243 research outputs found

    Pengaruh Model Pembelajaran Guided Inquiry Disertai Lks Audiovisual Terhadap Aktivitas Dan Hasil Belajar IPA Siswa Di SMP

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    Model Guided Inquiry disertai LKS audiovisual merupakan proses pembelajaran yang mengharuskan siswa untuk menemukan pengetahuannya sendiri dan membuat pengetahuan tersebut mudah diingat. Tujuan dari penelitian ini adalah (1) Untuk mengkaji pengaruh model Guided inquirydisertai LKS audiovisual terhadap hasil belajar IPA siswa di SMP, (2) Untuk mendeskripsikan aktivitas belajar IPA siswa selama pembelajaran dengan model Guidedinquiry disertai LKS audiovisual. Jenis penelitian ini adalah penelitian eksperimen dengan desain penelitian menggunakan post-test only control design. Teknik pengumpulan data meliputi tes, observasi, portofolio, dokumentasi, dan wawancara. Teknik analisa data yang digunakan analisis diskriptif dan menggunakan Independent Sample T-Test dengan bantuan SPSS 16. Hasil dari penelitian ini yaitu (1) hasil belajar siswa berdasarkan analisis Independent Sample T-Test diperoleh nilai sig (2-tailed) 0.524 > 0,05, (2) hasil aktivitas belajar siswa rata-rata 84,67 pada kriteria “sangat aktif”. Berdasarkan data yang diperoleh, kesimpulan yang dapat diambil adalah model pembelajaran Guided Inquiry disertai LKS audiovisual berpengaruh terhadap aktivitas dan hasil belajar siswa dalam pembelajaran IPA di SMP

    Rancang Bangun Sistem Pengamanan Mobil Menggunakan ID Card dengan Metode Radio Frequency Identification

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    Conditions and progress in terms of technology is still not comparable with the behavior of people in certain circles, especially of motor vehicle theft both 4 wheel and 2 wheel, many methods are used by vehicle owners to secure ownership of the vehicle from theft is always lurking at any time wherever and whenever ironically even in the carport or in front of the house though theft can happen, even the manufacturer for certain cars have completed cars produced by security highly optimized, but what happens as though far from the fire, events have car theft is still rampant any places. Apparently the car security either manually or electronically is still easily estimated by thieves to break into its security after learning such weak points of certain cars. Events have made restless and uncomfortable car owners who always want the security and convenience in storing his car whenever it placed anywhere. The purpose of the above problems the author tried to make the design of the security system in the car using the id cards with radio frequency identification method. The method used in the making of this thesis consists of five stages, namely literature, field surveys, data analysis, design, and testing. The system is built using the Arduino Uno and RFID. This car security systems simply by using the id card / tag, can be lit when the car engine according to the database. For the owner of the car if it has no id card then the car will not be lit up and reducing material losses to owner. Research and design of security issues where the car has been successfully carried out when the car entered by either the owner or the borrower and have no IDCard / tag then the car will not turn on at all because the electrical source not connected to the start [1], the use of RFID Arduino Uno and in accordance with the original plan

    Analisis Minat Penggunaan E-learning pada Guru dan Peserta Didik SMA Negeri 1 Depok Sleman

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    E-learning telah secara signifikan berdampak pada kegiatan sehari-hari, terutama dalam hal bagaimana kita belajar. Saat ini, pengajaran di kelas tidak lagi hanya mengandalkan kapur dan papan tulis sebagai media utama untuk penyebaran program. Teknologi pembelajaran e-learning telah memungkinkan untuk menyediakan lingkungan kelas virtual secara online. Mereka memberikan para peserta didik akses lebih besar atas jadwal belajar yang menyesuaikan kondisi dimana saja dan kapan saja. Di atas ini, e-learning lebih menawarkan peserta didik berbagai bentuk media untuk mencocokkan gaya belajar mereka, yang mengarah ke peningkatan efektivitas belajar mereka. Pengenalan diperpanjang ini membahas teknologi terbaru e-learning khusus multimedia, tantangan penelitian dan tren masa depan dari kedua perspektif pedagogis dan teknologi. e-learning yang dikembangkan dengan pendekatan model jejaring social dan Game Base Learning (GBL) menjadi trend dalam perkembangan e-learning saat ini, diperoleh hasil 90% guru memilih elarning dengan model jejaring sosial dan 10% guru memilih jenis media pembelajaran bernasis course. Untuk peserta didik 79% memilih e-learning dengan model jejaring social, 10% peserda didik memilih model course, dan 11% peserda didik memilih model game

    User Story Software Estimation:a Simplification of Software Estimation Model with Distributed Extreme Programming Estimation Technique

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    Software estimation is an area of software engineering concerned with the identification, classification and measurement of features of software that affect the cost of developing and sustaining computer programs [19]. Measuring the software through software estimation has purpose to know the complexity of the software, estimate the human resources, and get better visibility of execution and process model. There is a lot of software estimation that work sufficiently in certain conditions or step in software engineering for example measuring line of codes, function point, COCOMO, or use case points. This paper proposes another estimation technique called Distributed eXtreme Programming Estimation (DXP Estimation). DXP estimation provides a basic technique for the team that using eXtreme Programming method in onsite or distributed development. According to writer knowledge this is a first estimation technique that applied into agile method in eXtreme Programming

    Designing Prototype User Interface Digital Library for Elementary School Based on Probability Bayesian

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    Recently of digital library technology is not only developed on the aspect of the system, but also in the interface design, because it has a significant role to reach the level of usefulness and success as source of knowledge. Digital library's interface should be developed and can adapt to the needs of children, who have different of ability and expectation when interact the user interface design than adult. This research aims to design the interface prototype digital library for elementary school students, based on the analysis of chosen existing library. Tests performed limited on the interface “simple search” form on the ICDL, with field observation approach methods, and the 6 task were completed over 15 minutes. Layout space used a single room setup when doing the observation. Data were taken from 12 elementary school students (7-12 years old), who come from three different schools. Processed analysed by Bayesian probability methods. From the results obtained, it can be concluded that the certainty of children had a difficulty when accessed forms simple search ICDL at the first used. From the analysis of the design 1 login register on the form ICDL display showed the probability of students choosing Register / Login influenced by his perspective and the time given is 0.5.Recently of digital library technology is not only developed on the aspect of the system, but also in the interface design, because it has a significant role to reach the level of usefulness and success as source of knowledge. Digital library's interface should be developed and can adapt to the needs of children, who have different of ability and expectation when interact the user interface design than adult. This research aims to design the interface prototype digital library for elementary school students, based on the analysis of chosen existing library. Tests performed limited on the interface “simple search” form on the ICDL, with field observation approach methods, and the 6 task were completed over 15 minutes. Layout space used a single room setup when doing the observation. Data were taken from 12 elementary school students (7-12 years old), who come from three different schools. Processed analysed by Bayesian probability methods. From the results obtained, it can be concluded that the certainty of children had a difficulty when accessed forms simple search ICDL at the first used. From the analysis of the design 1 login register on the form ICDL display showed the probability of students choosing Register / Login influenced by his perspective and the time given is 0.5

    Pengaruh Keterampilan (Skill), Atribut Personal, Pengetahuan (Knowledge), dan Pengalaman Auditor dalam Proses Pelaksanaan Audit terhadap Kualitas Laporan Audit yang Dihasilkan (Survei pada Kantor Akuntan Publik di DKI Jakarta)

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    This study aims to analyze the influence of skills), personal attributes, knowledge, and experience auditors affect the quality of audit reports. The number of final samples obtained that can be included in the test is 158 questionnaires. Scope of the object of research conducted on the auditors who are in several Public Accounting Firm (KAP) in Jakarta. The results showed that the skill of the auditor has a positive effect on the quality of the audit report. The personal auditor attribute positively affects the quality of the audit report. The auditor's knowledge has a positive effect on the quality of the audit report. The auditor's experience has a positive effect on the quality of the audit report

    Induction of protective immune responses against schistosomiasis using functionally active cysteine peptidases

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    Each year schistosomiasis afflicts up to 600 million people in 74 tropical and sub-tropical countries, predominantly in the developing world. Yet we depend on a single drug, praziquantel, for its treatment and control. There is no vaccine available but one is urgently needed especially since praziquantel-resistant parasites are likely to emerge at some time in the future. The disease is caused by several worm species of the genus Schistosoma. These express several classes of papain-like cysteine peptidases, cathepsins B and L, in various tissues but particularly in their gastrodermis where they employ them as digestive enzymes. We have shown that sub-cutaneous injection of recombinant and functionally active Schistosoma mansoni cathepsin B1 (SmCB1), or a cathepsin L from a related parasite Fasciola hepatica (FhCL1), elicits highly significant protection (up to 73%) against an experimental challenge worm infection in murine models of schistosomiasis. The immune modulating properties of this subcutaneous injection can boost protection levels (up to 83%) when combined with other S. mansoni vaccine candidates, glyceraldehyde 3-phosphate dehydrogenase (SG3PDH) and peroxiredoxin (PRX-MAP). Here, we discuss these data in the context of the parasite's biology and development, and provide putative mechanism by which the native-like cysteine peptidase induce protective immune responses. © 2014 El Ridi, Tallima, Dalton and Donnelly

    Analisis Faktor Keberhasilan SDM Startup yang Ada di YOGYAKARTA

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    Kemajuan teknologi yang semakin pesat menyebabkan banyak startup baru muncul, banyak yang berhasil tetapi tidak sedikit yang gagal dan harus gulung tikar, berdasarkan survey dari majalah forbes 90% startup didunia gagal mengembangkan startupnya, banyak faktor yang mempengaruhi kesuksesan startup salah satunya adalah SDM, tetapi masih sedikit pelaku startup yang peduli tentang faktor SDM, oleh karena itu penelitian ini dilakukan untuk mengetahui faktor apa saja yang mempengaruhi kesuksesan SDM startup dengan cara melakukan observasi langsung dan wawancara kepada beberapa startup yang telah berhasil mengembangkan startupnya. Hasilnya diusulkan model kesuksesan startup berdasarkan studi kasus yang dilakukan kepada empat satrtup yang ada di Yogyakarta

    Pengaruh Model Pembelajaran Guided Inquiry Disertai Lks Audiovisual Terhadap Aktivitas Dan Hasil Belajar IPA Siswa Di SMP

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    Guided Inquiry Model with audiovisual students\u27 worksheet is model of learning that makes the students should find out their knowledge and makes them easy to be remember. The purpose of this research are (1) to study the influence of guided inquiry model with audiovisual students\u27 worksheet on students\u27 achievement in learning science (physics) at Junior High School, and (2) to study of students\u27 learning activities by using the model. The kind of research is experimen by post-test only control group design. Techniques of data collection are test, observation, portofolio, documentation and interview. The data are analysis by descriptive and independent sample t-test. The result of this research are (1) students\u27 achievement based on the analysis of independent sample t-test is obtained value sig 0.524 > 0,05, (2) the results of the learning activities of students on average 84.67 in very active criteria. The results can be concluded that the model with audiovisual students\u27 worksheet significantly affect to students\u27 science (physics) learning achievement and students\u27 during learning activities are very active
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