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PERBANDINGAN KINERJA ALGORITMA RECURRENT NEURAL NETWORK (RNN) DAN LONG SHORT-TERM MEMORY (LSTM): STUDI KASUS PREDIKSI KEMACETAN LALU LINTAS JARINGAN PT XYZ 神经网络回流算法(RNN)和LONG SHORT-TERM内存(LSTM)的比较性能:PT XYZ网络交通拥堵预测个案研究
Pub Date : 2023-08-30 DOI: 10.29100/jipi.v8i3.3961
Silmy Sephia Nurashila, Faqih Hamami, Tien Fabrianti Kusumasari
Peningkatan perkembangan teknologi sebanding dengan peningkatan penggunaan internet. Kualitas jaringan internet di Indonesia yang masih rendah dengan peningkatan penggunaan jaringan yang terus bertambah menyebabkan kemungkinan terjadinya kemacetan jaringan lebih tinggi. Penggunaan internet yang tinggi menyebabkan seringkali terjadi kemacetan jaringan yang menyebabkan penurunan kualitas dan performa jaringan. Pada penelitian ini akan dilakukan prediksi lalu lintas jaringan. Terdapat beberapa model algoritma yang dapat digunakan untuk melakukan prediksi dan penelitian ini akan dibahas mengenai perbandingan performa dari model Long Short-Term Memory (LSTM) dan Recurrent Neural Network (RNN). Dari hasil perbadingan diperoleh bahwa LSTM memiliki nilai yang lebih tinggi dalam performa dengan mendapatkan nilai akurasi R-Squard sebesar 99.2% jika debandingkan dengan model dengan algoritma RNN yang memiliki nilai akurasi R-Squard sebesar 99,1%. Manfaat dari penelitian ini yaitu untuk menguji performa dari model LSTM dan RNN terhadap dataset PT XYZ. Penelitian ini diharapkan dapat memberikan referensi kepada pengembang model Deep Learning untuk pengembangan kedepannya agar mendapatkan hasil yang lebih baik.
技术的进步与互联网使用的增加成正比。印尼的网络质量仍然很低,随着网络使用的持续增加,造成了更大的网络拥堵。高互联网使用导致网络拥堵,导致网络质量和性能的下降。在这项研究中,将进行网络流量预测。对于Long Short-Term内存(LSTM)和神经网络(RNN)相比,可以用来进行预测和研究的几种算法模型进行比较。从比较中可以看出,LSTM的准确率比R-Squard算法的模型高99.2%,而R-Squard的准确率为99.1%。本研究的好处是测试PT XYZ数据集的LSTM和RNN模型的性能。本研究预计将向深度学习模型开发人员提供有关未来发展的参考,以获得更好的结果。
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引用次数: 0
ANALISIS SENTIMEN MASYARAKAT TERHADAP DATA TWEET TRAVELOKA SELAMA RAPID TEST ANTIGEN MENGGUNAKAN ALGORITMA NAÏVE BAYES 使用奈维贝叶斯算法对快速抗原检测期间 Traveloka 推文数据进行社区情感分析
Pub Date : 2023-08-30 DOI: 10.29100/jipi.v8i3.3973
Fenny Novianti, Kiky Rizky Nova Wardani
Traveloka melalui akun twitter selama pandemi, banyak mengeluarkan pendapat berupa komentar-komentar tentang syarat untuk melakukan setiap perjalanan baik di luar maupun di dalam negeri yaitu surat dari hasil rapid test antigen maupun PCR dengan dinyatakan negatif Covid-19. Rumusan masalah dari penelitian ini adalah bagaimana cara mendapatkan data analisis sentimen dari media sosial Twitter pada data tweet Traveloka selama rapid test antigen dengan algoritma naïve bayes . Penelitian ini merupakan penelitian kuantitatif dengan metode yang digunakan dalam penelitian ini adalah analisis sentimen masyarakat terhadap data tweet Traveloka selama rapid test antigen berdasarkan dari opini masyarakat atau netizen pada Twitter. Sementara itu, analisis pada penelitian ini menggunakan Naïve Bayes . Dalam melakukan pengukuran pada analisis sentimen didapatkan hasil dari pembobotan TF-IDF serta hasil akurasi algoritma Naïve Bayes sebesar 75% dengan membagi data training dan data testing dengan rasio 80:20 serta mendapatkan nilai recall sebesar 67%, nilai precision sebesar 86% dan nilai f1-score sebesar 76%.
在大流行期间,twitter上的Traveloka对每一次旅行的要求发表了许多意见,其中包括快速测试抗原和PCR的信,并对Covid-19作了负面评论。该研究的问题公式是如何在快速抗逆转录病毒算法naive bayes的测试中从Twitter社交媒体上获取情感分析数据的呢?这项研究是一种定量研究,采用在这项研究中使用的方法是根据公众意见或Twitter上的网志进行的快速抗原测试期间对特拉维卡数据的情绪分析。与此同时,这项研究的分析使用了天真的贝斯。在对感情分析进行评估时,人们发现了TF-IDF破解的结果,以及Naive Bayes算法以80比20的比例除以训练和测试数据的75%,而recall值为67%,precision值为86%,f1-score值为76%。
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引用次数: 0
IMPLEMENTASI APLIKASI PEMBAYARAN BERBASIS WEB DI YAYASAN ISLAM AL-AZHAR SRIWIJAYA 在斯里维加亚阿兹哈尔伊斯兰基金会实施网络支付应用程序
Pub Date : 2023-08-30 DOI: 10.29100/jipi.v8i3.3948
Ike Sapitri, Afriyudi Afriyudi
Yayasan Islam Al–azhar Sriwijaya adalah sebuah Lembaga Pendidikan swasta yang masih menggunakan pembayaran seragam dan antar jemput dengan menggunakan aplikasi konvensional atau tunai yaitu dengan menggunakan aplikasi microsoft exel atau belum terkomputerisasi dengan baik. Penggunaan metode ini mengakibatkan seringnya terjadi kesala-han dalam pengelolaan data seperti salah memasukan nominal pembayaran, nama siswa, tanggal pembayaran, hal ini dikarena terlalu banyak data yang harus di masukkan secara manual. Permasalahan yang lain timbul dari kesalahan sebelumnya ada-lah ketika membuat laporan, hasil laporan menjadi tidak valid dan akurat. Permasalahan inilah yang melatar belakangi pembu-atan aplikasi pembayaran berbasis web mobile ini. Aplikasi ini dirancang menggunakan metode object oriented hypermedia de-sign method (OOHDM). Pada metode OOHDM terdapat empat fase yaitu domain analysis, navigational design, abstract inter-face design and implementasi. Pengembangan aplikasi yang telah dilakukan mengahasilkan perancangan aplikasi yang terdiri dari desain navigasi, desain database, desain antarmuka (input dan output). Selanjutnya hasil akhir dari aplikasi ini berupa aplikasi web mobile yang di hosting di https://alazharsriwijaya.my.id. Akhirnya dilakukan proses uji coba Dengan metode blackbox testing. Hasil uji coba menunjukan bahwa seluruh fungsional dari aplikasi berjalan seperti yang di-harapkan. Hasil dari pengujian dengan metode System Usability Scale (SUS), didapat nilai rata-rata 74,17, yang berarti secara usa-bility pengujian tersebut dapat diterima (acceptable).
Sriwijaya爱资哈尔大学(Al—伊斯兰基金会是一个私立教育机构还支付制服和穿梭巴士使用传统的应用程序或现金——用微软exel或计算机还没有很好地应用。这种方法的使用导致了数据管理中错误的频繁,比如错误地输入了支付金额、学生姓名、付款日期,这是因为需要手动输入太多的数据。另一个问题是,在提交报告时,报告的结果是无效和准确的。问题就是促使了偷偷摸摸地走pembu-atan这个移动支付基于web的应用程序。该应用程序采用定向超媒体去说明方法(ohdm)设计。OOHDM方法上有四个阶段,即分析navigational设计,抽象域inter-face设计与实施。已经完成的应用程序开发产生了由导航设计、数据库设计、界面设计(输入和输出)组成的应用程序设计。接下来的这个应用程序的结果在https://alazharsriwijaya.my.id托管的移动web应用程序。最后做试验过程黑匣子来看测试的方法。测试结果表明,运行应用程序的所有功能都如预期的那样。系统检测结果,平均得分为74.17分,这意味着测试在本质上是可以接受的。
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引用次数: 0
EFEKTIVITAS RIGGING PADA ASET KARAKTER ANIMASI 3D 皱纹对三维动画角色资产的影响
Pub Date : 2023-08-30 DOI: 10.29100/jipi.v8i3.3988
Herin Dwibima Aprianto, M. Suyanto, Agus Purwanto
Film animasi dan game saat ini banyak diminati oleh segala usia baik anak kecil hingga dewasa, mulai dari game konsol, game dengan segala genre hingga game PC atau mobile game. Film animasi juga demikian dari series hingga layer lebar. Asset animasi dan game merupakan hal yang penting untuk membuat game karena tanpa karakter atau environment maka game akan sulit dipahami jalan ceritanya. Developer game akan membuat satu karakter utama supaya user atau pemain dapat merasakan berada didalam game dan bisa memainkannya dengan imajinasi sesuai dengan persepsi pembuatnya. Salah satu yang penting adalah karakter game untuk melakukan suatu tindskan atau misi yang dimainkan oleh user. Demikian pula dengan asset karakter pada animasi. Karakter inilah akan luwes dengan menggunakan rigging. Rigging merupakan tulang utama untuk karakter yang kemudian akan ditempelkan pada baju atau kulitnya dengan tahapan skinning, Tahapan ini akan membuat karakter bisa melakukan segala sesuatunya dan terlihat realistus. Rigging merupakan proses penting agar penggerakan animasi atau asset ini berjalan lebih ce pat dan menghemat waktu. Tidak hanya untuk game, rigging juga dirasa penting untuk animasi karena dengan rigging prinsip-prinsip animasi dapat dijalankan dengan baik.
今天的动画电影和游戏对各个年龄层的儿童和成年人都有很大的吸引力,从游戏机、各种类型的游戏到电脑游戏或手机游戏。动画电影从系列到层层拍摄也是如此。动画和游戏资产对于制作游戏是很重要的,因为如果没有角色和环境,游戏就会难以理解。游戏开发者将创造一个主角,这样它的用户或玩家就可以感知游戏的存在,并能够根据创作者的感知进行想象游戏。重要的是游戏角色要做的是用户玩的游戏或任务。动画中的字符资产也是如此。这个角色通过使用索具会变得柔软。索具是一个角色的主要骨骼,然后将其附着在衣服或皮肤上的皮肤上,这些步骤将使这个角色能够做所有的事情,看起来是现实的。索具是一个重要的过程,使这个动画或资产移动得更快,节省时间。不仅对于游戏来说,索具对动画也很重要,因为有了索具动画原理,它可以很好地执行。
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引用次数: 0
PENGEMBANGAN SISTEM INFORMASI APLIKASI PUSKESMAS UNTUK MENGETAHUI KECUKUPAN GIZI IBU HAMIL DAN MENYUSUI PUSKESMAS应用信息系统的开发,以了解孕产妇和哺乳的营养状况
Pub Date : 2023-06-27 DOI: 10.29100/jipi.v8i2.3650
Arie Gunawan, Endah Tri Esti Handayani, Olipa Sarta Matilda Purba
Kemudahan penyampaian dan mendapatkan informasi di era kemajuan teknologi saat ini dituntut untuk bisa merespon cepat atas informasi apa yang ingin diketahuinya. Para pengguna internet pun sudah semakin banyak dengan berbagai pilihan piranti yang digunakannya. Sebagian besar masyarakat merasa nyaman melakukan transaksi ataupun sekedar mencari informasi melalui internet. Cukup dengan memiliki quota dan membuka browser pada handphone, seakan kita dapat melakukan berbagai macam kegiatan tanpa harus merasa kelelahan, membuang waktu terhadap satu kegiatan ter-tentu ataupun biaya tak terduga jika kita melakukannya secara manual misal dalam mencari barang ataupun informasi yang kita inginkan. Hal tersebut tentu merupakan sarana yang baik untuk mengenalkan ataupun mencari informasi dalam memantau atau memonitoring masyarakat, terutama para ibu hamil yang sudah terdaftar pada Pusat Kesehatan Masyara-kat (Puskesmas) sebagai pasien diwilayahnya. Namun, ada keterbatasan yang disediakan oleh sistem puskesmas yang ada, yaitu tidak bisa memantau kecukupan gizi ibu hamil dan menyusui sehingga masih dilakukan secara manual. Penelitian ini bertujuan untuk membuat sistem informasi asplikasi puskesmas yang memudahkan ibu hamil dan menyusui dalam melihat perkembangan setiap bulannya. Metode pengembangan perangkat lunak yang digunakaan dalam penelitian ini adalah metode spiral yang merupakan gabungan dari metode prototype dan waterfall
在今天的技术进步时代,信息的可传递性和获取信息需要迅速对他想知道的信息作出反应。互联网用户拥有越来越多的工具可供使用。大多数人在交易或仅仅通过互联网获取信息时感到舒适。只要有配额,打开手机的浏览器,就可以在不感到疲劳的情况下做各种各样的事情,如果我们要手动搜索我们想要的东西或信息,就会把时间浪费在一项特定的活动或附带的费用上。这无疑是一种很好的工具,可以引入或监视或垄断社会,特别是在其领土内注册的产妇。然而,公共卫生系统所提供的限制是无法监测孕妇和母乳喂养的营养质量,因此只能手动进行。这项研究旨在创建一种信息系统,使产妇和哺乳更容易看到每月的发展。本研究采用的软件开发方法是旋涡法和瀑布法的组合
{"title":"PENGEMBANGAN SISTEM INFORMASI APLIKASI PUSKESMAS UNTUK MENGETAHUI KECUKUPAN GIZI IBU HAMIL DAN MENYUSUI","authors":"Arie Gunawan, Endah Tri Esti Handayani, Olipa Sarta Matilda Purba","doi":"10.29100/jipi.v8i2.3650","DOIUrl":"https://doi.org/10.29100/jipi.v8i2.3650","url":null,"abstract":"Kemudahan penyampaian dan mendapatkan informasi di era kemajuan teknologi saat ini dituntut untuk bisa merespon cepat atas informasi apa yang ingin diketahuinya. Para pengguna internet pun sudah semakin banyak dengan berbagai pilihan piranti yang digunakannya. Sebagian besar masyarakat merasa nyaman melakukan transaksi ataupun sekedar mencari informasi melalui internet. Cukup dengan memiliki quota dan membuka browser pada handphone, seakan kita dapat melakukan berbagai macam kegiatan tanpa harus merasa kelelahan, membuang waktu terhadap satu kegiatan ter-tentu ataupun biaya tak terduga jika kita melakukannya secara manual misal dalam mencari barang ataupun informasi yang kita inginkan. Hal tersebut tentu merupakan sarana yang baik untuk mengenalkan ataupun mencari informasi dalam memantau atau memonitoring masyarakat, terutama para ibu hamil yang sudah terdaftar pada Pusat Kesehatan Masyara-kat (Puskesmas) sebagai pasien diwilayahnya. Namun, ada keterbatasan yang disediakan oleh sistem puskesmas yang ada, yaitu tidak bisa memantau kecukupan gizi ibu hamil dan menyusui sehingga masih dilakukan secara manual. Penelitian ini bertujuan untuk membuat sistem informasi asplikasi puskesmas yang memudahkan ibu hamil dan menyusui dalam melihat perkembangan setiap bulannya. Metode pengembangan perangkat lunak yang digunakaan dalam penelitian ini adalah metode spiral yang merupakan gabungan dari metode prototype dan waterfall","PeriodicalId":32696,"journal":{"name":"JIPI Jurnal IPA dan Pembelajaran IPA","volume":"231 1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82680236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Effect of the Problem Based Learning using STEM Approach on Higher Order Thinking Skills and Learning Activities in Junior High School Students 运用STEM方法的问题型学习对初中生高阶思维技能和学习活动的影响
Pub Date : 2023-06-14 DOI: 10.24815/jipi.v7i2.30196
Alfina Dwi Wahyuningtyas, P. Putra, U. Nuha
Higher-order thinking skills (HOTS) are one of the skills that must be possessed by students in facing the demands of the 21st century. However, Indonesian students' HOTS currently tends to be low. The purpose of this study was to determine the effect of the PBL using STEM approach on students’ HOTS and learning activities. The sample of this study was 48 Junior High students who separated in two clases (experiment and control group). All the students were of 8th grade in SMPN 2 Ajung with a non-equivalent control group design. HOTS data was obtained by giving a pretest and posttest with 10 multiple choice questions. Furthermore, the learning activities was observed via activies observation protocol during the learning process. The application of the PBL using STEM approach was quite effective in the experimental class with a posttest average of 85. This was confirmed by the paired sample test of 0.001 0.05 which could be concluded that the PBL uisng STEM approach had a significant effect on HOTS and learning activities. This finding is an alternative integrative model innovation between PBL and STEM based on students' skill levels
高阶思维技能(HOTS)是学生面对21世纪的需求所必须具备的技能之一。然而,印尼学生的HOTS目前往往较低。本研究的目的是确定使用STEM方法的PBL对学生HOTS和学习活动的影响。本研究以48名初中生为研究对象,分为两个班(实验组和对照组)。所有学生均为SMPN 2 Ajung的八年级学生,采用非等效对照组设计。HOTS数据通过10道选择题进行前测和后测获得。此外,在学习过程中,通过活动观察协议对学习活动进行观察。采用STEM方法的PBL在实验班的应用非常有效,后测平均值为85。配对样本检验0.001 0.05证实了这一点,可以得出结论,使用STEM方法的PBL对HOTS和学习活动有显著影响。这一发现是基于学生技能水平的PBL和STEM之间的替代整合模式创新
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引用次数: 0
Comic Strip Design as an Alternative Learning Media in Disaster Themes for Elementary Students 连环画设计在小学灾害主题教学中的替代学习媒介
Pub Date : 2023-06-14 DOI: 10.24815/jipi.v7i2.26110
Muhammad Radhi Zakaria, Nazli Ismail, Hamdani M. Syam, Marlina Marzuki, Manovri Yeni
Most children are interested in comics so that the media has the potential to be used in the learning and teaching process at school. We have developed and implemented comic strips for learning related to disasters in the fifth-grade science subject at SD Negeri Buengcala, Aceh Besar District. The designed materials were validated by experts and the attractiveness of the comic media was measured based on class observation during teaching and learning proceses related to students’ involvement and responses through the questionnaires. Quantitaively the questionnaries were scored (1 to 4) from too bad to very interested. The experts concluded that the media are valid with unrevised criteria including the attractiveness of media and language used. Based on the questionnaires, the students also agreed that the class was very interested. Therefore, the comic strip media can be developed potentially for disaster education at elementary schools
大多数孩子都对漫画感兴趣,因此媒体有可能在学校的学习和教学过程中被使用。我们在亚齐Besar区SD Negeri Buengcala的五年级科学课程中开发并实施了与灾害相关的连环漫画。通过专家对设计的材料进行验证,并通过课堂观察来衡量漫画媒体的吸引力,在教学和学习过程中,通过问卷调查来衡量学生的参与和反应。从数量上,问卷从太糟糕到非常感兴趣打分(1到4)。专家们得出的结论是,媒体的吸引力和使用的语言等未经修订的标准是有效的。根据问卷调查,学生们也一致认为这个班很有兴趣。因此,漫画媒体在小学灾害教育中具有潜在的发展潜力
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引用次数: 0
The Urgency of Developing E-Learning Moodle Substance Pressure Topic on Guided Inquiry Learning to Improve Mastery of Scientific Concepts and Communication 开发E-Learning Moodle的迫切性引导探究性学习实质压力题提高科学概念的掌握与交流
Pub Date : 2023-06-14 DOI: 10.24815/jipi.v7i2.31553
W. R. Rizaldi, W. Liliawati, A. Samsudin
Constraints found in science learning in junior high schools lead to low mastery of scientific concepts and communication skills. Therefore, this study aims to describe the early stages of analysis related to urgency as the basis for product development in the form of e-learning moodle in guided inquiry learning to improve mastery of scientific concepts and communication skills on substance pressure material and its application to everyday life. The method used was descriptive research using literature studies, curriculum analysis, needs analysis questionnaires, open interviews with science teachers, and student ability surveys using question instruments. The research subjects comprised 81 students and two junior high school science teachers. Based on the analysis results, it is known that students want a new learning atmosphere that involves several learning media and practicum-based learning. But the reality of learning still uses traditional methods and a single learning resource, namely textbooks. The development of learning media in the form of moodle e-learning with the guided inquiry learning model is expected to assist teachers in facilitating a new, fun learning atmosphere and involving practicum activities to improve students' mastery of concepts and scientific communication skills
初中科学学习中存在的制约因素导致学生对科学概念的掌握程度和沟通能力较低。因此,本研究旨在以引导探究学习中的e-learning moodle的形式,描述与紧迫性相关的早期分析作为产品开发的基础,以提高对物质压力材料及其在日常生活中的应用的科学概念的掌握和沟通能力。使用的方法是描述性研究,包括文献研究、课程分析、需求分析问卷、对科学教师的开放式访谈和使用问题工具的学生能力调查。研究对象为81名学生和2名初中科学教师。根据分析结果可知,学生想要一个新的学习氛围,包括多种学习媒体和以实践为基础的学习。但现实的学习仍然使用传统的方法和单一的学习资源,即教科书。开发以moodle e-learning为形式的学习媒体,采用引导式探究学习模式,帮助教师营造一种新的、有趣的学习氛围,并参与实践活动,提高学生对概念的掌握和科学沟通能力
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引用次数: 0
Connecting Factors for the Application of Community-Based Total Sanitation in the Work Area of the Blang Bintang Health Center, Aceh Besar 在亚齐省Blang Bintang卫生中心工作区域应用社区全面卫生的联系因素
Pub Date : 2023-06-14 DOI: 10.24815/jipi.v7i2.30554
Fitri Arsyaf, S. Aprilia, S. Usman
Open defecation behavior occurs due to hereditary habits and habits since childhood. At this time, the government launched a program that is to stop open defecation with the Community-Based Total Sanitation Program. This program is an entry point towards total sanitation and is an effort to break the chain of pollution from human excrement to drinking, eating and other standard water. Community-based total sanitation is expected to be able to change people's habitual attitudes in an effort to improve environmental sanitation conditions. This study aims to determine the factors related to the implementation the program in the work area of the Blang Bintang Health Center, Aceh Besar, Aceh Province. This research is descriptive analytic in nature, carried out using a cross-sectional design method with a quantitative approach. The population in this study is the community in the working area of the Blang Bintang Health Center with a population of 1,990 people. The populations of samples were 97 respondents and data analysis used the Chi-Square Test. The results of the study gave respondents the first pillar of good Community-Based Total Sanitation implementation of 63.9%, respondents with less knowledge of 58.8%. In general, respondents with high school education were 69.1%, respondents' behavior towards the program was known 67% to have a positive attitude, 58.8% respondents stated that the role of health workers played a role, 69.1 the role of community leaders was more dominated respondents stated that they lacked participation of 64.9% that respondents had facilities
随地大小便行为的发生是由于遗传习惯和从小养成的习惯。在这个时候,政府启动了一个项目,通过基于社区的全面卫生项目来制止露天排便。该项目是实现全面卫生的切入点,旨在打破从人类粪便到饮用水、饮食和其他标准水的污染链。期望以社区为基础的全面卫生能够改变人们的习惯态度,努力改善环境卫生条件。本研究旨在确定与亚齐省亚齐Besar Blang Bintang卫生中心工作区域实施该方案有关的因素。本研究本质上是描述性分析,采用定量方法的横截面设计方法进行。本研究的人群为布朗宾堂卫生院工作区域内的社区,总人口为1990人。样本总体为97人,数据分析采用卡方检验。研究结果表明,63.9%的应答者了解良好社区全面卫生设施实施的第一支柱,58.8%的应答者了解较少。总体而言,接受过高中教育的受访者占69.1%,67%的受访者对该计划的行为持积极态度,58.8%的受访者表示卫生工作者的作用发挥了作用,69.1的受访者认为社区领导的作用更占主导地位,64.9%的受访者表示他们缺乏参与,受访者有设施
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引用次数: 1
Development of Powtoon-Based Animated Videos to Improve Critical Thinking Skills Middel School Students In Science Learning 基于卡通的动画视频的开发提高中学生在科学学习中的批判性思维能力
Pub Date : 2023-06-14 DOI: 10.24815/jipi.v7i2.30066
Teresa Dinasty Mulyana, S. Wahyuni, R. Rusdianto
The aim of this study was to develop the science learning media by using powtoon-based animated video that can be valid, practical and effective in order to build the students’ critical thingking in SMP Negeri 12 Jember. This study applied the ADDIE model that consist of analysis, design, development, implementation and evaluation method. The data used in this study was based on the research instruments including validation sheets, learning implementation sheets, questionnaires, and tests of students’ critical thingking. The research subjects were consist of 31 students of Class VIIIB at SMP Negeri 12 Jember. The result of this study showed that first the animated video has 90% validity score by the expert. Furthermore, this animation videos had 3.87 average of practicallity which can be categorized as practical and was carried out very clearly. For the effectiveness of the animated video achieved an N-gain of 0.92 that can be classified as high category. Finally, for the students’ respon from the questionnaires showed that 92% was categorized as very good. Based on the result can be concluded that the development of Powtoon-based animated video was effective in improving the students’ critical thingking
本研究的目的在于开发有效、实用、有效的科学学习媒体,以培养学生的批判性思维能力。本研究采用了由分析、设计、开发、实施和评价方法组成的ADDIE模型。本研究使用的数据基于研究工具,包括验证表、学习实施表、问卷调查和学生批判性思维测试。研究对象为12月12日我校八b班31名学生。本研究的结果表明,首先,动画视频的专家效度得分为90%。此外,这个动画视频的实用性平均为3.87,可以归类为实用性,并且进行得非常清晰。对于动画视频的有效性,实现了0.92的n增益,可以归类为高类别。最后,从学生的回答问卷显示,92%被归类为非常好。基于实验结果可以得出结论,开发基于波顿的动画视频对提高学生的批判性思维是有效的
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JIPI Jurnal IPA dan Pembelajaran IPA
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