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ITS » Master Theses » Jaringan Cerdas Multimedia S2
Posted by dewi007 at 15/09/2009 15:19:02  •  4534 Views


KLASIFIKASI EFISIENSI PENYELESAIAN SOAL OPERASI HITUNG BILANGAN BULAT KELAS 7 SMP MELALUI GAME MENGGUNAKAN METODE LVQ

CLASSIFICATION EFFICIENCY PROBLEM SOLVING INTEGER ARITHMETIC OPERATION JUNIOR HIGH SCHOOL CLASS 7 WITH GAME USING LVQ METHOD

Created by :
Isnaini, Happy ( 2207205707 )



SubjectPermainan komputer
Alt. Subject Computer games
KeywordKlasifikasi efidiensi
operasi hitung
bilangan bulat
menggunakan game
metode LVQ

Description:

Dari hasil penyelesaian soal seorang siswa ada beberapa parameter yang dapat digunakan untuk melihat karakter siswa tersebut. Misalnya kita lihat dari parameter skor yang diperoleh siswa dengan lamanya ia mengerjakan. Ada siswa yang memperoleh skor tinggi tetapi ia membutuhkan waktu yang lama untuk mengerjakan. Sebaliknya ada siswa yang cepat dalam mengerjakan tetapi ia memperoleh skor rendah. Tetapi tidak menutup kemungkinan ada siswa yang memperoleh skor tinggi dalam waktu yang cepat atau ada siswa yang lama mengerjakan tetapi skornya masih rendah. Untuk mengukur dua parameter tersebut tidak mungkin dilakukan dengan cara memberikan soal di dalam kelas kemudian setiap anak diberikan waktu yang sama untuk menyelesaikan soal tersebut seperti yang sering dilakukan saat ini. Tetapi dibutuhkan suatu alat/model yang bisa digunakan untuk mengukur dua parameter tersebut. Seiring dengan kemajuan teknologi, khususnya teknologi informasi maka alat/model yang digunakan harus bisa mengikuti perkembangan tersebut. Komputer sebagai salah satu sarana yang banyak digunakan untuk mengembangkan beberapa model pembelajaran pada saat ini. Salah satunya adalah pemebelajan berbasis game. Dalam penelitian ini, peneliti mencoba membuat suatu game yang memuat beberapa parameter untuk mengklasifikasikan efisiensi penyelesaian soal dengan metode Learning Vektor Quantization (LVQ).


Alt. Description

Results from a student concerning the settlement of some of the parameters that can be used to view the characters students. For example we see from the scores of students with the length of it. There are students who get high scores, but it requires a long time to do. Instead there are students in a fast but he does get a low score. But do not close the possibility that students have to obtain a high score in a fast time or students who have long time but still low score. To measure the two parameters is not possible to give way to the problem in the classroom and every child is given time to complete the same problem as that is done often at this time. But needed a tool /model that can be used to measure these two parameters. Along with the progress of technology, especially information technology and tools / models that can be used to follow these developments. Computer as one of the many facilities that are used to develop some models of learning at the moment. One is game based learning. In this study, researchers attempt to create a game that includes some of the parameters to classify the efficiency problems with the settlement method Learning Vector Quantization (LVQ)

Contributor:
  1. Mochamad Hariadi, ST., M.Sc., Ph.D.
Date Create:15/09/2009
Type:Text
Format:pdf.
Language:Indonesian
Identifier:ITS-master-3100009035344
Collection ID:3100009035344
Call Number:RTE 794.8 Isn k


Source :
Master Theses of Electrical ENgineering, RTE 794.8 Isn k, 2009

Coverage :
ITS Community Only

Rights :
Copyright @2009 by ITS Library. This publication is protected by copyright and permission should be obtained from the ITS Library prior to any prohibited reproduction, storage in a retrievel system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. For information regarding permission(s), write to ITS Library


Publication URL :
http://digilib.its.ac.id/klasifikasi-efisiensi-penyelesaian-soaloperasi-hitung-bilangan-bulat-kelas-7-smpmelalui-game-menggunakan-metode-lvq-5449.html




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  1. ITS-master-5449-2207205707-judul.pdf - 114 KB
  2. ITS-master-5449-2207205707-bab1.pdf - 20 KB
  3. ITS-master-5449-2207205707-bab2.pdf - 52 KB
  4. ITS-master-5449-2207205707-bab3.pdf - 1446 KB
  5. ITS-master-5449-2207205707-bab4.pdf - 413 KB
  6. ITS-master-5449-2207205707-kesimpulan.pdf - 16 KB
  7. ITS-master-5449-2207205707-lampiran.pdf - 171 KB



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Klasifikasi , Klasifikasi efidiensi , LVQ , bilangan , bilangan bulat , bulat , efidiensi , game , hitung , menggunakan , menggunakan game , metode , metode LVQ , operasi , operasi hitung



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