39 research outputs found

    Students’ Feedback of mDPBL Approach and the Learning Impact towards Computer Networks Teaching and Learning

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    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

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    Distributed problem-based learning in a low resources setting

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    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

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    __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 β€œClinical Approach for Elderly People with Dementia” from the participants’ 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 pretest–posttest control group design in the study. The results showed significant effects of the course on participants’ knowledge and diagnostic skills

    Design and Implementation mDPBL Teaching Approach to Improve Students' Creative Thinking Skill

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    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 students’ 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 students’ 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 students’ 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

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    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

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    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΅ΠΊΡ‚Ρ€ΠΎΠ½Π½ΠΎΠ΅ ΠΎΠ±ΡƒΡ‡Π΅Π½ΠΈΠ΅ Π² Π½Π°Ρ‡Π°Π»ΡŒΠ½ΠΎΠΉ школС: ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ систСмы образования ΠΏΡ€ΠΈ ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ COVID-19

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    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 teachers’ and students’ 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.Π’Π²Π΅Π΄Π΅Π½ΠΈΠ΅. НовыС Ρ†ΠΈΡ„Ρ€ΠΎΠ²Ρ‹Π΅ Ρ‚Π΅Ρ…Π½ΠΎΠ»ΠΎΠ³ΠΈΠΈ Π² ΠΎΠ±Ρ€Π°Π·ΠΎΠ²Π°Π½ΠΈΠΈ ΠΈ ΠΈΡ… постоянно Ρ€Π°Π·Π²ΠΈΠ²Π°ΡŽΡ‰Π°ΡΡΡ ΠΏΠ°Ρ€Π°Π΄ΠΈΠ³ΠΌΠ° ΠΏΠΎΠ»Π½ΠΎΡΡ‚ΡŒΡŽ ΠΈΠ·ΠΌΠ΅Π½ΠΈΠ»ΠΈ модСль ΠΈ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹ обучСния. Π­Π»Π΅ΠΊΡ‚Ρ€ΠΎΠ½Π½ΠΎΠ΅ ΠΎΠ±ΡƒΡ‡Π΅Π½ΠΈΠ΅ стало Π²Π°ΠΆΠ½Ρ‹ΠΌ инструмСнтом ΡƒΡ‡Π΅Π±Π½ΠΎΠΉ срСды, Π½Π΅ΠΎΠ±Ρ…ΠΎΠ΄ΠΈΠΌΡ‹ΠΌ Π°Π»ΡŒΡ‚Π΅Ρ€Π½Π°Ρ‚ΠΈΠ²Π½Ρ‹ΠΌ ΠΌΠ΅Ρ‚ΠΎΠ΄ΠΎΠΌ ΠΏΡ€ΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ систСмы образования Π²ΠΎ врСмя ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ, особСнно для учащихся Π½Π°Ρ‡Π°Π»ΡŒΠ½Ρ‹Ρ… школ. ЦСль исслСдования. Π”Π°Π½Π½ΠΎΠ΅ исслСдованиС Π±Ρ‹Π»ΠΎ Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΎ Π½Π° ΠΈΠ·ΡƒΡ‡Π΅Π½ΠΈΠ΅ потрСбностСй ΠΈ нСдостатков Π² дистанционном ΠΈΠ·ΡƒΡ‡Π΅Π½ΠΈΠΈ английского языка. ΠœΠ΅Ρ‚ΠΎΠ΄ΠΎΠ»ΠΎΠ³ΠΈΡ ΠΈ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹ исслСдования. Π’ настоящСм исслСдовании ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽΡ‚ΡΡ ΠΎΠΏΠΈΡΠ°Ρ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹ с ΠΏΡ€ΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ΠΌ Π°Π½ΠΊΠ΅Ρ‚ ΠΈ ΠΈΠ½Ρ‚Π΅Ρ€Π²ΡŒΡŽ Π² качСствС инструмСнтов для получСния ΠΎΡ‚Π²Π΅Ρ‚ΠΎΠ² ΡƒΡ‡ΠΈΡ‚Π΅Π»Π΅ΠΉ ΠΈ ΡƒΡ‡Π΅Π½ΠΈΠΊΠΎΠ² ΠΎΠ± ΠΈΡ… ΠΎΠ±Ρ€Π°Π·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΠ½Ρ‹Ρ… потрСбностях. Π’ процСссС Π°Π½Π°Π»ΠΈΠ·Π° ΠΎΠ±ΡΡƒΠΆΠ΄Π°ΡŽΡ‚ΡΡ Π²Π°ΠΆΠ½ΠΎΡΡ‚ΡŒ ΠΈ ΠΏΡ€ΠΈΠΎΡ€ΠΈΡ‚Π΅Ρ‚ потрСбностСй ΡƒΡ‡ΠΈΡ‚Π΅Π»Π΅ΠΉ ΠΈ ΡƒΡ‡Π΅Π½ΠΈΠΊΠΎΠ². Участниками исслСдования Π² Ρ‚Π΅Ρ‡Π΅Π½ΠΈΠ΅ 10 мСсяцСв Π±Ρ‹Π»ΠΈ 40 ΡƒΡ‡Π΅Π½ΠΈΠΊΠΎΠ² Π²Ρ‚ΠΎΡ€ΠΎΠ³ΠΎ класса Π½Π°Ρ‡Π°Π»ΡŒΠ½ΠΎΠΉ ΡˆΠΊΠΎΠ»Ρ‹ ΠΈ 2 учитСля английского языка. Π Π΅Π·ΡƒΠ»ΡŒΡ‚Π°Ρ‚Ρ‹. Π Π΅Π·ΡƒΠ»ΡŒΡ‚Π°Ρ‚Ρ‹ ΠΏΠΎΠΊΠ°Π·Π°Π»ΠΈ, Ρ‡Ρ‚ΠΎ сущСствуСт Ρ€Π°Π·Ρ€Ρ‹Π² ΠΌΠ΅ΠΆΠ΄Ρƒ потрСбностями учащихся ΠΈ Ρ‚Π΅ΠΊΡƒΡ‰ΠΈΠΌΠΈ условиями, Ρ‚Π°ΠΊ Ρ‡Ρ‚ΠΎ вСсь языковой ΠΏΠΎΠ΄Ρ…ΠΎΠ΄, ΠΌΡƒΠ»ΡŒΡ‚ΠΈΠΌΠ΅Π΄ΠΈΠΉΠ½Ρ‹Π΅ ΠΈ тСхнологичСскиС ΡƒΡ‡Π΅Π±Π½Ρ‹Π΅ ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»Ρ‹ ΠΏΠΎ английскому языку станут Π½Π΅ΠΈΠ·Π±Π΅ΠΆΠ½ΠΎΠΉ ΠΏΠΎΡ‚Ρ€Π΅Π±Π½ΠΎΡΡ‚ΡŒΡŽ ΠΈ Π΄Π°ΠΆΠ΅ Ρ€Π΅ΡˆΠ΅Π½ΠΈΠ΅ΠΌ Π² ΠΌΠΈΡ€Π΅ образования. Научная Π½ΠΎΠ²ΠΈΠ·Π½Π°. НСобходимы дальнСйшиС исслСдования для изучСния ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ Π² систСмС образования Π²ΠΎ врСмя ΠΈΠ»ΠΈ послС ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ, особСнно ΠΏΡ€ΠΈ Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠ΅ ΡƒΡ‡Π΅Π±Π½Ρ‹Ρ… ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»ΠΎΠ² ΠΏΠΎ Π΄Ρ€ΡƒΠ³ΠΈΠΌ ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚Π°ΠΌ ΠΈ Π½Π° Ρ€Π°Π·Π½Ρ‹Ρ… этапах обучСния. Π Π΅Π·ΡƒΠ»ΡŒΡ‚Π°Ρ‚Ρ‹, прСдставлСнныС Π² этой ΡΡ‚Π°Ρ‚ΡŒΠ΅, Ρ‚Ρ€Π΅Π±ΡƒΡŽΡ‚ дальнСйшСго изучСния. Π’ частности, Π½Π΅ΠΎΠ±Ρ…ΠΎΠ΄ΠΈΠΌΠΎ Π±ΠΎΠ»Π΅Π΅ Π³Π»ΡƒΠ±ΠΎΠΊΠΎ ΠΈΠ·ΡƒΡ‡ΠΈΡ‚ΡŒ ΡƒΡ‡Π΅Π±Π½Ρ‹Π΅ ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»Ρ‹, основанныС Π½Π° тСхнологиях ΠΈ ΠΌΡƒΠ»ΡŒΡ‚ΠΈΠΌΠ΅Π΄ΠΈΠ°. ΠšΡ€ΠΎΠΌΠ΅ Ρ‚ΠΎΠ³ΠΎ, Π² Π΄Π°Π»ΡŒΠ½Π΅ΠΉΡˆΠΈΡ… исслСдованиях Π½ΡƒΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ Π΄Ρ€ΡƒΠ³ΡƒΡŽ модСль Π°Π½Π°Π»ΠΈΠ·Π° потрСбностСй Π² языковом ΠΎΠ±Ρ€Π°Π·ΠΎΠ²Π°Π½ΠΈΠΈ, Ρ‡Ρ‚ΠΎΠ±Ρ‹ ΠΏΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ Π½Π΅ΠΎΠ±Ρ…ΠΎΠ΄ΠΈΠΌΠΎΡΡ‚ΡŒ эффСктивного изучСния английского языка для измСнСния систСмы образования Π²ΠΎ врСмя ΠΈ послС ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ. Π’ Π±ΡƒΠ΄ΡƒΡ‰ΠΈΡ… исслСдованиях Ρ€Π΅Π·ΡƒΠ»ΡŒΡ‚Π°Ρ‚Ρ‹ Π΄Π°Π½Π½ΠΎΠΉ Ρ€Π°Π±ΠΎΡ‚Ρ‹ ΠΌΠΎΠ³ΡƒΡ‚ Π±Ρ‹Ρ‚ΡŒ ΠΎΠ±ΠΎΠ±Ρ‰Π΅Π½Ρ‹ ΠΈ ΠΏΡ€ΠΈΠΌΠ΅Π½Π΅Π½Ρ‹ ΠΊ Π΄Ρ€ΡƒΠ³ΠΈΠΌ Π³Ρ€ΡƒΠΏΠΏΠ°ΠΌ насСлСния Π² Ρ€Π°Π·Π»ΠΈΡ‡Π½Ρ‹Ρ… контСкстах обучСния. ΠŸΡ€Π°ΠΊΡ‚ΠΈΡ‡Π΅ΡΠΊΠ°Ρ Π·Π½Π°Ρ‡ΠΈΠΌΠΎΡΡ‚ΡŒ. НастоящСС исслСдованиС прСдоставит заинтСрСсованным сторонам эмпиричСскиС Π΄ΠΎΠΊΠ°Π·Π°Ρ‚Π΅Π»ΡŒΡΡ‚Π²Π° Ρ‚ΠΎΠ³ΠΎ, ΠΊΠ°ΠΊΠΈΠ΅ потрСбности, нСдостатки ΠΈ ТСлания слСдуСт ΡƒΡ‡ΠΈΡ‚Ρ‹Π²Π°Ρ‚ΡŒ, ΠΊΠΎΠ³Π΄Π° ΡƒΡ‡ΠΈΡ‚Π΅Π»ΡŒ Π±ΡƒΠ΄Π΅Ρ‚ Ρ€Π°Π·Ρ€Π°Π±Π°Ρ‚Ρ‹Π²Π°Ρ‚ΡŒ ΡƒΡ‡Π΅Π±Π½Ρ‹Π΅ ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»Ρ‹ Π² ΠΏΠ΅Ρ€ΠΈΠΎΠ΄ ΠΏΠ°Π½Π΄Π΅ΠΌΠΈΠΈ COVID-19 ΠΈΠ»ΠΈ послС Π½Π΅Π΅

    Pengaruh Permainan Lompat Tali Terhadap Penggunaan Gadget Pada Anak Usia Dini di Desa Kepunten Kecamatan Tulangan

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    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

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    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
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