Analogue Three-Dimensional Memory Game for Teaching Reflection, Symmetry, and Chirality to High School Students

2017 ◽  
Vol 94 (9) ◽  
pp. 1272-1275 ◽  
Author(s):  
Daniel de Melo Silva ◽  
Carlos Magno Rocha Ribeiro
Kodifikasia ◽  
2017 ◽  
Vol 11 (1) ◽  
pp. 134
Author(s):  
Ahmad Nadhif

This research aims to examine the construction of the discourse of religious and moral values within the official English textbook for Indonesian high school students and to expose the underlying ideology. The textbook analyzed is the official English textbook for junior high school grade VII, Bahasa Inggris: When English Rings the Bell. This study makes use of Fairclough’s three dimensional models, namely textual, processing, and socio-cultural analysis. In the level of textual analysis, the researcher addresses the issues of transitivity and modality. In the processing stage, the focus is on the issue of assumption. Meanwhile, the ideology investigation is done in the last level. The findings shows that the discourse of the religious and moral values are classified into four main categories: values toward one’s self (e.g being disicpline regarding the time), values toward others (e.g loving them and being attentive to their occupation and physical appearance), values toward animals (i.e. loving and being attentive to them), and values toward things around (i.e. being attentive to them). The Critical Discourse Analysis (CDA) investigation reveals that the discourse of religious and moral values within this book represents some dominating ideologies, such as the western-secular way of greeting people, the outschool activites of the mid-high social class, the rich’s-style house furniture, and the notion that beauty is identical with white skin and straight hair, the capitalism-driven economics system, as well as the idea of woman emancipation by the feminist movement.


2020 ◽  
Vol 15 (1) ◽  
Author(s):  
Ardhi Prabowo ◽  
Dadang Juandi

Penelitian ini bertujuan untuk mengidentifikasi apakah mahasiswa calon guru matematika mampu membangun situasi didaktis matematis pada siswa SMP dalam pembelajaran matematika berbasis ICT (Information and Communications Technology). Penelitian ini adalah penelitian deskriptif kualitatif. Subjek penelitian adalah mahasiswa calon guru yang telah praktik mengajar di sekolah. Subjek menggunakan aplikasi yang dibuat sendiri oleh subjek. Aplikasi yang dibuat berupa Augmented Reality (realitas bertumbuh), yaitu teknologi yang menggabungkan benda maya dua dimensi dan atau pun tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan benda-benda maya tersebut dalam waktu nyata. Hasil penelitian menunjukkan karakteristik situasi didaktis dalam pembelajaran matematika berbantuan ICT pada siswa SMP yang dibangun oleh mahasiswa calon guru adalah sebagai berikut: situasi didaktis matematis yang dibangun belum mengonstruksi pengetahuan siswa secara mandiri; situasi didaktis matematis yang dibangun cenderung berasal dari informasi yang disampaikan guru, bukan dari media ICT yang digunakan; dan ICT yang dilibatkan dalam pembelajaran belum mampu mengelaborasikan proses kognitif siswa dalam jejak pembelajarannya. Analysis of a didactic situation in ICT-assisted mathematics learning in junior high school studentsAbstractThis study aims to identify whether prospective mathematics teacher students are able to build mathematical didactic situations in junior high school students in ICT-based mathematics learning. This research is descriptive qualitative research. The research subjects were prospective teachers who had practiced teaching at school. The subjects used applications made by themselves. Those applications were in the form of augmented reality (reality grows), namely technology that combines two-dimensional and or three-dimensional virtual objects into a real three-dimensional environment and then projecting these virtual objects in real-time. The results showed the characteristics of didactic situations in ICT-assisted mathematics learning in junior high school students built by prospective teacher students were as follows: didactic mathematical situations that were built had not constructed students' knowledge independently; the built mathematical didactic situation tends to originate from the information conveyed by the teacher, not from the ICT media used; and ICT involved in learning has not been able to elaborate the cognitive processes of students in their learning footprint.


2009 ◽  
Vol 105 (2) ◽  
pp. 389-393 ◽  
Author(s):  
Monika Grzesiak-Feldman ◽  
Monika Irzycka

The relationships among scores for right-wing authoritarianism and conspiracy thinking toward Jews, Arabs, Germans, and Russians were examined. 354 volunteer high school students were assessed using the Right-Wing Authoritarianism Three-Dimensional (RWA3D) Scale and the Conspiracy Beliefs Scale. The scores for conspiracy thinking about all the nationalities were positively correlated with the total scores for RWA3D.


2020 ◽  
Vol 26 (8) ◽  
pp. 929-946
Author(s):  
Meredith Thompson ◽  
Annie Wang ◽  
Cigdem Bilgin ◽  
Melat Anteneh ◽  
Dan Roy ◽  
...  

Cells are central to the study of biology, yet many learners have difficulties understanding the abstract yet fundamental foundation of life. Research suggests that students' conceptions of cells are reinforced by current biology learning materials, which represent cells as two dimensional, highly ordered, and mostly empty. These models also inaccurately represent the number, location, and size of organelles. We examine the effect of an inquiry-based three-dimensional virtual reality (VR) game on high school students' mental models of cells. Students reported that the game was more interactive and engaging than traditional ways of learning about cells and attributed an improved understanding of cells to their game experience. Students' post drawings of cells depicted more types of organelles, increased density of organelles, and additional complexity than their pretest drawings, indicating a movement towards more accurate mental models of cells. However, students' scores did not improve on their factual knowledge about cells between the pretest and the post-game biology assessments. We discuss the implications of incorporating game-based approaches and new technologies such as VR into biology education.


2017 ◽  
Vol 16 (2) ◽  
pp. 120-128
Author(s):  
Fahruddin Arfianto

This study is required by students to understand directly the circulatory system in humans with the three dimensional tools of human circulatory system. The purpose of this study was to determine the effect of three dimensional tools on science process skills of human circulatory system on circulation process material of senior high school students. The design of this study used was pretest-posttest control group design, in this design, there were two groups selected at random, then given pretest and postes. The study was conducted at SMA Muhammadiyah 1 Palangka Raya. The period of this study was July 2014 - April 2015. The sample of the study was the students of SMA Muhammadiyah 1 Palangka Raya in XI class on the first semester, as many as two classes of experimental class and control class with the number of control class students was 29 students, experimental class was 21 students. Data collection was tested with multiple choice questions to measure students� learning outcomes, observation sheet to measure students' science process skill and using N gain then analyzed by t test. The results showed that the three dimensional tools of human circulatory system has a very significant effect on the improvement of science process skills with the most dominant indicator is in the observation. Based on the result of the study can be concluded that the use of three dimensional tools of human circulatory system can improve the science process skills of senior high school students.


2015 ◽  
Vol 39 (3) ◽  
pp. 205-208 ◽  
Author(s):  
Richard Ferdig ◽  
James Blank ◽  
Annette Kratcoski ◽  
Robert Clements

Used effectively, stereoscopic three-dimensional (3D) technologies can engage students with complex disciplinary content as they are presented with informative representations of abstract concepts. In addition, preliminary evidence suggests that stereoscopy may enhance learning and retention in some educational settings. Biological concepts particularly benefit from this type of presentation since complex spatially oriented structures frequently define function within these systems. Viewing biological phenomena in 3D as they are in real life allows the user to relate these spatial relationships and easily grasp concepts making the key connection between structure and function. In addition, viewing these concepts interactively in 3D and in a manner that leads to increased engagement for young prospective scientists can further increase the impact. We conducted two studies evaluating the use of this technology as an instructional tool to teach high school students complex biological concepts. The first study tested the use of stereoscopic materials for teaching brain function and human anatomy to four classes. The second study evaluated stereoscopic images to support the learning of cell structure and DNA in four different high school classes. Most important, students who used stereoscopic 3D had significantly higher test scores than those who did not. In addition, students reported enjoying 3D presentations, and it was among their top choices for learning about these complex concepts. In summary, our evidence adds further support for the benefits of 3D images to students' learning of science concepts.


2019 ◽  
Author(s):  
Νικόλαος Πέλλας

Η υπολογιστική σκέψη (ΥΣ), αποτελεί έναν επιστημονικό όρο, ο οποίος παρουσιάζεται ολοένα και περισσότερο σε πολλά προγράμματα σπουδών της δευτεροβάθμιας εκπαίδευσης, και ιδιαίτερα για την εισαγωγή των μαθητών στις αρχές της επιστήμης των υπολογιστών. Πιο συγκεκριμένα, τα μαθήματα προγραμματισμού μπορούν να υποστηρίξουν σε ένα μεγάλο βαθμό την ανάπτυξη και χρήση δεξιοτήτων ΥΣ, διότι απαιτούν από τους μαθητές να έχουν ένα ευρύ φάσμα δεξιοτήτων γνωστικής σκέψης, όπως η επίλυση προβλημάτων, η κριτική σκέψη, η λογική συλλογιστική και η δημιουργικότητα. Υπό το πρίσμα αυτό, οι μαθητές (αγόρια και κορίτσια) προσπαθούν να κατανοήσουν το πώς να χρησιμοποιήσουν τέτοιου είδους δεξιότητες για να αναπτύξουν τις στρατηγικές σκέψης τους για να λύσουν προβλήματα με ένα λογικό και μεθοδολογικό τρόπο ακολουθώντας την παιχνιδοκεντρική προσέγγιση στην μάθηση για την επίλυση προσομοιωμένων προβλημάτων του πραγματικού κόσμου με την χρήση διαδραστικών περιβαλλόντων, όπως: (α) τα περιβάλλοντα οπτικού προγραμματισμού και (β) οι τρισδιάστατοι (3D) εικονικοί κόσμοι σε συνδυασμό με την παλέτα οπτικού προγραμματισμού Scratch4SL (S4SL). Ωστόσο, λιγότερη προσοχή έχει δοθεί μέχρι και σήμερα για να διερευνηθεί εάν ένα παιχνίδι προσομοίωσης που μπορεί να δημιουργηθεί σε διαδραστικά περιβάλλοντα επηρεάζει την ανάπτυξη και την εφαρμογή των στρατηγικών επίλυσης προβλημάτων με βάση την ΥΣ των μαθητών. Ο σκοπός της παρούσας διατριβής είναι να προτείνει ένα παιχνίδι προσομοίωσης το οποίο θα υποστηρίζει την εκμάθηση και αξιοποίηση των βασικών δομών και εννοιών του προγραμματισμού για την επίλυση προβλημάτων με βάση την ΥΣ. Το προτεινόμενο παιχνίδι προσομοίωσης θα αποτελέσει το αντικείμενο μιας πειραματικής αξιολόγησης και ανάλυσης των δεδομένων για την εξαγωγή σημαντικών συμπερασμάτων σχετικά με την μαθησιακή επίδοση με βάση την ΥΣ και συγκεκριμένα μέσα από υπολογιστικούς σχεδιασμούς, υπολογιστικές πρακτικές και υπολογιστικές επιδόσεις. Το παιχνίδι δημιουργήθηκε στο OpenSimulator (OpenSim) και Scratch για να υποστηρίξει τα αγόρια και τα κορίτσια επιδεικνύουν δεξιότητες που σχετίζονται με την ΥΣ για να κατανοήσουν το πώς να χρησιμοποιήσουν αποτελεσματικά συγκεκριμένες δομές προγραμματισμού σε διάφορες προσομοιωμένες μαθησιακές εργασίες επίλυσης προβλημάτων. Τα ευρήματα της παρούσας έρευνας έδειξαν ότι υπήρχαν σημαντικές διαφορές στην επίδοση των μαθητών της πειραματικής ομάδας που χρησιμοποίησαν το OpenSim μαζί με την παλέτα S4SL, σε αντιδιαστολή με τους μαθητές της ομάδα ελέγχου που αξιοποίησαν το Scratch. Πρώτον, φάνηκε ότι κατανόησαν χωροταξικά καλυτέρα τα βασικά μέρη του προβλήματος που έπρεπε να αντιμετωπίσουν μέσα στο OpenSim αξιοποιώντας δεξιότητες λογικής και κριτικής σκέψης για την καλύτερη δυνατή οργάνωση και εκτέλεση των προτεινόμενων σχεδιαστικών λύσεων. Δεύτερον, κατάφεραν να εκφράσουν σε μορφή ψευδοκώδικα και έπειτα να εφαρμόσουν πιο αποδοτικότερες και αποτελεσματικές σχεδιαστικές λύσεις κάνοντας λιγότερα λάθη. Τρίτον, κατόρθωσαν να επιτύχουν μεγαλύτερο μαθησιακό κέρδος (41%) για να προσδιορίσουν τις δεξιότητές τους σχετικά με την ΥΣ έναντι των συμμετεχόντων που χρησιμοποίησαν το Scratch (20%). Τέλος, συνθέτοντας τα ευρήματα των μελετών που διεξήχθησαν, ένα εύρος σημαντικών επιπτώσεων και σχεδιαστικών κατευθύνσεων παρατίθενται και αναλύονται.


2019 ◽  
Vol 2 (2) ◽  
pp. 101-109
Author(s):  
Andi Pujo Rahadi

Many of high school students find difficulty in studying three dimensional geometry. They find difficulty in understanding three dimension objects such as cube, cuboid, pyramide, etc. Most students fail to make correct perception about the distance to calculate, when the problems are dealing with lines or planes. Only students with good spatial capability can solve such problems.  This research focused on making new approaching method to understand and then calculate the distance in a three dimensional objects. The approach is vector approach, including develop connection vectors, normal vector of a plane, and calculating distance from a point to certain line or plane using vector theorems. The Approach was tested by experimental study to a class of XII grade of high school students in SMAN 1 Parongpong, Indonesia,  consists of 30 students, and conducted in six meeting. A similar class treated with the conventional spatial approach as the control class. SPSS 20 was used to analyze the research data. Based on the research data analysis, the conclusion of the study was  that students treated with vector approach achieve higher performance improvement compare with the students treated with conventional approach. By using vector theorems to solve three dimensional problems, we turn the theory into action.   Keywords       :  Vector Approach, Three Dimensional, Distance, Line, Plane


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