533 research outputs found

    A Meta-Learning Approach for Custom Model Training

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    Transfer-learning and meta-learning are two effective methods to apply knowledge learned from large data sources to new tasks. In few-class, few-shot target task settings (i.e. when there are only a few classes and training examples available in the target task), meta-learning approaches that optimize for future task learning have outperformed the typical transfer approach of initializing model weights from a pre-trained starting point. But as we experimentally show, meta-learning algorithms that work well in the few-class setting do not generalize well in many-shot and many-class cases. In this paper, we propose a joint training approach that combines both transfer-learning and meta-learning. Benefiting from the advantages of each, our method obtains improved generalization performance on unseen target tasks in both few- and many-class and few- and many-shot scenarios.Comment: AAAI 201

    Meningkatkan Pemahaman Konsep Bangun Ruang Mahasiswa Calon Guru Sekolah Dasar Menggunakan Game Android

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    This study aims to improve the conceptual understanding of prospective elementary school teacher students on the concept of geometrical space which includes the relationship between lines and planes as well as lines and lines in geometrical space using Android games. The Android game used was XSection. This research is a quasi-experimental study with a pretest-posttest control group design. The sample in this study was taken using a cluster random sampling technique and obtained class 3C as an experimental class, namely the class that learns using Android-based educational games and 3D class as the control class, namely the class that learns without using Android-based educational games. Data regarding conceptual understanding were obtained by the multiple-choice tests and data were analyzed using independent sample t-test and normalized gain test. The results showed that the experimental class showed a significant increase in understanding the concept of geometrical space compared to the control class. The post-test average score of students' conceptual understanding in the experimental class was higher than the control class so that the Android-based education game was effective in improving students' understanding of the concept of geometrical space for prospective elementary school teachers

    INTERNALISASI ATURAN POLYA TERHADAP KECAKAPAN SISWA MENYELESAIKAN MASALAH KPK & FPB

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    Penelitian ini bertujuan untuk mendeskripsikan apakah ada pengaruh model pembelajaran Polya terhadap kemampuan penyelesaian soal KPK dan FPB pada siswa kelas V SDN 1 Labuapi Kabupaten Lombok Barat. Subjek dalam penelitian ini adalah 25 siswa kelas VA SDN I Labuapi dan 25 siswa kelas VB SDN I Labuapi. Teknik pengumpulan data berupa tes tertulis dan instrumen berupa soal uraian yang berjumlah 10 butir. Teknik analisis data yang digunakan adalah uji t atau uji t. Berdasarkan hasil analisis data dapat disimpulkan bahwa: (1) Kemampuan menyelesaikan soal KPK dan FPB sebelum diterapkan model pembelajaran Polya pada siswa kelas V SDN 1 Labuapi Kabupaten Lombok Barat dengan ketuntasan klasikal mencapai <75%. Hal tersebut dibuktikan dengan ketuntasan klasikal sebesar 60,4%. (2) Kemampuan menyelesaikan soal KPK dan FPB setelah diterapkan model pembelajaran Polya pada siswa kelas V SDN 1 Labuapi Kabupaten Lombok Barat dengan ketuntasan klasikal mencapai ≥75%. Hal tersebut dibuktikan dengan ketuntasan klasikal sebesar 98,2%. (3) Ada pengaruh model pembelajaran Polya terhadap kemampuan pemecahan soal KPK dan FPB siswa kelas V SDN 1 Labuapi Kabupaten Lombok Barat. Hal tersebut dibuktikan dengan nilai sig. (2tailed) sebesar 0,000 <0,05 dan nilai t-hitung ≥ t-tabel atau 5,508> 1,708 berarti Ho ditolak dan Ha diterima

    MENINGKATKAN PEMAHAMAN KONSEP SIFAT-SIFAT CAHAYA PADA MAHASISWA CALON GURU SEKOLAH DASAR MENGGUNAKAN GAME ANDROID

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    Artikel ini membahas tentang analisis peningkatan pemahaman konsep mahasiswa calon guru sekolah dasar pada materi sifat cahaya yang dibelajarkan dengan media game Android Light Ignite. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain pretest-posttest control group. Populasi pada penelitian ini adalah seluruh mahasiswa calon guru sekolah dasar semester lima di salah satu Perguruan Tinggi Negeri di Kota Mataram. Teknik pengambilan sampel yang digunakan adalah purposive sampling dan kelas 5A (34 mahasiswa) sebagai kelas eksperimen, dan 5B (33 mahasiswa) sebagai kelas kontrol. Data mengenai pemahaman konsep mahasiswa diperoleh dengan tes pilihan ganda tentang sifat-sifat cahaya yang meliputi cahaya merambat lurus, cahaya dapat dipantulkan, cahaya dapat menembus benda bening, cahaya dapat dibiaskan, dan cahaya dapat diuraikan menjadi beberapa warna. Data pada penelitian ini dianalisis dengan uji-t sampel independen dan uji gain ternormalisasi. Hasil penelitian menunjukkan bahwa setelah perlakuan, pemahaman konsep mahasiswa calon guru pada kelas eksperimen lebih tinggi daripada mahasiswa calon guru di kelas kontrol. (t-hitung = 4,362 & t-table = 1,668). Berdasarkan hasil tersebut dapat disimpulkan bahwa Game Android Light Ignite efektif dan sangat berguna dalam meningkatkan pemahaman mahasiswa calon guru sekolah dasar mengenai sifat-sifat cahaya

    PROSES REPRESENTASI SISWA SEKOLAH DASAR D ALAM MENYELESAIKAN MASALAH MATEMATIKA

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    Tujuan penelitian kualitatif deskriptif ini adalah untuk melihat representasi siswa dalam menyelesaikan masalah soal cerita. Subjek penelitian adalah siswa Kelas VI SDN 1 Sombron. Subjek dipilih berdasarkan hasil soal pretes dan wawancara singkat yang dilakukan pada 28 siswa dalam 1 Kelas. Dari 28 siswa yang menjadi subjek penelitian, dipilih 2 siswa yang mewakili 2 kategori jawaban yang muncul dalam 1 Kelas. Masing-masing kategori, yakni kategori siswa yang menjawab dengan benar dan siswa yang menjawab salah diambil satu siswa secara acak untuk dianalisis lebih lanjut. Lokasi penelitian adalah SDN 1 Sombron. Subjek akan diberikan soal tes dan akan diwawancara untuk menggali informasi terkait hasil pekerjaanya. Hasil penelitian ini menunjukan bahwa masih ada siswa yang kesulitan dalam menyelesaikan masalah matematika dalm bentuk soal cerita. Penelitian ini juga menunjukan bahwa represantasi memegang peran penting dalam keberhasilan siswa menyelesaikan masalah berbentuk soal cerita

    Do Social Interactions with Peers Affect Student Identity?

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    This research is based on the observations and experiences of researchers, that at SMP Pawyatan Daha there are some students who are still doing things based on following along with friends, not based on themselves. For example, when a friend has a problem with a gang then triggers a fight, then his other friends will join in a fight with the intention of defending a friend even though they don't know what the problem is. This study aims to determine the effect of peer relations on self-identity. This study uses a quantitative research approach with comparative or ex-post facto causal techniques. The study population was 185, and the sample consisted of 47 research subjects of class VI students of SDN 26 Ampenan. Collecting data using peer questionnaire instruments and self-identity then based on the results of the distribution of questionnaires it was found that peers had a significant influence on the self-identity of grade VII students of SMP Pawyatan Daha 1 Kediri. Based on the results of the study using the product moment correlation test, the results obtained the value of r count ≥ r table or 0.295 ≥ 0.288. This means that there is an effect of peer interaction on the identity of class VII students of SMP Pawyatan Daha 1 Kediri. This result is supported by a simple linear regression test obtained by R Square with a result of 0.087. This means that the magnitude of the influence of peer interaction on self-identity is very weak

    Components of Knowledge Commercialization in the Selected Universities of the World

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    This paper presents a qualitative research method that has been performed based on content analysis. In this study, in order to evaluate and identify the components of the commercialization of knowledge, factors affecting the expansion and development of academic projects in five of the world selected universities (Harvard, Stanford, Cambridge, Kyoto, and Singapore) have been focused on. These components have been extracted in these universities through analyzing more than 70 scientific research studies. The researcher has used an inductive approach for the analysis of information obtained from the conducted research in this area. Results have shown that the main themes, elements of infrastructure, policymaking and identification of potential customers have facilitated the commercialization of knowledge in the selected universities
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