Dimensional (3D) Hologram as an Innovative Teaching Tool in Virtual Learning Environment during Exigent Circumstances 紧急情况下虚拟学习环境下智能三维全息技术的创新教学手段
Pub Date : 2021-11-13 DOI: 10.25037/pancaran.v10i4.362
Nadila Nadila, Mega Wirda Angriani, Diah Novrianty Utami, Dewi Nopita
It cannot be denied that almost all aspects of human life are in gadgets. Gadgets are equipped with different types of applications that can make human activities more effective. Smart 3D hologram is one of the applications that can be downloaded and installed on a smartphone. Smart 3D Hologram is considered as the most advanced technology that gives several advantages in education such as helping teachers and students to view devices that cannot be seen in traditional teaching-learning, offering virtual teachers, and making teachers and students still connected. It also shows us the real-size object. This article intends to describe Smart 3D hologram, an innovative teaching tool for future education that can be used offline in students-parents’ smartphones in a virtual learning environment. It is hoped that smart 3D hologram can become a smart solution in facilitating students in learning during exigent circumstances.
不可否认,人类生活的几乎所有方面都存在于电子产品中。小工具配备了不同类型的应用程序,可以使人类活动更有效。智能3D全息图是可以下载并安装在智能手机上的应用程序之一。智能3D全息技术被认为是最先进的技术,它在教育方面具有多种优势,例如帮助教师和学生查看传统教学中看不到的设备,提供虚拟教师,使教师和学生保持联系。它还向我们展示了真实尺寸的物体。智能3D全息图是一种创新的未来教育教学工具,可以在虚拟学习环境中在学生和家长的智能手机中离线使用。希望智能3D全息能成为一种智能的解决方案,在紧急情况下方便学生学习。
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引用次数: 2
Developing Interactive Multimedia for Multiple Intelligence-Based Learning for B Group Children at PAUD Terpadu Al-Furqan Kaliwates, Jember 基于多元智能的B组儿童互动多媒体学习的发展,2010年11月
Pub Date : 2021-11-13 DOI: 10.25037/pancaran.v10i4.319
Elfajrisa Rahmah Hadikusuma, Khutobah Khutobah, Luh Putu Indah Budyawati
This development research was carried out at the Al Furqan Integrated PAUD, Kaliwates Jember District, Jember Regency in the 2019/2020 school year. The purpose of this study was to describe the process and results of developing interactive multimedia media in multiple intelligence-based learning for group B children. The data collection techniques used were validation, observation, and questionnaires. This research is included in the type of development research proposed by Bor and Gall, because this type of research is used to develop and validate products in the fields of education and learning. The research stages consisted of the problem identification stage, the data collection stage, the product design stage, the product design validation stage, the product design revision stage, the product trial stage, the product revision stage, and the usage trial stage. The interactive multimedia development test consists of validity tests, practicality tests, and effectiveness tests. The results of the development of interactive multimedia learning media are categorized as valid based on the assessments given by expert validators and practitioner validators. Learning is categorized as effective as seen from the activities of children who show above average values, positive teacher responses when teaching using interactive multimedia media and children are more enthusiastic in learning activities. Learning is categorized as practical as seen from the teacher's activity which shows the percentage is above average, namely 92% with good interpretation.
这项发展研究于2019/2020学年在Jember Regency Kaliwates Jember地区的Al Furqan综合学校进行。本研究的目的是描述在B组儿童多元智能学习中开发交互式多媒体媒体的过程和结果。使用的数据收集技术为验证、观察和问卷调查。本研究属于Bor和Gall提出的开发研究类型,因为这种类型的研究用于开发和验证教育和学习领域的产品。研究阶段包括问题识别阶段、数据收集阶段、产品设计阶段、产品设计验证阶段、产品设计修订阶段、产品试用阶段、产品修订阶段和使用试用阶段。交互式多媒体开发测试包括效度测试、实用性测试和有效性测试。根据专家验证者和实践者验证者给出的评估,将交互式多媒体学习媒体的开发结果归类为有效。从儿童的活动表现出高于平均水平,教师在使用交互式多媒体教学时反应积极,儿童在学习活动中表现出更大的热情来看,学习是有效的。从教师的活动来看,学习被归类为实践,这一比例高于平均水平,即92%,并且口译良好。
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引用次数: 0
Implementation of Straight Motion Learning Using Software Tracker Towards Junior High School Students 'Cognitive Abilities 利用软件跟踪器对初中生认知能力进行直线运动学习的实现
Pub Date : 2021-11-13 DOI: 10.25037/pancaran.v10i4.318
E. Wardani, I. Indrawati, I. Wicaksono
This study aims to determine the effect of using tracker software media on students' cognitive abilities in straight motion material in junior high school. This research is an experimental study with a post-test only control design. The population was tested for homogeneity to obtain samples, namely two classes with homogeneous abilities. Furthermore, learning was carried out using the tracker software media in the experimental class. The students' post-test scores were tested for normality using the Kolmogorov Smirnov test. Furthermore, if the data is normally distributed, it is followed by an independent sample t-test. The results of the analysis using SPSS show that the sig. (2-tailed), namely 0.000 so that it is smaller than 0.05. Based on these results it can be concluded that there is a significant difference in the cognitive abilities of students between the control and experimental classes in learning straight motion.
本研究旨在探讨追踪软体媒体对初中生直线动作材料认知能力的影响。本研究是一项仅采用后测对照设计的实验研究。对总体进行同质性检验以获得样本,即具有同质能力的两个类别。此外,在实验班使用跟踪软件媒体进行学习。采用柯尔莫戈洛夫-斯米尔诺夫测验对学生的测试后成绩进行正态性检验。此外,如果数据是正态分布,则随后进行独立样本t检验。使用SPSS进行分析的结果显示,sig. (2-tailed),即0.000,使其小于0.05。综上所述,控制班与实验班学生在学习直线运动的认知能力上存在显著差异。
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引用次数: 0
The Effect of PhET Simulation in Science Learning of Static Fluid Pressure Topics towards Students’ Creative Thinking Skill 静流体压力主题科学学习中PhET模拟对学生创造性思维能力的影响
Pub Date : 2021-11-13 DOI: 10.25037/pancaran.v10i4.321
L. Afafa, I. Indrawati, A. Agustiningsih
This study aims to see is there a significant effect of the use of PhET simulations in science learning of static liquid pressure topics towards creative thinking skill of middle school students. This research was conducted at SMPIT Al-Ghozali Jember in 8th grade of C class and D class where each class consisted of 21 female students. The design of this research is Control Group Pretest-Posttest in which the learning in experimental class uses the PhET simulation while in control class uses the experimental video. The results of Wilcoxon Signed-Rank Test on students' creative thinking skill test scores are differed significantly both in the experimental class and the control class. The results of Mann-Whitney test are the students' student worksheets in the experimental class differed significantly from the control class. It can be concluded that there is a significant effect of the use of PhET simulations in this study.
本研究旨在探讨在静液压力科目的科学学习中使用PhET模拟对中学生创造性思维能力的影响是否显著。本研究在SMPIT Al-Ghozali Jember的8年级C班和D班进行,每个班有21名女学生。本研究采用控制组前测后测的设计方法,实验班学习采用PhET模拟,控制班学习采用实验视频。Wilcoxon sign - rank测验对实验班学生创造性思维能力测验成绩的影响在实验班和对照组均有显著差异。曼-惠特尼测验结果显示,实验班学生的学生作业表与对照班有显著差异。可以得出结论,在本研究中使用PhET模拟有显著的影响。
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引用次数: 0
The Influence of Mathematics National Examination Scores on Grade Point Average, Mathematics Anxiety, and Self-Regulated Learning of 2018 Second Year Students 数学国考成绩对2018年大二学生平均成绩、数学焦虑和自主学习的影响
Pub Date : 2021-06-14 DOI: 10.25037/pancaran.v10i2.334
Florianus Martinus Rayoan, Ryan Anderson Dimu Ludji
The purpose of this study is to determine the effect of the national mathematics exam scores on grade point average (GPA), mathematics anxiety, and self-regulated learning of the second-year students of Mathematics Education study program, Faculty of Teacher Training and Education at Nusa Cendana University in a multivariate manner. This study is correlation research which was conducted at the Faculty of Teacher Training and Education of Nusa Cendana University. The population in this study were the mathematics education program students, Teacher Training and Education Faculty of Nusa Cendana University. The samples consist of 73 students. Data collection techniques used in this research are online questionnaires and documentation methods. Data analysis techniques used in this research are simple linear regression analysis and multivariate analysis of variance (MANOVA) and also hypothesis testing using the t-test and probability level. The result shows that (1) tvalue0.05, while mathematics anxiety shows a significance level of 0.848>0.05, and self-regulated learning shows a significance level of 0.540>0.05. In conclusion, the national mathematics exam scores in a multivariate manner do not influence the GPA, mathematics anxiety, and self-regulated learning.
摘要本研究旨在探讨全国数学考试成绩对努沙大学教师培训与教育学院数学教育专业二年级学生平均绩点(GPA)、数学焦虑和自主学习的影响。本研究为相关研究,由努沙大学教师培训与教育学院进行。本研究的研究对象为努沙青大师资培训与教育学院数学教育专业的学生。样本由73名学生组成。本研究使用的数据收集技术是在线问卷调查和文献法。本研究使用的数据分析技术是简单的线性回归分析和多元方差分析(MANOVA),也使用t检验和概率水平进行假设检验。结果表明(1)tvalue为0.05,其中数学焦虑显著性水平为0.848>0.05,自我调节学习显著性水平为0.540>0.05。综上所述,全国数学考试成绩对学生的GPA、数学焦虑和自我调节学习没有影响。
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引用次数: 0
BOPENS: An Interactive Media To Help Student in Remote Areas During Pandemic bopen:在疫情期间帮助偏远地区学生的互动媒体
Pub Date : 2021-05-01 DOI: 10.25037/pancaran.v10i2.305
Yuni Hartati Eliya Rosa, Alfatih Mutiasa Praja, Nur Zahwa
Decree of the Minister of Education and Culture RI Number 4 of 2020 Regarding the Implementation of Education Policy in Period Emergency Spreading Corona Virus Disease (Covid-19) so that the learning process starts from the level of Paud up to college doing online learning. However, not all students stay in remote areas can take part online learning this is due to limited internet access and electricity. Therefore to help the learning process continues, the authors provide an audio based interactive learning media BOPENS (book e-Pens) pen (e-Pens) on SAINTEK material that can help students understand learning materials at home with facilities complete audio explanation of the material, discussion of practice questions, MP3, and Recording.
教育和文化部长关于在紧急传播冠状病毒病(Covid-19)期间实施教育政策的2020年第4号法令,以便从小学到大学进行在线学习。然而,并非所有住在偏远地区的学生都能参加在线学习,这是由于互联网接入和电力有限。因此,为了帮助学习过程继续进行,作者提供了一种基于音频的交互式学习媒体bopen (book e-Pens)笔(e-Pens),可以帮助学生在家里理解学习材料,并配有完整的音频讲解,练习问题的讨论,MP3和录音。
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引用次数: 0
Bio-VLab: Virtual Laboratory Based on Android Educational Game 仿生vlab:基于Android教育游戏的虚拟实验室
Pub Date : 2021-02-01 DOI: 10.25037/pancaran.v10i1.286
Putri Sabilla Aulia Najiyah, Reza Fauzi Dwisandi, Muhammad Nizar Maulana, D. Hernawati
Virtual reality has a lot of potentials to be applied in the field of education and learning, known as virtual learning. For some learning activities there is quite a lot of interest in research about virtual learning. However, at present there is little virtual learning in the packaging of a virtual laboratory based on an Android educational game that presents a series of practical activities as a form of verification or confirmation of concepts learned by students. For this reason, this research aims to develop Bio-VLab, a game-based android mobile application, by adopting some of the ADDIE development procedures covering the analysis and design stages. Technical analysis was carried out descriptively qualitatively based on prototypes generated from the design of the development including initial appearance, class choices, list of materials, learning objectives, display of teaching aids, and practical content.
虚拟现实在教育和学习领域有很大的应用潜力,被称为虚拟学习。对于一些学习活动,虚拟学习的研究引起了人们极大的兴趣。然而,目前基于Android教育游戏的虚拟实验室的包装中,虚拟学习的内容很少,虚拟学习是通过一系列的实践活动,作为学生对所学概念的验证或确认。因此,本研究旨在开发Bio-VLab,一个基于游戏的android移动应用程序,采用一些ADDIE开发程序,涵盖分析和设计阶段。基于开发设计产生的原型,包括初始外观、课程选择、材料列表、学习目标、教具展示和实用内容,进行了描述性定性的技术分析。
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引用次数: 1
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