Students' difficulties commonly are analyzed based on misconception theory. This paper aimed to analyze students' difficulties on the rotational dynamic based on resource theory. The subject of research consisted of 108 first-year undergraduate students of Physics Education, State University of Malang. Firstly, the students were asked to solve 15 multiple-choice questions and gave open explanation. We then implemened a constant comparative method to identify and categorize some resources that students employed in solving several problems that most the students failed to respond correctly. The results indicated that the students had difficulties in solving problems related to the torque and the equilibrium of rigid body. The students' difficulties were not merely caused by the lack of correct knowledge. Instead, they have the correct knowledge or resources but they activated them on inappropriate context. The students will be successfully used the resources to solve problems if they activated them in the right context.
Penelitian ini menghasilkan media pembelajaran berupa game yang diaplikasikan pada perangkat yang memakai sistem android. Selama ini anak-anak menghilangkan kejenuhan dengan game. Oleh karena itu, perlu dikembangkan media pembelajaran berupa game yang bertujuan agar siswa dapat memanfaatkan waktu luang dengan sesuatu yang berguna. Penelitian ini bertujuan untuk menyediakan media pembelajaran game petualang yang telah divalidasi oleh ahli isi, ahli media dan ahli desain sebagai pendukung pembelajaran berhitung. Metode dalam penelitian pengembangan ini menggunakan metode Penelitian dan Pengembangan (P&P). Penelitian ini menghasilkan data berupa game petualang untuk pembelajaran berhitung yang dilengkapi buku petunjuk penggunaan bisa diperoleh di playstore. Validasi ahli isi sebesar 84,76%, validasi ahli media dan desain sebesar 91,82%, Angket respon siswa terhadap game petualang untuk pembelajaran berhitung mencapai kriteria sangat baik.
Android based educational game is something new to introduce in EYL learning. This software is believed to assist teachers in delivering knowledge effectively (Megawati & Sultoni: 2016). This research is an endeavour to examine the improving of young learner's ability in learning English vocabulary towards the use of android based educational game. Using a quasi-experimentasl study, the android based educational game has been implemented for 4-week term with two meetings per week in an English class of fifth grade students' at elementary school in Karawang. Two classes are determined as sample for this research. Research findings reveal that there is significant differences in learning English vocabulary between experimental group and control group after the intervetion is implemented. The use of educational game from Android improved the student's English competence in learning vocabulary. Furthermore, the game greatly encourages the students in giving active participation during the classroom activities. The use of android based educational games is one of joyful alternative teaching to support the creative young learner's teachers. It is recommended for English Teacher to use android based educational game as alternative to improve quality of teaching.
Apotek Demak Farma Jaya merupakan pelayanan penjualan obat yang beralamat di Jalan Bhayangkara Baru nomor 09 Demak. Penjualan setiap minggunya mengalami naik turun, akibatnya tidak jarang akan kehabisan persediaan obat dan persediaan menjadi tidak dinamis. Selain itu terdapat permasalahan dalam hal merekap data laporan setiap minggunya masih manual yaitu menggunakan buku dan alat tulis. Oleh karena itu perlu ada suatu sistem prediksi yang dapat memprediksi penjualan setiap minggunya. Metode yang digunakan yaitu metode least square, bahasa pemrograman yang digunakan dalam sistem prediksi yang dihasilkan yaitu PHP. Berdasarkan hasil uji coba dapat disimpulkan sistem prediksi penjualan obat dapat memperkirakan penjualan pada minggu yang akan datang menggunakan metode least square untuk memprediksi penjualan obat di Apotek dengan tingkat kesalahan terkecil. Kata kunci: prediksi, penjualan, Least Square, PHP
This research is conducted to find out Edmodo can increase student’s ability in learning course design of EYL and student’s perception in learning course design of EYL by using Edmodo. A mixed method was used to collect quantitative and qualitative data. In answering those two research questions, the researcher used test (pre-test and post-test) to collect quantitative data and also used interview as data gathering technique to collect qualitative data. The findings of the research showed that: (1) Edmodo can increase student’s ability in learning course design of EYL. It is proven by the score of Independent T-test -0,741 and sig (2 tailed) was higher than degree of significance (0,462 < 0,05). (2) Student’s perception in learning course design of EYL by using Edmodo showed that Edmodo in learning course design of EYL can help students more understand the materials because they can get more information about materials of EYL especially course design of EYL; they can discuss the materials each other anywhere and anytime; they felt more interesting and happy; they are more confident to express their ideas, therefore they can be more active in learning course design of EYL.
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