2 research outputs found
Comparison of the Effectiveness of Learning Model Problem Posing with Quantum Learning TANDUR toward Students’ Understanding in Mathematics Concept
The purpose of this research is to know the effectiveness of the learning model Problem Posing type Post Solution Posing with Quantum Learning TANDUR type to understand the concept of mathematics on the integral material is not necessarily use three-teir multiple choice diagnostic test based E-Learning class XI MIPA students in SMA N 1 Bringin year Lesson 2019/2020. This research is a quantitative study of quasi-experimental experiments with the design of Posttest Only Control Group design. The samples in this study were students of grade XI MIPA 1 and XI MIPA 2 SMA N 1 Bringin. The instrument used in this study was about understanding the mathematical concept of Three-Teir Multiple Choice Diagnostic Test. The results of the study gained that the classifications of class-savvy category XI MIPA 1 have an average of 26.18% while the class XI MIPA 2 has an average of 21.47%. Thus, understanding the concept of class XI MIPA 1 is higher than the class XI MIPA 2. Then based on the results of the hypothesis test using an average similarity test with test-T scores obtained t-count =-0.00691 is between-2.02 ≤ t-table ≤ 2.02 which means that the effectiveness of implementation of learning model Problem Posing type Post Solution Posing same as the application of learning model of Quantum Learning TANDUR type towards understanding student mathematics concept
Pengaruh Game Online terhadap Pemerolehan Bahasa Anak Sekolah Dasar
The development of information technology is very fast, many benefits are obtained from the development of this technology. One of the benefits of technological developments is the existence of online Game entertainment facilities. This online Game can have an impact on the language acquisition of elementary school children. This study aims to describe the acquisition of language in grade 4 elementary school children aged 9-11 through semantic studies, namely the study of the meaning of a verb, adjective, or noun. The data source comes from the subject to be studied. This research method uses a qualitative approach. Data collection was carried out using five methods, namely observation, observation, notes, interviews, and questionnaires. The results of this study are that online Games can affect the language acquisition of children aged 9-11 years at SDIT Ibnu Mas'ud, Ambarawa District, marked by an increasingly widespread acquisition of words that are absorbed through online Games, such as verbs (victory, booyah, defeat, login, kill, mabar, drift, survival, by one, ngemoti, push), adjectives (perfect, hockey, noob, idiot, bot, asu, op, good at) and nouns (skin, turret, inventory, tournament) which they apply in everyday languag