4 GUI Display Settings Menu 

4 GUI Display Settings Menu 

Source publication
Article
Full-text available
The game is one of the media for learning. One of the games that can be used as media of instruction is "Smart Puzzle" games. "Smart Puzzle" games are educational games are used as tools to teach reading to kindergarten with a game concept devised letters tailored to a different picture in each parts. This game is distinguished into three categorie...

Similar publications

Article
Full-text available
The present research was carried out for analyzing test day milk yield in Sahiwal cattle using random regression model (RRM). First lactation 3953 monthly test day milk yield (MTDMY) records over a period of 31 years (1986-2017) were collected on 392 cows from history cum pedigree sheets and daily milk yield register th maintained at NDRI, Karnal,...
Chapter
Full-text available
Este capítulo describe el uso del germoplasma de trigo y los pedigrees de las principales variedades liberadas
Article
Full-text available
The article describes the milk productivity of the main genealogical lines of cows of the Voronezh type of red-mottled dairy breed of cattle bred in the Voronezh region, taking into account the linear affiliation. A sample of cows produced breeding plants area of PZ “Druzhba” and PZ “Bolshevik”. Analyzing the results of milk production and longevit...
Chapter
Full-text available
This chapter describes the historical evolution of Portuguese address forms based on regional documents from the Inquerito Linguistico Boleo (ILB) recorded from 1942 to 1974 (University of Coimbra). It focuses on regional and social variation of the vossemece-voce family of address forms. The analysis leads to a (hypothetical) diachronic pedigree o...

Citations

Article
Full-text available
Teaching aids at the higher education level are not something strange and rare, because the level of need in terms of material presentation is felt more useful and easy. Especially for the basic education level, a tool for delivering material to elementary school children which have been more conventional in the form of teachers reading or writing material, meanwhile, students copy what the class teacher writes. This habit of course will be slow and monotonous and can increase boredom in following the teaching and learning process. To reduce the level of boredom and the less attractive way of delivering this teaching material, it is necessary to have a way that can arouse learning enthusiasm for students at the basic education level, namely in the form of visual displays using computers as the main tool with more material content. new and innovative. This is even more so if it is applied in the form of introduction to nature reserves, history, and cultural heritage. The enthusiasm of the students while trying the puzzle game application based on the introduction of Bengkulu's culture and natural wealth encouraged the students to get to know and understand more about the importance of maintaining and being proud of the natural and cultural wealth of the Bengkulu people.
Article
Full-text available
Penggunaan multimedia interaktif dalam proses pembelajaran dapat membangkitkan motivasi siswa dalam belajar. Tujuan dikembangkan multimedia interaktif ini adalah menghasilkan media pembelajaran untuk anak SMP pada materi himpunan berbasis puzzle dengan pendekatan kontekstual. Model pengembangan adalah model pengembangan ADDIE dimana terdiri dari lima fase yaitu fase analisis, fase desain, fase pengembangan, fase implementasi serta fase evaluasi. Pada pengembangan ini diuji tingkat validitas dan tingkat keefektifan dari multimedia interaktif yang dikembangkan. Subyek penelitian ini adalah 25 siswa SMP kelas 7. hasil dari rata-rata validatas ketiga validator adalah 3,40 dimana masuk dalam kategori valid untuk diujicobakan, hasil ujicoba menunjukkan persentase ketuntasan siswa sebesar 78,2% dan tingkat persentase respon siswa adalah 84,5% berarti siswa memberikan respon positif. Secara menyeluruh maka multimedia interaktif pada materi himpunan berbasis puzzle dengan pendekatan kontekstual efektif untuk digunakan dalam proses pembelajaran The use of interactive multimedia in the learning process can arouse student motivation in learning. The purpose of developing this interactive multimedia is to produce learning media for junior high school children on puzzle-based set material with a contextual approach. The development model is the ADDIE development model which consists of five phases, namely the analysis phase, the design phase, the development phase, the implementation phase and the evaluation phase. In this development, the level of validity and effectiveness of interactive multimedia was tested. The subjects of this study were 25 grade 7 junior high school students. The result of the average validation of the three validators was 3.40 which was included in the valid category to be tested, the test results showed the percentage of student completeness was 78.2% and the percentage level of student response was 84.5% means students give a positive response. Overall, interactive multimedia on puzzle-based set material with a contextual approach is effective for use in the learning process