Permasalahan dalam penelitian ini berawal dari rendahnya kemampuan berpikir kritis siswa pada mata pelajaran Matematika kelas V, diantaranya rendahnya kemampuan siswa dalam memfokuskan pada permasalahan, menentukan startegi penyelesaian dan memilih argument yang tepat dalam penyelesaiannya. Penelitian membahas pengaruh berpikir kritis siswa dengan menggunakan E-LKPD berbasis pendekatan investigasi matematika. Jenis penelitian ini adalah quasi eksperimen. Populasi penelitian ini adalah 140 siswa sekolah dasar kelas V. Sampel penelitian adalah 68 siswa. Penelitian ini dilakukan pada tahun 2019 Pengumpulan data dalam penelitian ini menggunakan tes hasil belajar berupa soal uraian sebanyak 5 butir. Data yang diperoleh diuji normalitas dan homogenitasnya kemudian dianalisis menggunakan uji-t. Pada kelas eksperimen nilai tertinggi 85, nilai terendah 40, rata-rata 70,37, dengan standar deviasi 9,36. Pada kelas kontrol nilai tertinggi 48,8, nilai terendah 5, rata-rata 20,1, dengan standar deviasi 8,94. Dalam prosesnya, siswa di kelas eksperimen menunjukkan keterampilan berfikir kritis lebih baik dari siswa kelas kontrol. Dari hasil penelitian ini dapat diketahui bahwa nilai t_hitung = 41,12> tabel = 1,6687, maka hipotesis atau H1 diterima, dengan demikian penggunaan E-LKPD berbasis pendekatan investigasi matematis berpengaruh terhadap keterampilan berpikir kritis.
Metaverse technology is emerging as a global trend, offering virtual activities with real-world experiences. This paper presents a systematic review of research trends from 2012–2022 to determine the prevalence and current conditions of metaverse technology in education. The PRISMA framework (selected reporting items for systematic review and meta-analysis) guided this systematic review. 42 studies were selected from the Scopus database, with more than 70 studies or references from Google Scholar kept as supporting data after quality assessment. The results indicate that research interest in metaverse technology has significantly increased in the last ten years, peaking in 2022. Augmentation and simulation are the most prominent uses of metaverse technology in the learning process. C. Moro (2017) is the most cited author on this topic, with 313 citations, followed by P. Wang (2022) with 264 citations and P. Pelargos (2022) with 163 citations. AR and VR are the most widely used types of metaverse technology. Hopefully, this review will be useful for researchers, educators, and future research on the metaverse and education.
Proses belajar adalah suatu aktivitas mental atau psikis dalam interaksi aktif dengan lingkungan yang menghasilkan perubahan dalam pengetahuan pemahaman, keterampilan dan nilai sikap. Model pembelajaran adalah salah satu komponen penting yang menunjang keberhasilan dari proses belajar. Ketepatan dalam memilih model pembelajaran akan berdampak pada keberhasilan belajar serta tercapainya tujuan pembelajaran yang tergambar pada perubahan perilaku positif tertentu. Penelitian ini akan mengkaji mengenai model pembelajaran secara teoritis dan model pembelajaran apa yang paling ideal untuk pendidikan kejuruan atau TVET di abad 21. Penelitian ini menggunakan metode deskriptif dengan pendekatan kualitatif melalui studi kepustakaan atau library research. Penelitian ini membahas secara konseptual mengenai model pembelajaran lalu dirangkum secara utuh dan lengkap, sehingga dapat dijadikan suatu acuan dalam menimbang pemilihan suatu model pembelajaran yang ideal.
Tourism is a field that is currently developing. This is supported by the wealth of Indonesia's natural potential which is known as the emerald equator. But not all tourism area information can be obtained easily. Because so far tourism promotion still uses pamphlets, leaflets or brochures. This can be overcome by developing a system that can be accessed by everyone by utilizing Information Technology. The aim of the research is to produce a Webbased tourism management information system. System development method is a prototyping model by utilizing PHP programming and MySQL database. The results of the system development resulted in a Web-based tourism management information system with a case study in the South Coastal Region of West Sumatra Province that could help tourism agencies in developing regional tourism.
SMK Negeri 1 Kecamatan Luak is a government agency that organizes vocational education. Every semester SMK Negeri 1 Luak Regency does data processing of student scores, but in processing student grades they still use the manual system, namely by collecting assignment scores, test scores, mid-semester test scores and end-semester test scores. The exam is then processed by the subject teacher, then the score is submitted to the administrative staff, after that the administrative staff submits all student scores to the homeroom teacher to be entered into leger paper which is then processed into report cards. This is considered less effective, causing a lot of time and energy needed in the process of processing student grades. Facilitate the process of processing student scores to become e-reports at SMK Negeri 1 Luak District. With the information system for processing student grades at SMK Negeri 1 Luak District, it helps process student grades into report cards and ledgers easily, quickly and precisely. In addition, in a pandemic situation, the information system processing student grades data is very helpful for submitting semester report cards to students and their parents in order to avoid crowds to prevent transmission of the Covid-19 virus. This application is designed using the System Development Life Cycle (SDLC) method, in developing the SDLC the author uses the waterfall method in designing information systems.
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