This research aims to know how the AdversityQuotient and the constraints faced by students in writing scientific paper in the form of thesis. The writing of thesis as a final task requires greater concentration, focus, effort, time, and perseverance of students to complete. In the process of thesis consultation, the students have to struggle to manage their times for reading, writing, looking for references as well as working as employees. With various considerations, the respondents of this study were limited to 44 students in English Department. Data collection techniques used were online questionnaires and snowball techniques. Then, the collected data is analyzed in a qualitative descriptive using Adversity Response Profile (ARP). Based on ARP, the study revealed that the Adversity Quotient of students who are undergoing the thesis consultation and also as employees are in the camper category with an average value of 135.41. Meanwhile, the constraints faced by the students in writing thesis that came from the students themselves (internal factors), namely: (1) difficult to cope with laziness (36.8%), (2) difficult to pour ideas and concepts (31.6%), (3) difficult to target research results (31.6%), (4) less time to read and write (31.6%), and (5) difficult to understand the research methods (31.6%). The conclusion of this research is that the Adversity Quotient of students need to be improved since the beginning of the lecturing so that the acceleration of graduating students is not delayed.
Computer Systems Engineering is one of the majors at the Institute of Science & Technology AKPRIND Yogyakarta. Every year the department makes a brochure that is used to introduce the department, but only contains image and text information that is printed on a sheet of paper, so that readers cannot see the information digitally. To make brochures more attractive, they need to be enriched with Augmented Reality technology.Augmented Reality technology based on Android can be used as an approach to create applications, which are built using Unity 3D and Vuforia. In designing the application, the marker-based method is used, printed brochures are used as a medium for scanning markers so that applications can display information in the form of videos and 3-dimensional objects. Testing using black box and compatibility The results of the study resulted in an application for the introduction of the Android-based Computer System Engineering Department by applying Augmented Reality technology, which was named Resiskom AR Brochure. testing with the black box method is carried out on the Resiskom AR Brochure application, the application can run according to the expected goals and results. The compatibility test results show that the application can run well on various mobile platforms, different android versions, sizes, and screen resolutions.
The purpose of this study was to determine the effect of role playing learning models on student learning outcomes in Indonesian 8 Theme areas where I live in fiction stories grade 4 SDN Asemrowo II Surabaya. This research using is quantitative research using quasi experimental research designs. The sample used in this study is nonprability sampling with saturated sampling so that all student used as sample, all classes 4 consisting classes A and B. Class A was chosen as the control class dan class B was chosen as the experimental class, each class containing 25 student. The research instrument used was a test (pretest and posttest). The result of data analysis obtained from the independent t test are sig (2 tailed = 0,000) < ɑ 0, 05) it means that Ho is rejected dan Hɑ is accepted, Role Playing learing model influences student learning outcomes.
This study aims to test the reliability and items characteristics of the essay test instrument to measure the higher-order thinking skills of social science lessons of junior high school grade 8. This research is useful to know the characteristics of the instrument items used directly by teachers for measurement activities in learning. This research method using quantitative research techniques. The sample used for the test used 105 students taken at random. The result of the research shows the estimation of instrument reliability coefficient of 0.819. The grain characteristics test of the difficulty level parameter for 15 items consists of eight items in the Easy category, 6 items in Medium category and one item in difficult category. Grain characteristics test for different power parameters found three items that are not able to distinguish the ability of students. The conclusion of this research is reliable instrument to measure the ability of high-level thinking and 12 items can be able to distinguish students' thinking ability. Teachers can use instruments consisting of 12 items to measure high-order thinking skills.
Due to the Covid-19 pandemic in 2019 to 2021, learning activities are carried out online. This is done to reduce physical contact and try to follow the health protocol that has been recommended by the government. For this reason, it is necessary to have learning methods that must be taken, to address this, one of which is the delivery of learning that can be done based on video. This study discusses Video and Powerpoint (PPT) based Computer Graphics learning media, this aims to increase understanding of learning material delivered online (online). In its implementation, video material and PPT for Computer Graphics course semester 6 were made using software (PPT) and Wondershare Filmora Video Editor. As a test sample, the Introduction to computer graphics chapter was taken with Descriptive Analysis using excel, Analysis (Hypothesis Testing) Independent Samples T-Test Method with a significance level of 5% using SPSS, from 9 (nine) respondents, on the material and learning media. Evaluation of learning outcomes used an assessment of the range of scores 1 to 6 (six) for the learning media and 11(eleven) questions related to the understanding of the material. The results showed that the teaching method using video media resulted in an average score of correct answers greater than the average score of correct answers using PPT teaching media. The percentage for video learning media strongly agree (sss) 40.28%, while the PPT learning media assessment strongly agrees (sss) 37.04%.
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