39 research outputs found
Studentsβ Feedback of mDPBL Approach and the Learning Impact towards Computer Networks Teaching and Learning
This study presents students’ feedback and learning impact on design and development of a multimedia learning in Direct Problem-Based Learning approach (mDPBL) for Computer Networks in Dian Nuswantoro University, Indonesia. This study examined the usefulness, contents and navigation of the multimedia learning as well as learning impacts towards mDPBL approach which used. A total of 276 students who took Computer Networks subject from two different departments participated in this study of a quasi-experiment in year 2016. Two different ways of teaching, one the normal of teaching/traditional approach, another one using mDPBL approach of teaching. However, the purpose of this study, Analysis and report in this study only the feedback of the students participated in mDPBL group (n=136). Nearly all students have positive feedback of the multimedia learning especially usefulness, contents and navigation, and also they have positive feedback of the mDPBL teaching approach. While, the overall feedback towards mDPBL approach presented in the findings/results section
Distributed Problem Based Learning in a Low Resources Setting: The design and evaluation of a problem-based, web-based curriculum for training family doctors in Brazil
__Abstract__
This thesis explored the use of distributed PBL in health professional education in a low-resources context. Three central questions were studied in this thesis: (a) Is distance education an acceptable educational strategy to train family health professionals in the State of CearΓ‘ under their perspective? (b) How do family health doctors appreciate a dPBL course that was developed for them? (c) How effective is this curriculum to achieve its purposes in terms of enhancement of medical knowledge and diagnostic skills? In order to address the first question we conducted a study with 209 family health professionals. A cross-sectional survey using self-administered questionnaires was carried out. The findings showed that the respondents had positive perceptions and attitude towards DE and were motivated to participate in a DE course. To address the second central research question we conducted a comprehensive programme evaluation study with 42 family doctors who had participated in the course βClinical Approach for Elderly People with Dementiaβ from the participantsβ perspective. In general, the results indicated that the competence-based approach for curriculum design was adequate for our proposal and that the course was highly appreciated by the respondents. The third research question was addressed by a quasi-experimental study aiming at evaluating the effectiveness of the dPBL course to enhance knowledge and diagnostic skills on dementia. We used a pretestβposttest control group design in the study. The results showed significant effects of the course on participantsβ knowledge and diagnostic skills
Design and Implementation mDPBL Teaching Approach to Improve Students' Creative Thinking Skill
The majority of learning in Universities is adopting the Direct Instructional (DI) approach. The DI approach is a lecturer-centered approach. Howover, this approach tends to be boring for the students as it is very tedious and dominated by the lecturer. Moreover, this approach limits students in developing the habit of problem-solving and creative thinking in learning processes. Therefore, it is very important to develop a new innovative approach in teaching activity that gives students more opportunities to be involved in the learning process. Direct Problem-Based Learning with the utilisation of Multimedia (mDPBL) is developed as an alternative teaching approach to eliminate the disadvantages, especially in the limitations in students' creative thinking.This research measures studentsβ creative thinking skills after being taught using mDPBL approach. This research uses quasi-experimental method. 276 students involved in this research. The result of the measurement shows that the studentsβ controlled group has an average score of 18.014 while the latter, the experimental group has an average score of 19.669. Based on the t-test analysis conducted in both groups, they have shown a difference of 1.655 in average score. Therefore, there is an indication that the mDPBL approach contributes to improving studentsβ creative thinking skills.Sebagian besar pembelajaran di perguruan tinggi saat ini menggunakan pendekatan pembelajaran Direct Instruction (DI). DI adalah pendekatan pembelajaran yang berbasis pada dosen (lecturer-centred). Namun dekmikian, pendekatan ini sangat membosankan bagi mahasiswa karena proses belajar mengajar lebih didominasi oleh dosen. Selain itu, pendekatan ini juga membatasi mahasiswa dalam mengembangan ide dan kreatifitas selama proses belajar mengajar berlangsung. Oleh karena itu, perlu dikembangakan sebuah inovasi pendekatan pembelajaran yang memberikan kesempatan kepada mahasiswa terlibat dalam proses belajar mengajar. Pendekatan Direct Problem-Based Learning berbasis multimedia (mDPBL) dikembangkan sebagai alternatif pendekatan pemebelajaran untuk menyelesaikan permasalahan khususnya keterbatasan kemampuan creative thinking mahasiswa. Penelitian ini mengukur sejauhmana kemampuan creative thinking mahasiswa setelah pendekatan pembelajaran menggunakan pendekatan mDPBL. Penelitian ini menggunakan metode quasi-experimental. 276 mahasiswa terlibat dalam penelitian ini. Β Hasil pengukuran menunjukkan bahwa kelompok kontrol memiliki skor rata-rata 18.014 sedangkan kelompok eksperimen memiliki skor rata-rata 19.669. Berdasarkan analisis t-Test pada kedua kelompok menunjukkan perbedaan nilai rata-rata sebesar 1.655. Dengan demikian, terdapat indikasi bahwa pendekatan pembelajaran mDPBL berkontribusi terhadap peningkatan kemampuan creative thinking mahasiswa
Development E-Lkpd Based On Higher Order Thinking Skills To Improve Creative Thinking Of Elementary School Students
This study aims to develop HOTS-based Electronic Learner Worksheets, knowing the assessment of three experts and the opinions of educators and students in grade VI. This research uses the learning design development research or R&D using the ADDIE model. The research subjects involved comprised three experts (media, linguists, and material experts) and grade VI students. The instrument used for data collection used in the form of a questionnaire given to media experts, linguists, and material experts obtained from the results of the study is qualitative data which is analyzed using quantitative data in the form of numerical data and interpreted with guidelines for assessment category criteria to determine product quality. The results of this study produce HOTS-based E-LKPD products that can be used at the elementary level as teaching materials for students who have met the excellent criteria with an average score of 98.9% media experts, 95% linguists, and 96.9% material experts with very feasible category to use, as well as a practicality level of 87.9% in very practical criteria and an effective level with an average of 90% in the very effective category. HOTS-based E-LKPD teaching materials are feasible, practical and effective for learning
Analisis Kesulitan Siswa Dalam Proses Pemecahan Masalah soal cerita bilangan pecahan kelas V SD Negeri Karangtempel Semarang
The purpose of this study was to determine the existence of learning difficulties experienced by students of SD Negeri KarangTempel seen in the ability to solve mathematical problems in the subject of Fractions and determine the factors that affect the ability to solve mathematical problems of fraction material in fraction numbers of grade V SD Negeri KarangTempel Semarang. This research uses qualitative methods with a descriptive approach. Data collection in the study was carried out by means of observation, questionnaires, questions, interviews and documentation. Based on the results of research at SD Negeri Karang Tempel, there are learning difficulties in Fraction Numbers material seen from the ability to solve mathematical problems. The results of the research were as follows: (1) difficulties in learning to solve mathematical problems in the material of Fractions including: difficulties in understanding problems, difficulties in planning solutions, difficulties in implementing plans, and difficulties in re-examining or drawing conclusions. (2) factors that influence learning difficulties in solving mathematics problems include factors from the school environment and the family environment. Based on this research, the advice given to the teacher is to pay more attention to students who have difficulty learning math problem solving, especially Fraction material, besides that the teacher should use a variety of media or methods so that students are interested and don't feel bored. Suggestions to students when working on questions should not be in a hurry so as not to experience errors in working on questions laterstudents should be more active in asking questions during learning activities so that they don't make mistakes again in working on multiplication problems.Tujuan penelitian ini adalah untuk Mengetahui adanya kesulitan belajar yang dialami oleh siswa SD Negeri KarangTempel dilihat pada kemampuan pemecahan masalah matematika materi Bilangan Pecahan serta mengetahui faktor yang mempengaruhi kemampuan pemecahan masalah matematika materi pecahan materi Bilangan Pecahan siswa kelas V SD Negeri KarangTempel Semarang. Penelitian menggunakan metode kualitatif dengan pendekatan deskriptif. Pengumpulan data dalam penelitian dilakukan dengan cara observasi, angket, soal, wawancara dan dokumentasi. Wawancara dilakukan dengan guru kelas V dan siswa kelas V SD Negeri KarangTempel Semarang.Berdasarkan hasil penelitian di SD Negeri KarangTempel, terdapat kesulitan belajar pada materi Bilangan Pecahan dilihat dari kemampuan pemecahan masalah matematika. Ditemukan hasil penelitian sebagai berikut: (1) kesulitan belajar pemecahan masalah matematika materi Bilangan Pecahan meliputi : kesulitan dalam memahami masalah, kesulitan dalam merencanakan pemecahan, kesulitan dalam melaksanakan rencana, dan kesulitan dalam memeriksa kembali atau menarik kesimpulan. (2) faktor yang mempengaruhi kesulitan belajar pemecahan masalah matematika antara lain faktor dari lingkungan sekolah dan lingkungan keluarga. Berdasarkan penelitian ini, saran yang disampaikan kepada guru yaitu agar lebih memperhatikan siswa yang mengalami kesulitan belajar pemecahan masalah matematika khusunya materi Bilangan Pecahan selain itu sebaiknya guru menggunakan media atau metode yang bervariatif agar siswa tertarik dan tidak merasa bosan. Saran kepada siswa ketika mengerjakan soal sebaiknya tidak terburu-buru agar tidak mengalami kesalahan dalam pengerjaan soal kemudian siswa sebaiknya lebih aktif bertanya saat kegiatan pembelajaran agar tidak melakukan kesalahan lagi dalam mengerjakan soal perkalian
ΠΠ»Π΅ΠΊΡΡΠΎΠ½Π½ΠΎΠ΅ ΠΎΠ±ΡΡΠ΅Π½ΠΈΠ΅ Π² Π½Π°ΡΠ°Π»ΡΠ½ΠΎΠΉ ΡΠΊΠΎΠ»Π΅: ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ ΡΠΈΡΡΠ΅ΠΌΡ ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΡ ΠΏΡΠΈ ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ COVID-19
Introduction. New digital technology in education and its constantly evolving paradigm have completely transformed the model of learning and the learning methods. E-learning has become an important tool for teaching and learning environments. Moreover, virtual learning has become a required alternative teaching method in educational system change during the COVID-19 pandemic, especially for learners in elementary schools. Aim. This research aimed to explore the necessities, lack, and want of learning English, which is done virtually at home. Methodology and research methods. This research employs descriptive methods using questionnaires and interviews as instruments to get responses from teachers and students about their learning needs. In the course of the needs analysis process, the importance and priority of teachersβ and studentsβ needs are discussed. The participants of this study were second-grade elementary school students, and the sample was 40 students and 2 English teachers for 10 months. Results. The research results demonstrate a gap between the needs of learners and current conditions; therefore, the whole language approach, the multimedia, and technology-based English teaching materials will become an inevitable need and even become a solution in the world of education. Scientific novelty. Further research is needed to study educational system change during the COVID-19 pandemic or after, especially in designing teaching materials in various disciplines and at different educational stages. Future studies could be generalised by these research findings to other populations in different learning contexts, and the findings presented in thisarticle should be further explored. In particular, technology-based and multimedia-based teaching materials must be explored more deeply. Furthermore, further research should focus on utilising a different model for needs analysis in language education to verify the need for effective English learning in changing the education system during the pandemic and after. Practical significance. It is thought that this study will contribute to the stakeholders in terms to provide empirical evidence of what necessities, lack, and want should be considered when a teacher will design and develop teaching materials during the COVID-19 period or afte.ΠΠ²Π΅Π΄Π΅Π½ΠΈΠ΅. ΠΠΎΠ²ΡΠ΅ ΡΠΈΡΡΠΎΠ²ΡΠ΅ ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΠΈ Π² ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΠΈ ΠΈ ΠΈΡ
ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎ ΡΠ°Π·Π²ΠΈΠ²Π°ΡΡΠ°ΡΡΡ ΠΏΠ°ΡΠ°Π΄ΠΈΠ³ΠΌΠ° ΠΏΠΎΠ»Π½ΠΎΡΡΡΡ ΠΈΠ·ΠΌΠ΅Π½ΠΈΠ»ΠΈ ΠΌΠΎΠ΄Π΅Π»Ρ ΠΈ ΠΌΠ΅ΡΠΎΠ΄Ρ ΠΎΠ±ΡΡΠ΅Π½ΠΈΡ. ΠΠ»Π΅ΠΊΡΡΠΎΠ½Π½ΠΎΠ΅ ΠΎΠ±ΡΡΠ΅Π½ΠΈΠ΅ ΡΡΠ°Π»ΠΎ Π²Π°ΠΆΠ½ΡΠΌ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠΌ ΡΡΠ΅Π±Π½ΠΎΠΉ ΡΡΠ΅Π΄Ρ, Π½Π΅ΠΎΠ±Ρ
ΠΎΠ΄ΠΈΠΌΡΠΌ Π°Π»ΡΡΠ΅ΡΠ½Π°ΡΠΈΠ²Π½ΡΠΌ ΠΌΠ΅ΡΠΎΠ΄ΠΎΠΌ ΠΏΡΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ ΡΠΈΡΡΠ΅ΠΌΡ ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ, ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎ Π΄Π»Ρ ΡΡΠ°ΡΠΈΡ
ΡΡ Π½Π°ΡΠ°Π»ΡΠ½ΡΡ
ΡΠΊΠΎΠ». Π¦Π΅Π»Ρ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ. ΠΠ°Π½Π½ΠΎΠ΅ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΠ΅ Π±ΡΠ»ΠΎ Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΎ Π½Π° ΠΈΠ·ΡΡΠ΅Π½ΠΈΠ΅ ΠΏΠΎΡΡΠ΅Π±Π½ΠΎΡΡΠ΅ΠΉ ΠΈ Π½Π΅Π΄ΠΎΡΡΠ°ΡΠΊΠΎΠ² Π² Π΄ΠΈΡΡΠ°Π½ΡΠΈΠΎΠ½Π½ΠΎΠΌ ΠΈΠ·ΡΡΠ΅Π½ΠΈΠΈ Π°Π½Π³Π»ΠΈΠΉΡΠΊΠΎΠ³ΠΎ ΡΠ·ΡΠΊΠ°. ΠΠ΅ΡΠΎΠ΄ΠΎΠ»ΠΎΠ³ΠΈΡ ΠΈ ΠΌΠ΅ΡΠΎΠ΄Ρ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ. Π Π½Π°ΡΡΠΎΡΡΠ΅ΠΌ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΠΈ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΡΡ ΠΎΠΏΠΈΡΠ°ΡΠ΅Π»ΡΠ½ΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄Ρ Ρ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ΠΌ Π°Π½ΠΊΠ΅Ρ ΠΈ ΠΈΠ½ΡΠ΅ΡΠ²ΡΡ Π² ΠΊΠ°ΡΠ΅ΡΡΠ²Π΅ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΠΎΠ² Π΄Π»Ρ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ ΠΎΡΠ²Π΅ΡΠΎΠ² ΡΡΠΈΡΠ΅Π»Π΅ΠΉ ΠΈ ΡΡΠ΅Π½ΠΈΠΊΠΎΠ² ΠΎΠ± ΠΈΡ
ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°ΡΠ΅Π»ΡΠ½ΡΡ
ΠΏΠΎΡΡΠ΅Π±Π½ΠΎΡΡΡΡ
. Π ΠΏΡΠΎΡΠ΅ΡΡΠ΅ Π°Π½Π°Π»ΠΈΠ·Π° ΠΎΠ±ΡΡΠΆΠ΄Π°ΡΡΡΡ Π²Π°ΠΆΠ½ΠΎΡΡΡ ΠΈ ΠΏΡΠΈΠΎΡΠΈΡΠ΅Ρ ΠΏΠΎΡΡΠ΅Π±Π½ΠΎΡΡΠ΅ΠΉ ΡΡΠΈΡΠ΅Π»Π΅ΠΉ ΠΈ ΡΡΠ΅Π½ΠΈΠΊΠΎΠ². Π£ΡΠ°ΡΡΠ½ΠΈΠΊΠ°ΠΌΠΈ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ Π² ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ 10 ΠΌΠ΅ΡΡΡΠ΅Π² Π±ΡΠ»ΠΈ 40 ΡΡΠ΅Π½ΠΈΠΊΠΎΠ² Π²ΡΠΎΡΠΎΠ³ΠΎ ΠΊΠ»Π°ΡΡΠ° Π½Π°ΡΠ°Π»ΡΠ½ΠΎΠΉ ΡΠΊΠΎΠ»Ρ ΠΈ 2 ΡΡΠΈΡΠ΅Π»Ρ Π°Π½Π³Π»ΠΈΠΉΡΠΊΠΎΠ³ΠΎ ΡΠ·ΡΠΊΠ°. Π Π΅Π·ΡΠ»ΡΡΠ°ΡΡ. Π Π΅Π·ΡΠ»ΡΡΠ°ΡΡ ΠΏΠΎΠΊΠ°Π·Π°Π»ΠΈ, ΡΡΠΎ ΡΡΡΠ΅ΡΡΠ²ΡΠ΅Ρ ΡΠ°Π·ΡΡΠ² ΠΌΠ΅ΠΆΠ΄Ρ ΠΏΠΎΡΡΠ΅Π±Π½ΠΎΡΡΡΠΌΠΈ ΡΡΠ°ΡΠΈΡ
ΡΡ ΠΈ ΡΠ΅ΠΊΡΡΠΈΠΌΠΈ ΡΡΠ»ΠΎΠ²ΠΈΡΠΌΠΈ, ΡΠ°ΠΊ ΡΡΠΎ Π²Π΅ΡΡ ΡΠ·ΡΠΊΠΎΠ²ΠΎΠΉ ΠΏΠΎΠ΄Ρ
ΠΎΠ΄, ΠΌΡΠ»ΡΡΠΈΠΌΠ΅Π΄ΠΈΠΉΠ½ΡΠ΅ ΠΈ ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΡΠ΅Π±Π½ΡΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ ΠΏΠΎ Π°Π½Π³Π»ΠΈΠΉΡΠΊΠΎΠΌΡ ΡΠ·ΡΠΊΡ ΡΡΠ°Π½ΡΡ Π½Π΅ΠΈΠ·Π±Π΅ΠΆΠ½ΠΎΠΉ ΠΏΠΎΡΡΠ΅Π±Π½ΠΎΡΡΡΡ ΠΈ Π΄Π°ΠΆΠ΅ ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ΠΌ Π² ΠΌΠΈΡΠ΅ ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΡ. ΠΠ°ΡΡΠ½Π°Ρ Π½ΠΎΠ²ΠΈΠ·Π½Π°. ΠΠ΅ΠΎΠ±Ρ
ΠΎΠ΄ΠΈΠΌΡ Π΄Π°Π»ΡΠ½Π΅ΠΉΡΠΈΠ΅ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ Π΄Π»Ρ ΠΈΠ·ΡΡΠ΅Π½ΠΈΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ Π² ΡΠΈΡΡΠ΅ΠΌΠ΅ ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΈΠ»ΠΈ ΠΏΠΎΡΠ»Π΅ ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ, ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎ ΠΏΡΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠ΅ ΡΡΠ΅Π±Π½ΡΡ
ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ² ΠΏΠΎ Π΄ΡΡΠ³ΠΈΠΌ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΠ°ΠΌ ΠΈ Π½Π° ΡΠ°Π·Π½ΡΡ
ΡΡΠ°ΠΏΠ°Ρ
ΠΎΠ±ΡΡΠ΅Π½ΠΈΡ. Π Π΅Π·ΡΠ»ΡΡΠ°ΡΡ, ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½Π½ΡΠ΅ Π² ΡΡΠΎΠΉ ΡΡΠ°ΡΡΠ΅, ΡΡΠ΅Π±ΡΡΡ Π΄Π°Π»ΡΠ½Π΅ΠΉΡΠ΅Π³ΠΎ ΠΈΠ·ΡΡΠ΅Π½ΠΈΡ. Π ΡΠ°ΡΡΠ½ΠΎΡΡΠΈ, Π½Π΅ΠΎΠ±Ρ
ΠΎΠ΄ΠΈΠΌΠΎ Π±ΠΎΠ»Π΅Π΅ Π³Π»ΡΠ±ΠΎΠΊΠΎ ΠΈΠ·ΡΡΠΈΡΡ ΡΡΠ΅Π±Π½ΡΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ, ΠΎΡΠ½ΠΎΠ²Π°Π½Π½ΡΠ΅ Π½Π° ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΡΡ
ΠΈ ΠΌΡΠ»ΡΡΠΈΠΌΠ΅Π΄ΠΈΠ°. ΠΡΠΎΠΌΠ΅ ΡΠΎΠ³ΠΎ, Π² Π΄Π°Π»ΡΠ½Π΅ΠΉΡΠΈΡ
ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡΡ
Π½ΡΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ Π΄ΡΡΠ³ΡΡ ΠΌΠΎΠ΄Π΅Π»Ρ Π°Π½Π°Π»ΠΈΠ·Π° ΠΏΠΎΡΡΠ΅Π±Π½ΠΎΡΡΠ΅ΠΉ Π² ΡΠ·ΡΠΊΠΎΠ²ΠΎΠΌ ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΠΈ, ΡΡΠΎΠ±Ρ ΠΏΡΠΎΠ²Π΅ΡΠΈΡΡ Π½Π΅ΠΎΠ±Ρ
ΠΎΠ΄ΠΈΠΌΠΎΡΡΡ ΡΡΡΠ΅ΠΊΡΠΈΠ²Π½ΠΎΠ³ΠΎ ΠΈΠ·ΡΡΠ΅Π½ΠΈΡ Π°Π½Π³Π»ΠΈΠΉΡΠΊΠΎΠ³ΠΎ ΡΠ·ΡΠΊΠ° Π΄Π»Ρ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΡΠΈΡΡΠ΅ΠΌΡ ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΈ ΠΏΠΎΡΠ»Π΅ ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ. Π Π±ΡΠ΄ΡΡΠΈΡ
ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡΡ
ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΡ Π΄Π°Π½Π½ΠΎΠΉ ΡΠ°Π±ΠΎΡΡ ΠΌΠΎΠ³ΡΡ Π±ΡΡΡ ΠΎΠ±ΠΎΠ±ΡΠ΅Π½Ρ ΠΈ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½Ρ ΠΊ Π΄ΡΡΠ³ΠΈΠΌ Π³ΡΡΠΏΠΏΠ°ΠΌ Π½Π°ΡΠ΅Π»Π΅Π½ΠΈΡ Π² ΡΠ°Π·Π»ΠΈΡΠ½ΡΡ
ΠΊΠΎΠ½ΡΠ΅ΠΊΡΡΠ°Ρ
ΠΎΠ±ΡΡΠ΅Π½ΠΈΡ. ΠΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠ°Ρ Π·Π½Π°ΡΠΈΠΌΠΎΡΡΡ. ΠΠ°ΡΡΠΎΡΡΠ΅Π΅ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²ΠΈΡ Π·Π°ΠΈΠ½ΡΠ΅ΡΠ΅ΡΠΎΠ²Π°Π½Π½ΡΠΌ ΡΡΠΎΡΠΎΠ½Π°ΠΌ ΡΠΌΠΏΠΈΡΠΈΡΠ΅ΡΠΊΠΈΠ΅ Π΄ΠΎΠΊΠ°Π·Π°ΡΠ΅Π»ΡΡΡΠ²Π° ΡΠΎΠ³ΠΎ, ΠΊΠ°ΠΊΠΈΠ΅ ΠΏΠΎΡΡΠ΅Π±Π½ΠΎΡΡΠΈ, Π½Π΅Π΄ΠΎΡΡΠ°ΡΠΊΠΈ ΠΈ ΠΆΠ΅Π»Π°Π½ΠΈΡ ΡΠ»Π΅Π΄ΡΠ΅Ρ ΡΡΠΈΡΡΠ²Π°ΡΡ, ΠΊΠΎΠ³Π΄Π° ΡΡΠΈΡΠ΅Π»Ρ Π±ΡΠ΄Π΅Ρ ΡΠ°Π·ΡΠ°Π±Π°ΡΡΠ²Π°ΡΡ ΡΡΠ΅Π±Π½ΡΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ Π² ΠΏΠ΅ΡΠΈΠΎΠ΄ ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ COVID-19 ΠΈΠ»ΠΈ ΠΏΠΎΡΠ»Π΅ Π½Π΅Π΅
Pengaruh Permainan Lompat Tali Terhadap Penggunaan Gadget Pada Anak Usia Dini di Desa Kepunten Kecamatan Tulangan
Anak usia dini adalah anak yang berusia antara 0-6 tahun. Pada usia tersebut, perkembangan anak dapat terjadi secara signifikan. Sehingga masa masa tersebut harus dipantau secara baik dan tidak boleh di rusak. Perkembangan anak usia dini memiliki tiga aspek yaitu fisik, sosial, dan kognitif. Perkembangan anak tersebut pasti juga pengaruhi dengan perkembangan teknologi apalagi pada masa sekarang setiap anak sudah memegang gadgetnya masing-masing itu semua dikarenakan masa pandemi saat ini semua kegiatan menggunakan gadget dari sekolah sampai bermain, itu membuat anak tidak mau bersosialisai. Maka dari itu mahasiswa KKN-TR Universitas PGRI Adi Buana Surabaya melakukan penelitian terhadap pengaruh permainan lompat tali terhadap penggunaan gadget pada anak usia dini di desa kepunten. Mahasiswa KKN-TR Universitas PGRI Adi Buana Surabaya melakukan penelitian menggunakan metode one grup pre-test post-test desing untuk mengetahui pengaruh permainan lompat tali terhadap penggunaan gadget pada anak usia dini di desa kepunten. Hasil dari penelitian ini yaitu dari 10 anak yang kecanduan gadget setelah diberikan permainan lompat tali presentasenya menurun cukup signifikan meskipun tidak langsung anak tersebut langsung melepas gadgetnya akan tetapi permainan tersebut cukup memiliki pengaruh untuk anak anak yang ada di desa kepunten
Digital 3D Technologies for Humanities Research and Education: An Overview
Digital 3D modelling and visualization technologies have been widely applied to support research in the humanities since the 1980s. Since technological backgrounds, project opportunities, and methodological considerations for application are widely discussed in the literature, one of the next tasks is to validate these techniques within a wider scientific community and establish them in the culture of academic disciplines. This article resulted from a postdoctoral thesis and is intended to provide a comprehensive overview on the use of digital 3D technologies in the humanities with regards to (1) scenarios, user communities, and epistemic challenges; (2) technologies, UX design, and workflows; and (3) framework conditions as legislation, infrastructures, and teaching programs. Although the results are of relevance for 3D modelling in all humanities disciplines, the focus of our studies is on modelling of past architectural and cultural landscape objects via interpretative 3D reconstruction methods