This study describes the educational game "The Indonesian Tribes" as multimedia application to facilitate the learning activities for the students in kindergarten. This multimedia application is designed to help the students to recognize the several tribes and cultures in Indonesia such as the traditional clothes, houses, dances, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to detect the external trigger such as speech and gesture (motion) recognition that will encourage the students' enthusiasm in playing and learning activities. It is in line with their characteristics who love to play and learn with their own imagination. This game education is also completed with audiovisual animations in various contents, and interactive nature with a simple English descriptions and instructions.
This research aims at designing an Android-based mobile application for language learning (MALL) for the final exam simulation of English subject to junior high school students. The method used in building the application is the software development life cycle (SDLC) with the waterfall model. The name of this application is SOUN that stands for "Soal Ujian Nasional" or the National Examination Questions. Based on the implementation of user design and testing, the Android device request to the server via the internet. Then the web server (PHP) process the request from Android and query the database. The computer then sends data to the Android device via JavaScript Object Notation (JSON). It is as an intermediary between the server and the Android application. Therefore, the user (teacher and students) also can do a test by using the simulation application that runs on the Android platform. The teacher can manage the questions and see the scores that the students have achieved. While the students can practice answering the questions of English exercises independently, anytime and anywhere both online and offline. They can also see the score immediately based on the questions that they answered. They also know the solution, tricks, and tips on doing the exercises by choosing the menu provided. Then, admin plays a role as a server manager, who is in charge to manage the system and questions consisting of CRUD (Create, Read, Update, and Delete). It can be concluded that the use of MALL as the learning media can become one of the alternative English learning models in order to prepare the students for practicing the simulations of the national examination.Keywordsmobile application for language learning (MALL), software development life cycle (SDLC), the simulations of the national examination.
A government should have a coordination building as an instrument to do governance. In a regional government on district level, there is a coordination building which is called Regent’s Office (Kantor Bupati). Usually, it represents the district’s demography and geography. Neo-Vernacular architecture is a Post-Modern architecture concept that combines the local and modern architecture. The implementation of Neo-Vernacular concept in regent’s building on West Java has a purpose to keep, preserve, and become the symbol of the region and also gives uniqueness on the shape of today’s building without leaving the Sundanese culture. The methods that are used in this thesis are describing literature and findings, correlating object, and comparing the shape of 2 (two) objects which are Bandung regent’s office and Sumedang regent’s office’ in a form of a comparative study through Sundanese architecture context and also comparing the Sundanese architecture elements in few parts of building which becomes the object of the research. And on the last section, the result of the findings will be categorized according to Neo-Vernacular architecture principle.
<div class="WordSection1"><p>This study aims at examining the meaning of text in detail through metafunctions analysis with appraisal systems. The appraisal system is deployed in order to explore texts in detail from the perspectives of discourse semantics developed by James Martin and David Rose (2003). The data is taken from the opinion article column of the Jakarta Post (a national English newspaper in Indonesia), published on Thursday, October 23rd, 2014. The article entitled “A Human Rights Memorial: Jokowi and the Sorcerer’s Stone” written by Barikatul Hikmah. According to the appraisal systems of attitude text, the writer uses more positive option for affect the reader than the negative options. The dominant positive options are used in order to express the writer’s opinions, suggestions, and expectation to the Jokowi’s government, in term of Jokowi’s commitment to human rights enforcement and the importance of building a human rights memorial. The direct opinion for affect in emotional states category used around <em>13 expressions</em>, and <em>4 words and phrases </em>for showing the physical expressions. The implicit opinion of clause used in this article consist of <em>2 extraordinary behavior expressions </em>and <em>3 metaphors expressions</em>. In the amplifying of (gradable) attitudes text, the article is expressing the force of attitudes (intensifiers) that make it possible for us to compare things or to say how strongly we feel about someone or something by making comparison to others. Related to the source of attitude analysis, the text is a narrative with some clauses containing the affect values. The writer can be said to be fully responsible for all of the evaluation, and the sources of attitudes are attributable to the writer’s expectation.</p></div>
The study below examines the development of students' critical and creative thinking abilities through the use of article reviews and the Problem Based Learning instructional approach. This study is qualitative and was conducted utilizing library research, specifically library research that used data grouping methods. It was then completed by examining and studying numerous pertinent research publications and papers. utilizing analytical methods for gathering, combining, and recognizing secondary data from numerous pertinent investigations. The adoption of the Problem Based Learning learning paradigm itself can boost students' capacity for creative thought, according to the study's findings. The findings of research done using library resources revealed that students' capacities for creative thought had improved, with outcomes moving into the medium category. In this study, four factors—fluency, flexibility, originality, and elaboration—were also linked to an improvement in students' capacity for creative thought. It follows that the application of the learning paradigm that Problem Based Learning is capable of improving students' creative thinking skills.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.