This study aims to find out the coherence and unity of students' writing on background of the study of research proposals, the problems faced and the causes of difficulties encountered. The type of this research was descriptive research. The source of data was the background of the study and the instruments used were documents and interview. The finding shows that most of the students' writing had coherence and unity. Nevertheless, they still faced a number of problems. The problems in coherence were no repetition of key nouns, inappropriate use of pronouns, transition signals, logical order and in unity were unclear topic sentences, stating more than one idea, irrelevant sentences, not showing general-specific structure, and unclear thesis statements. Next, difficulties faced were lack of students' knowledge, lack of paragraph writing skills, and low English proficiency. In conclusion most of the students' writing on background of the study had coherence and unity.
This research paper was written against the background that the implementation of literacy activities at Payakumbuh City has not been running effectively and efficiently. Several technical and practical problems faced by school principals. The habit of reading 15 minutes at school has not been implemented well, because there is no literacy management model. For this reason, the authors have developed a creativity-based literacy management model as a solution to existing problems. This research and development design uses the Borg and Gall model which consists of ten stages which are constructed into four steps, i.e; preliminary studies, development, field testing and dissemination. The research subjects were the principal of junior high schools, Indonesian language teachers and library managers in Payakumbuh City. Data were collected through interviews, observations, questionnaires, and validation sheets. Quantitative data were processed using SPSS 20 and reduced qualitative data as suggested by Mattew and Huberman. The model validity obtained a mean of 4.53 with a very valid interpretation. The practicality level of the product was obtained by an average of 4.13 with 83.09%, which means that the literacy management model developed is practically used. Meanwhile, the effectiveness test reached 85.19 which means effective. Furthermore, the difference between the pre-test and post-test results obtained 32.13 points, this means that there is an increase in the principal's ability to manage management.
This article is based on a problem that shows the low performance of the counselor in carrying out group guidance services at schools. This study aims to develop a technical guidance model for implementing group guidance to improve the performance of counselors in implementing group guidance. The research method used is R & D by following the steps in developing the ADDIE pattern (Analize, Design, Development, Implementation, Evaluation). The research subjects were 12 counsellors from junior high schools in Padang Panjang. The initial data were collected as a consideration in preparing the initial draft of the research product which was then tested for its suitability and effectiveness through questionnaires and experts' assessment. The instrument for collecting data was a Likert scale model questionnaire with its validity was 0.427 (good) and reliability was 0.853 (reliable). Data were analyzed to see the validity, practicality and effectiveness of the product being developed. The results of the study showed that the Technical Guidelines for the Implementation of Group Guidance Services are considered to be effective in improving the performance of counselors in implementing group guidance services.
The wonder of the world is cultural wisdom placed in the form of a list of the most important man- made creations. The seven wonders of the world are extraordinary masterpieces that make people think that beauty seems impossible to make in its time. With the advancement of multimedia technology, it needs to be developed into a learning medium about the introduction of the seven wonders of the world 3D using Augmented Reality (AR) technology. Augmented Reality (AR) technology is a technology that combines a two- or three-dimensional virtual object into a real three- dimensional environment and then projects those virtual objects into real time. This research aims to attract students who want to see more real how the original form of the monument of the seven wonders of the world. The design uses sketchup software for object creation, Vuforia Augmented Reality app to create android apps and Unity app to process images, sounds, and graphics. The development of this application uses augmented reality technology with Marker Based Tracking method. This method will track marker patterns that have been saved to display digital elements. The ideal distance for marker detection is 20 -90 cm with an angle slope between 0o - 90o.
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