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Ditemukan 6058 dokumen yang sesuai dengan query
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"Discover the learning value of games, exercises, and puzzles. Revised edition."
Alexandria, VA: [American Society for Training and Development Press;American Society for Training and Development Press;American Society for Training and Development Press, American Society for Training and Development Press], 2005
e20435722
eBooks  Universitas Indonesia Library
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Sugar, Steve
"Games are one of the most effective ways for learners to acquire and retain information. This issue presents five fully adaptable learning games selected to fill a specific function in a training plan. Each game is presented in terms of its learning objective, features and mode of play. A step-by-step job aid is included to assist you in adapting the material presented for your own needs."
Alexandria, VA: [American Society for Training and Development Press, American Society for Training and Development Press], 2000
e20429048
eBooks  Universitas Indonesia Library
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Eline, Leanne
"Choosing the right visual aid for your presentation is often confusing and can make all the difference in a successful presentation. This issue will help you choose and use visual aids wisely by showing you why these learning tools are important and then giving you step-by-step guidance as you select the right visual aid for your presentation. The issue includes tips on type size for slides, use of flip charts, and other visual aids methodology. "
Alexandria, VA: [American Society for Training and Development Press, American Society for Training and Development Press], 1997
e20435727
eBooks  Universitas Indonesia Library
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Brusino, Justin
"Giving a great presentation seems elusive to many of us, but with some preparation and a few pointers we can all speak confidently and impress an audience. This Infoline offers readers presentation tips including how to control your nerves, select and use proper visual aids, and work with a co-presenter. Weve enlisted the help of some of the elite professionals in the training and presenting world to offer advice and words of wisdom."
Alexandria, Virginia: American Society for Training & Development, 2008
e20441891
eBooks  Universitas Indonesia Library
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Buckner, Marilyn
"This issue describes the various types of simulations and offers guidelines on designing successful simulations. Inside you'll find tips for designing and conducting role plays."
Alexandria, VA: [American Society for Training and Development Press, American Society for Training and Development Press], 2001
e20435724
eBooks  Universitas Indonesia Library
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Adi Soenarno
Yogyakarta: Andi Offset, 2006
658.403 ADI c
Buku Teks  Universitas Indonesia Library
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London : Academy Editions, 1996
724.6 GAM
Buku Teks  Universitas Indonesia Library
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Collins, Suzanne
"Summary:
First in the ground-breaking HUNGER GAMES trilogy, this new foiled edition of THE HUNGER GAMES is available for a limited period of time. In a vision of the near future, a terrifying reality TV show is taking place. Twelve boys and twelve girls are forced to appear in an event called The Hunger Games. There is only one rule: kill or be killed."
London: Scholastic, 2015
813 COL h
Buku Teks  Universitas Indonesia Library
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"Untuk menilai tingkat kognitif dari kemampuan pemain sangatlah sulit; banyak instrumen yang berpotensi bias, tidak dapat diandalkan, dan merupakan tes yang tidak valid. Padahal, dalam serious game penting untuk mengetahui tingkat kognitif. Jika tingkat kognitif dapat diukur dengan baik, penguasaan pembelajaran dapat dicapai. Penguasaan belajar adalah inti dari proses belajar dalam serious game. Untuk mengklasifikasikan tingkat kognitif pemain, kami mengusulkan Cognitive Skill Game (CSG). CSG meningkatkan konsep kognitif untuk memantau bagaimana pemain berinteraksi dengan permainan. Permainan ini menggunakan Learning Vector Quantization (LVQ) untuk mengoptimalkan input klasifikasi keterampilan kognitif pemain. Data trining dalam observasi LVQ menggunakan data dari guru. Populasi klasifikasi keterampilan kognitif dalam penelitian ini adalah siswa saat memainkan permainan. Sebagian besar pemain CSG berkategori keterampilan kognitif adalah coba-coba. Beberapa dari mereka memiliki kategori Ahli, dan sedikit yang termasuk dalam kelompok hati-hati. Dengan demikian, secara umum kemampuan pemain masih rendah.

Abstract
To assess the cognitive level of player ability is difficult; many instruments are potentially biased, unreliable, and invalid test. Whereas, in serious game is important to know the cognitive level. If the cognitive level can be measured well, the mastery learning can be achieved. Mastery learning is the core of the learning process in serious game. To classify the cognitive level of players, researchers propose a Cognitive Skill Game (CSG). CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ) for optimizing the cognitive skill input classification of the player. Training data in LVQ use data observation from the teacher. Populations of cognitive skill classification in this research are pupils when playing the game. Mostly players cognitive skill game have cognitive skill category are Trial and Error. Some of them have Expert category, and a few included in the group carefully. Thus, the general level of skill of the player is still low."
[Fakultas Ilmu Komputer Universitas Indonesia, Public Vocational High School. Multimedia Studies Program, Bangil, Jawa Timur], 2012
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Artikel Jurnal  Universitas Indonesia Library
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A. Esnoe Sanoesi
Yogyakarta: Kanisius, 2014
658.53 ESN l
Buku Teks  Universitas Indonesia Library
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