Creativity is a very important skill that should be possessed by the human resources of a country, especially in this period of the 21st century. Human creativity must be stimulated from various things, including via the field of education to improve the quality of human resources. The goal of this study was to investigate the impact of Lego Mindstorms as learning tools to improve the creativity skills of students, using an experimental methodology. We used a random sampling technique to select 40 students as the sample (N=40) for the study, with age ranging 10-12 years old; the sample was divided 2 groups, 20 students were assigned to the control groups, while the other 20 students formed the experimental groups. The student’s creativity skills were taken from a figural creativity test (TKF). This test was conducted before the intervention (pretest) and after the intervention program (posttest). In the intervention program, the experimental group students were given some education about robotic technology via the use of the Lego Mindstorms tools. To analyze the test results, we utilized the Statistical Product and Service Solutions package. The finding showed that there are significant differences between the creativity scores of students in the experimental group and the creativity scores of the control group. The Lego Mindstorms influences the enhancement of student’s creativity of around 23.6% in the experimental groups.
To compete in the industrial revolution 4.0 era, a country must have qualified human resources. While the intelligence quotient (IQ) has been commonly used as a benchmark for the quality of human resources, according to Peter Drucker (2005), the quality of human resources in a country cannot only be measured by IQ alone as the key to a country's success lies in innovation, which is the result of creativity. This study used quantitative analysis to examine the relationship between intellectual intelligence and creativity (fluency, flexibility, elaboration, and originality) in elementary school students. A random sampling technique was employed to select 80 study participants (N = 80) aged from 10 to 11 years old from four different sub-districts. Colored progressive matrices (CPMs) and a figural creativity test (TKF) were then employed to determine the students' intellectual and creativity levels, after which Statistical Product and Service Solutions was used to analyze the test results and identify the relationship between intellectual intelligence and creativity. The test results corroborated the hypothesis that intellectual ability is related to the ability to think creatively as was indicated by the obtained significance value of 0.04 < 0.05. It was found that elaboration and originality were connected with a high average intellectual intelligence, which in this study was only 6.25% of the sample. Therefore, it is recommended that schools develop teaching materials that stimulate elaboration and originality in students to ensure the development of a high quality generation.
Penelitian ini bertujuan melakukan analisis tentang technology readiness dan computer self efficacy guru dalam menjalani pembelajaran daring di masa Covid-19. Penelitian dilakukan pada tahun 2021 dengan metode deskriptif kualitatif. Responden penelitian ditetapkan dengan metode sampling jenuh, yaitu guru Sekolah Dasar Negeri di Kelurahan Pagambiran Ampalu Nan XX. Data penelitian diperoleh melalui survei (kuesioner) yang diberikan kepada 45 responden yang ditindaklanjuti dengan kegiatan Focus Group Discussion-FGD sebagai pendalaman dari hasil penelitian yang diperoleh melalui survei. Fokus FGD pada pendalaman ketidaknyamanan (discomfort) guru dalam pembelajaran daring dan tingkat kapabilitas yang diharapkan guru dalam penggunaan komputer (magnitude). Hasil penelitian menunjukkan Tingkat Technology Readiness (TRI) responden dalam sistem pembelajaran daring berada pada kategori Medium Technology Readiness Index. Sementara itu, tingkat computer self efficacy (CSE) guru berada pada kategori sedang. Hal ini ditegaskan melalui hasil FGD bahwa pada umumnya guru masih belum mahir dan paham menggunakan teknologi digital, pengetahuan guru terhadap jenis-jenis teknologi hanya sebatas penggunaan laptop dan WhatsApp, serta guru masih berharap adanya pendampingan ataupun pelatihan untuk meningkatkan kemampuan guru dalam berteknologi.Â
The research aims to knowing relationship between learning discipline and learning achievement in VIII grade student junior high school. Independent variables in this study is learning discipline and dependent variables is learning achievement. This measuring instrument used in this study is the scale of learning discipline. Sampling technique in this study use random sampling technique. The sample in this study was 110 VIII grade student. For Y variable (learning achievement) data using semester 1 and 2 average values. Learning discipline questioner before being used for research try it first. Validity and reliability tes in this study using alpha cronbach technique. The result of the trials of the two instrument are only valid questioner which will be used in the research. The result of the coefficients on the learning discipline move from rix=0,348 to rix= 0,685 with a reliability coefficients of α = 0,867. Based on data analysis, obtained a correlation value of 0,226 with significant level of 0,018<0,05 whichmean hypothesis is accepted. The show that there is weak and unidirectional relationship between learning achievement in class VIII in junior high school 1 in solok city that is, if the higher learningdiscipline ,the higher learning achievement. As for the effective contribution of the learning discipline of learning achievement of 5%
This study proposed an improvement on the model of robot bunker with camera. This is designed in order that robot is difficult to steal. The previous model is equipped with a security system. However, the system is not equipped with a camera so that when theft occurs, the action cannot be recorded. This study used 16 rules, because of the addition of variable pixels produced by the camera. The simulation is carried out as many as 30 (thirty) possible conditions of actions taken by the people on the robot with Matlab Fuzzy Toolbox. In the result of the simulations, the test results can change from safe conditions to alert or dangerous conditions. This is caused by changes in the number of pixels. The pixel value increases when someone tries to take a robot from the robot bunker. Thus the proposed model is more sensitive in detecting changes that occur around the robot bunker. Therefore this model can be applied in securing/protecting robot from theft.
Optimalisasi kinerja karyawan sangat penting sebagai upaya agar usaha dapat beroperasi dan bertahan pada situasi pandemi Covid-19. Jika karyawan memiliki kinerja yang tinggi, partisipasinya terhadap jalannya sebuah usaha cenderung akan tinggi. Tujuan dilakukannya penelitian ini adalah menguji pengaruh antara adversity quotient, komitmen organisasi dan kesiapan untuk berubah terhadap kinerja karyawan Swalayan di Kota Padang. 108 karyawan Swalayan di Kota Padang menjadi sampel penelitian dengan metode purposive sampling. Data dikumpulkan menggunakan kuesioner adversity quotient, komitmen organisasi, kesiapan untuk berubah dan kinerja karyawan. Hasil penelitian menunjukkan bahwa terdapat pengaruh adversity quotient, komitmen organisasi dan kesiapan untuk berubah terhadap kinerja karyawan. Hasil penelitian juga menunjukkan bahwa terdapat pengaruh positif dan signifikan antara adversity quotient terhadap kinerja karyawan H 1 diterima. Terdapat pula pengaruh positif dan signifikan antara komitmen organisasi terhadap kinerja karyawan H 2 diterima. Hasil penelitian ketiga terbukti bahwa terdapat pengaruh positif dan signifikan antara kesiapan untuk berubah terhadap kinerja karyawan H 3 diterima. Analisis data memakai metode Multiple Linear Regression dengan IBM SPSS Statistics 23 for Windows. Implikasi dari temuan penelitian ini yaitu karyawan harus memiliki adversity quotient, komitmen organisasi dan kesiapan untuk berubah pada situasi pandemi Covid-19 untuk mengoptimalkan kinerja mereka.
Diperlukan media pembelajaran yang lebih efisien dan efektif untuk memotivasi dan membangkitkan semangat belajar peserta didik di kelas untuk menyampaikan materi. Salah satunya melalui pembelajaran berbasis ICT. Penelitian ini bertujuan untuk membahas penerapan media pembelajaran berbasis TIK di kelas. Penelitian ini merupakan penelitian kepustakaan. Penelitian ini bersifat deskriptif, dimulai dengan analisis dekomposisi yang khas dan diakhiri dengan gagasan menawarkan pemahaman dan penjelasan untuk deskripsi hasil. Kesimpulan dari penelitian ini adalah: 1) proses pembelajaran dapat menjadi lebih menarik ketika menggunakan media pembelajaran berbasis TIK, memotivasi peserta didik untuk mencintai ilmunya; 2) Seorang guru dapat lebih efektif dan efisien dalam menyajikan materi pelajaran sehingga peserta didik mendapatkan manfaat dari media yang sangat baik dan akurat; 3) roses pembelajaran dengan menggunakan media dapat dibuat lebih efektif dan efisien.
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