134,698 research outputs found

    The Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE)

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    For a long time, research on individuals learning in digital environments was primarily based on cognitive-oriented theories. This paper aims at providing evidence that social processes affect individual learning with digital materials. Based on these theories and empirical results, a social-processes-augmented theory is suggested: the Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE). This CASTLE postulates that social cues in digital materials activate social schemata in learners leading to enhanced (para-)social, motivational, emotional, and metacognitive processes. To substantiate this theory, socio-cognitive theories are used, which predict social influences on learning with digital materials. Besides, previous empirical findings are presented assuming that with a rising number of social cues in digital materials, the influence of social processes increases. Finally, consequences regarding the design of digital learning media are discussed

    Broad Absorption Line Quasar catalogues with Supervised Neural Networks

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    We have applied a Learning Vector Quantization (LVQ) algorithm to SDSS DR5 quasar spectra in order to create a large catalogue of broad absorption line quasars (BALQSOs). We first discuss the problems with BALQSO catalogues constructed using the conventional balnicity and/or absorption indices (BI and AI), and then describe the supervised LVQ network we have trained to recognise BALQSOs. The resulting BALQSO catalogue should be substantially more robust and complete than BI- or AI-based ones.Comment: 5 pages, 3 figures, to appear in the proceedings of "Classification and Discovery in Large Astronomical Surveys", Ringberg Castle, 14-17 October 200

    A Look at the Middle Ages: Tying Together Social Studies and Language Arts

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    This project presents a thematic interdisciplinary unit. Fifteen social studies lessons are focused on the middle ages and tied together with the book, The Castle in the Attic. There is also a companion language arts unit for The Castle in the Attic. This project was developed to help sixth-grade students apply information taught in social studies to language arts and help them to see natural connections that occur in learning

    Pengembangan Model Permainan Passing The Castle Dengan Shielding The ball Pada Sepakbola Kelas VII SMP N 1 Balapulang

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    ABSTRAKMuhammad Azmi Akmal “Pengembangan Model Permainan Passing The Castle Dengan Shielding The Ball Pada Sepakbola Kelas VII SMP N 1 Balapulang Kabupaten Tegal ”. Program Studi Pendidikan Jasmani Kesehatan Dan Rekreasi Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Ilmu Keolahragaan Universitas PGRI Semarang, 2020. Penelitian ini dilatar belakangi oleh kurangnya ranah pengembangan model permainan dalam Sekolah Menengah Pertama kelas VII dalam pembelajaran penjasorkes materi sepakbola. Tujuan pada penelitian ini adalah mengembangkan bentuk model permainan sepakbola yang sesuai dengan karakteristik siswa kelas VII Sekolah Menengah Pertama Negeri 1 Balapulang Kabupaten Tegal.Metode penelitian ini adalah penelitian pengembangan yang mengacu pada model pengembangan dari Borg & Gall. Dari hasil penelitian uji coba diperoleh data evaluasi ahli, yaitu ahli materi 83%, ahli media 70% dan ahli penjas 78%. Uji coba kelompok kecil atau skala kecil 83%, dan uji coba skala besar 87%. Dari data yang ada maka dapat disimpulkan bahwa pengembangan model permainan The Castle dapat digunakan dalam pembelajaran penjasorkes siswa Sekolah Menengah Pertama Negeri 1 Balapulang.Berdasarkan hasil penelitian dapat disimpulkan bahwa model permainan The Castle efektif, sehingga dapat diterapkan sebagai model pembelajaran.Kata kunci: Pengembangan Model Permainan Passing The Castle dengan Shielding The ball Pada Kelas VII SMP N 1 BalapulangABSTRAKMuhammad Azmi Akmal "The Development of Passing The Castle Game Model With Shielding The Ball In Class VII Soccer SMP N 1 Balapulang, Tegal Regency". Health and Recreation Physical Education Study Program, Faculty of Social and Sport Sciences Education, PGRI University Semarang, 2020.This research is motivated by the lack of realm of developing game models in junior high school class VII in physical education learning material football. The aim of this research is to develop a form of soccer game model that is in accordance with the characteristics of the VII grade students of SMP Negeri 1 Balapulang, Tegal Regency.This research method is development research which refers to the development model from Borg & Gall. From the trial research results obtained expert evaluation data, namely 83% material experts, 70% media experts and 78% physical education experts. Small group or small-scale trials 83%, and large-scale trials 87%. From the existing data, it can be concluded that the development of the game model The Castle can be used in the learning of physical education for students of Junior High School 1 Balapulang.Based on the research results, it can be concluded that The Castle game model is effective, so it can be applied as a learning model.Keywords: Development of Passing The Castle Game Model with Shielding The ball in Class VII SMP N 1 Balapulan

    Developing Journey Castle Game to Increase Students’ Grammar Mastery: Research and Development

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    The study was aimed to obtain the construct of the Journey Castle Game model for teaching and learning grammar for the eighth-grade students in Junior High School.  The design in this study is research and development (R and D). The subject of this study was .30 students of a random school from SMPI Ibnu Mas’ud, SMP Mamba’us Sholihin, and SMP Anharul Ulum also six teachers for a random school in Blitar Regency. This study used a quantitative approach using a questionnaire and a qualitative by using interviews, observations, and documents. The process of developing the "Journey Castle Game" media as a learning medium. The study finding’s revealed; (1) the model of the journey castle game to increase grammar mastery for the eighth-grade students in high school students especially tenses whereas richer-developed consist of three tenses (simple present, present continuous, and simple past) with two guide books that are guide book for teacher, and guide book for students. (2) The developed “Journey Castle” game was valid, it proved by the result of media validators have a total score of 271 and the percentage is 82%.  In the scoring criteria for the "Very Valid" Category, this value falls within the range of 81% to 100%.  The media validators also provided comments and suggestions that are used to develop the media that has been generate

    Pengaruh Metode Bercerita Buku Bergambar Terhadap Kemampuan Berbicara Anak Usia 5-6 Tahun Di Tk Tadika Puri Pekanbaru

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    Abstrack : The effect of Picture Book Tells Methods Speech Against Children Aged 5-6 Years On Tk Tadika Castle Pekanbaru. Language plays a very important in a child's life, because through language the child can communicate with the surrounding environment, and expressing ideas or thoughts to others. Initial survey that has been done in kindergarten Tadika Castle Pekanbaru, children are still often mispronouncing words such as the word "this pencil whom" the child said "this pencil anyone", said the "big ball" is pronounced "big ball", the majority children may not be able to tell what it is doing in the morning before going to school with simple, there are still many children who have not been able to ask the right example "bu broom where?" that should be "bu where his broom?" and many children that one can not distinguish the words "earlier, yesterday, past and present. The purpose of this study was to determine the increase in the ability to speak with a child aged 5-6 Picture Book Tells method in kindergarten Tadika Puri Pekanbaru. This study design using experimental research with one group pretest posttest design. Population and sample were 20 children in group B TK Tadika Castle Pekanbaru. The data collection techniques used are direct observation techniques. Data analysis techniques used t-test. Results of comparative analysis between the pretest to posttest ability to speak the child at significant level of 0.05 was obtained thitung -14.165 and sig value of 0.000, it can be concluded learning method proved Picture Book Tells significantly affect the child's ability to speak. Kindergarten teachers are expected to be able to apply the method Tadika Castle Picture Book Tells in improving children's ability to speak and the liveliness of the child in learning activities

    Marketing a memory of the world: Magna Carta and the experiential servicescape

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    Purpose The aim of this paper is to analyse visitor perceptions of the Lincoln Magna Carta exhibition in the context of an experiential servicescape perspective. Design/methodology/approach Data comes from a questionnaire carried out with visitors to the Magna Carta exhibition in Lincoln Castle, UK. The approach was framed by the student as producer perspective, that is about re-engineering the relationship between academics and undergraduate students. Findings Three main problems exist in terms of the servicescape. These are guidance signage, the small, dark inauspicious surroundings of the exhibition itself and the level of visitor interactivity present. Research limitations/implications This is only a small scale project of one Magna Carta exhibition. Research with more visitors would help to further validate the findings and conclusions of this paper and also assist in other representations of the document in other sites. Practical implications Suggestions are made for improvement to a number of experiential servicescape elements. These improved representations also need to be planned for adequately in the new staging of the document, when Lincoln Castle receives planned additional funds from the Heritage Lottery. Social implications This paper draws our attention to the fact that The Magna Carta is a shared part of a global cultural identity, where the marketing of the document represents a great privilege. Originality/value The experiential servicescape framework is used in an original way to critique aspects of the current exhibition and to propose new ideas for representing the Magna Carta. This paper is based on original data that makes a novel contribution to the debate regarding research and learning in higher education

    Self-study: a developing research approach for professional learning

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    In this article the authors consider the ‘self-study’ research approach that has been used particularly in teacher education contexts in North America and Australia. They explore the concept of self-study and its use as a research approach for practitioners. They identify its limited, but growing use in Europe and focus on developments in the field of teacher education at the University of Hertfordshire, UK
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