scholarly journals PENERAPAN MODEL PEMBELAJARAN "FLASH CARD GAME" DAN "QUIZ-QUIZ TRADE" PADA MATERI PRODUK KREATIF DAN KEWIRAUSAHAAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA TEKNIK AUDIO VIDEO

2020 ◽  
Author(s):  
Hari Kurniawan
Keyword(s):  

Pemilihan metode pembelajaran sangat menentukan kualitas pengajaran dalam proses belajar mengajar, untuk mencapai tujuan pembelajaran diperlukan penggunaan metode pembelajaran yang optimal. Hal ini berarti untuk mencapai pengajaran yang berkualitas, setiap pengajaran hams diorganisasikan dandisampaikan pada siswa den gan metode pembelajaran yang tepat.Salah satu model pembelajaran menurut peneliti yang dapat meningkatkan ketrampilan proses dan hasil belajar siswa adalah pendekatan pembelajaran kooperatif model Flash card games dan quiz - quiz trade. Kelebihan pembelajaran kooperatif model Flash card games dan quiz - quiz trade adalah cara yang efisien dalam mcnarik pehatian siswa mempelajari suatu materi pelajaran.Proses belajar Flash card games dan quiz - quiz trade mendorong untuk mendengarkan, inegklasifikasi, mendiskiipsikan iiubungan antar beberapa variable, membuat prediksi, menyepakaii, mengkomunikasikan, dan bertanggung jawab dengan memberi setiap anggota dari kelompok bagia yang penting dibahas dalam aktivitas akademik.Hal ini sesuai dengan penelitian Sakdiyah (2002) yang menyatakan bahwa siswa yang diajar dengan metode pembelajaran kooperatif model Flash card games dan quiz - quiz trade memiliki prestasi lebih tinggi dari pada siswa yang diajar dengan menggunakan metode pembelajaran konvensional.

PLoS ONE ◽  
2021 ◽  
Vol 16 (4) ◽  
pp. e0247855
Author(s):  
David Zendle ◽  
Lukasz Walasek ◽  
Paul Cairns ◽  
Rachel Meyer ◽  
Aaron Drummond

Loot boxes are digital containers of randomised rewards present in some video games which are often purchasable for real world money. Recently, concerns have been raised that loot boxes might approximate traditional gambling activities, and that people with gambling problems have been shown to spend more on loot boxes than peers without gambling problems. Some argue that the regulation of loot boxes as gambling-like mechanics is inappropriate because similar activities which also bear striking similarities to traditional forms of gambling, such as collectable card games, are not subject to such regulations. Players of collectible card games often buy sealed physical packs of cards, and these ‘booster packs’ share many formal similarities with loot boxes. However, not everything which appears similar to gambling requires regulation. Here, in a large sample of collectible card game players (n = 726), we show no statistically significant link between in real-world store spending on physical booster and problem gambling (p = 0.110, η2 = 0.004), and a trivial in magnitude relationship between spending on booster packs in online stores and problem gambling (p = 0.035, η2 = 0.008). Follow-up equivalence tests using the TOST procedure rejected the hypothesis that either of these effects was of practical importance (η2 > 0.04). Thus, although collectable card game booster packs, like loot boxes, share structural similarities with gambling, it appears that they may not be linked to problem gambling in the same way as loot boxes. We discuss potential reasons for these differences. Decisions regarding regulation of activities which share structural features with traditional forms of gambling should be made on the basis of definitional criteria as well as whether people with gambling problems purchase such items at a higher rate than peers with no gambling problems. Our research suggests that there is currently little evidence to support the regulation of collectable card games.


Author(s):  
Ahmad Arifin

<p><em>Reading is a communication process between the reader (al Qāri) and the writer (al Kātib) to understand the reading text and get the messages contained in it through words/written language that has a cognitive relationship (thinking) between spoken language and written language. However, learning al Qirāah taught in schools is very difficult to learn, tedious, and uninteresting. It can even make students feel afraid to read it. This research uses qualitative descriptive research, and the goal is to describe the models of card games in learning mahārah al Qirāah at State High School 5 Banjarmasin. Learning al Qirāah taught in schools is very difficult to learn, tedious and uninteresting, and can even make students feel afraid to read it. However, the results show that card game models are very motivating and increase the enthusiasm and passion of learning for students, make it easier for students to understand the material, and help the boring learning process become fun and exciting. Gaming models using the card in mahārah al Qirāah that can be used are the word card model, sentence card model, question and answer card model, answer complementary card model and pictorial mufradat card model.</em></p><p><em> </em></p><p><strong><em>Keywords</em></strong>: <em>Card Model</em><em>, Learning, Mahārah Al Qirāah</em></p><p> </p>


1974 ◽  
Vol 21 (4) ◽  
pp. 322-323
Author(s):  
Janis A. Berman

Most students in the upper elementary grades have played and enjoyed card games. Geo-gin is a card game that makes use of some important geometric concepts such as spatial perception, identification, and discrimination. It is designed for groups of two to four students.


Author(s):  
Madison Stange ◽  
Dan G. Brown ◽  
Kevin Harrigan ◽  
Michael Dixon

Scratch cards are a pervasive form of gambling in the Canadian marketplace. Despite their widespread appeal, we are only beginning to understand the influence of their structural characteristics on the player. The most widely studied of these characteristics is the near-miss, a game outcome in which the player gets two of the three needed symbols to win a jackpot prize. Although other authors have noted the existence of these outcomes in scratch cards, no systematic investigation has been undertaken to understand their occurrence in these games. We present the results of an analysis to determine the frequency of these outcomes using two samples (sample A, n = 41; sample B, n = 61) of a popular scratch card game available in Ontario, Canada. Our results suggest that certain scratch card games may be designed to include more pairs of jackpot symbols (i.e., more near-miss outcomes) than any other symbol pair. In the game that we analyzed, the top prize symbol occurred more often than any other symbol and appeared to be manipulated to appear in clusters of two, creating many near-miss outcomes to the jackpot prize. This work has strong implications for the study of gambling behaviour, responsible gambling strategies, as well as for the scientific investigation of scratch card games. Les cartes à gratter sont une forme très répandue de jeux sur le marché canadien. Malgré leur grand attrait, nous commençons à comprendre l’influence de leurs caractéristiques structurelles sur le joueur. La caractéristique la plus étudiée parmi elles est un résultat s'approchant du résultat gagnant; le joueur obtient deux des trois symboles nécessaires pour gagner un gros lot. Bien que d’autres auteurs aient noté l’existence de ce genre de résultats dans des cartes à gratter, aucune enquête systématique n’a été entreprise pour comprendre leur occurrence dans ces jeux. Nous présentons les résultats d’une analyse pour déterminer la fréquence de ces résultats en utilisant deux échantillons (échantillon A, n = 41; échantillon B, n = 61) d’un jeu de cartes à gratter populaire, vendu en Ontario, au Canada. Selon nos résultats, certains jeux de cartes à gratter peuvent être conçus pour inclure plus de paires de symboles pour le gros lot (c’est-à-dire des résultats plus proches) que n’importe quelle autre paire de symboles. Dans le jeu que nous avons analysé, le symbole du prix le plus élevé était présent plus souvent que tout autre symbole et semblait être manipulé pour apparaître en grappes de deux, créant de nombreux résultats proches du résultat gagnant. Ce travail a de fortes répercussions pour l’étude du comportement du jeu, du jeu et des stratégies responsables, de même que pour l’étude scientifique des jeux de cartes à gratter.


2019 ◽  
Vol 2 (2) ◽  
pp. 136-145
Author(s):  
Brian Alvin Hananto ◽  
Jennifer Audiah

Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the visuals and interface of the game. The author concludes that the main issue is found on the visual of ‘The Art of Batik’ card game. The cards have poor information arrangement and hierarchy, which can be properly addressed by reconsidering the layout of the pieces of information. From this conclusion, the author suggests that a redesign of ‘The Art of Batik’ can be executed based on the author's foundings so that the game can be more effectively played and easier to understand.


1978 ◽  
Vol 25 (5) ◽  
pp. 52
Author(s):  
Marie Molinoski

Everyone enjoys games, and games can be an enjoyable and meaningful way to reinforce basic concepts or provide drill in a way that is not boring. During the past few years I have used games with seventh- and eighth-grade students and have been pleased with the results. The successful use of the games and the enthusiasm of the students have enco uraged me to make up mathematics card games of my own. “Black Jack,” which is one of mine, provides practice with positive and negative numbers. It is based on the actual card game and is easy to learn.


2000 ◽  
Vol 63 (3) ◽  
pp. 389-406 ◽  
Author(s):  
Andrew Lo

A passion for card games, like a delight in drinking tea, is something which nowadays unites China with the rest of the world; and, as with tea drinking, many have surmised that the pastime of playing cards arose in China and spread westwards. I begin this study with a consideration of the rules of card games, and suggest that the rules themselves may offer, in some cases, evidence of transmission from East to West. To those interested in past cultural contacts, this suggestion in itself illustrates the value of trying to reconstruct the regulations of early games long forgotten, quite apart from the value of such research to sinologists. But it is not just the rules of play which need to be considered in such a context. The format of the playing card as a physical object that is small, portable and suited to mass production has prompted the thought that cards may have been one of the easiest samples of Chinese printing technique to pass between East and West. For this reason, the main focus of my study in reconstruction is on a pastime, theyezi xi(game of leaves), which dates to about the same time as our earliest sources on the origins of printing, but which eventually died out, to be superseded by other amusements. Are the surviving materials sufficient to confirm or deny existing speculations about its form? And if this was not a card game, when precisely did such games develop? But before considering such sinological questions, let us start closer to home.


2009 ◽  
Vol 2 ◽  
Author(s):  
Joe Bisz

Collectible card games (CCGs) are at the midpoint of the spectrum of game playing: half game, half story. An examination of a CCG based on Tolkien's Middle-earth illustrates the ways in which fans of the story have changed the game, especially in removing the focus on winning.


Author(s):  
Nita Rusiana

<pre><em>The purpose of this research is that students can read simple words and sentences fluently and accurately through letter card games. The research conducted was a Classroom Action Research (PTK) in three cycles. The stages of each cycle are planning, implementing, observing and reflecting. Each meeting is carried out a pre test and post test to determine the progress of students. In the first cycle, the students who completed after carrying out the post test were 73.3%. In cycle II students who completed after carrying out the post test were 90%. These results indicate that reading fluently through the letter card game can improve student learning outcomes, especially Indonesian language muple at SDN 02 Kebagusan.</em><em></em></pre>


Author(s):  
Nita Rusiana

<pre><em>The purpose of this research is that students can read simple words and sentences fluently and accurately through letter card games. The research conducted was a Classroom Action Research (PTK) in three cycles. The stages of each cycle are planning, implementing, observing and reflecting. Each meeting is carried out a pre test and post test to determine the progress of students. In the first cycle, the students who completed after carrying out the post test were 70,65%. In cycle II students who completed after carrying out the post test were 84,25%. These results indicate that reading fluently through the letter card game can improve student learning outcomes, especially Indonesian language muple at SDN 02 Kebagusan.</em></pre>


Sign in / Sign up

Export Citation Format

Share Document