In this report, we propose a modification on the Asano-Ohya-Khrennikov
quantum-like decision-making process model of a two-player game by adding additional
nonlinear terms to the related comparison step dynamical equation. The additions are
in the form of a self-interaction and cross-interaction of the brain’s
amygdala and prefrontal cortex. We show that the cross-interaction significantly
determines the final decision of a player, whether it becomes a rational or an
irrational choice. In contrast, the nonlinear self-interaction term provides a
feedback mechanism that speeds up the corresponding decision-making process. We also
suggest the form of expectation values of the overall reaction rate coefficients of
those nonlinear terms by making an analogy with the original model
formulation.
The need for telecommunications access continues to increase. This is accompanied by the need for access to internet services. Within the increasing number of service users every time the improvement of quality of service is needed. jz power control method on the interference, used two schemes of power control method that is fixed power control, and adaptive power control. The result of simulation obtained by CDF analyisis scheme of fixed power control able to improve SINR equal to 11,45% and adaptive power control have value of improvement 8,65% in downlink period. And in uplink period increase of SINR equal to 3,29% with fixed power control and 2,24% with adaptive power control.
Penelitian ini mengungkapkan perkembangan gadget memberikan dampak bagi siswa, karena itu diperlukan upaya oleh guru yang membantu mengatasi dampak negatif gadget pada siswa di Madrasah Tsanawiyah Negeri 3 Bungo sehingga siswa dapat menggunakan gadget secara bijak. Tujuan penelitian ini untuk mengetahui dampak negatif gadgetpada siswa, upaya guru Aqidah Akhlak mengatasi dampak negatif pada siswa dan kendala dalam mengatasi dampak tersebut. Pendekatan deskriptif kualitatif digunakan dalam penelitian, subjek penelitian adalah guru Akidah Akhlak, siswa dan Kepala Madrasah. Observasi, wawancara terstruktur dan dokumentsi sebagai teknik dalam pengumpulan data yang kemudian dilakukan olah data melalui reduksi data, penyajian data dan penarikan kesimpulan, serta uji keabsahan data dilakukan dengan triangulasi. Hasil penelitian diantaranya menunjukkan bahwa penggunaan gadget pada siswa berdampak membuat ketergantungan mereka pada gadget, menghabiskan waktu luang sehingga motivasi untuk belajar menurun, lalai mengerjakan tugas, malas, dan fokus belajar berkurang. Selain itu berdampak pada perilaku keseharian ketika bertutur kata, berpakaian, menunjukkan sikap individual dan tidak bersosialisasi. Upaya oleh guru Akidah Akhlak dalam mengatasi jalur tersebut dimana siswa diberikan pendampingan, arah dan bimbingan, penugasan seperti melaksanakan program kultum di setiap Jumat, memberikan motivasi belajar, pembiasaan contoh tauladan yang baik serta memberikan sanksi jika pelanggaran dilakukan. Di sisi lain guru dalam mengatasi penggunaan gadget siswa menemukan kendala antara lain waktu yang sedikit untuk dapat mengawasi, mengarahkan dan membimbing siswa karena tugas mengajar guru, siswa yang tidak disiplin dan masih merendahkan kesadaran diri siswa.
This study aims to design a digital-based physics pocket book with a short calculation method for junior high school students. This type of research and development is used in this study. At the design stage, we selected the ADDIE model. The design phase includes: the analysis phase, the stage design, the stage of development. Research data obtained by reviewing the curriculum, interviews, and validation questionnaires. Class VII, VIII, IX students, as many as 9 people, became the subject of a limited trial in this study. Data analysis was carried out by reviewing curriculum content, descriptive interview results, and quantitative analysis for validation. The results showed that the design of a digital-based physics pocket book with a short calculation method was valid and could be used by Junior high school students.
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