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1

Torres, Elisa R., P. Renée Williams, Wondwosen Kassahun-Yimer, and Xiaoshan Zhu Gordy. "Crossword Puzzles and Knowledge Retention." Journal of Effective Teaching in Higher Education 5, no. 1 (June 15, 2022): 18–29. http://dx.doi.org/10.36021/jethe.v5i1.244.

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Students perceive crossword puzzles as enjoyable. In addition to students’ perceptions, crossword puzzles actually improve knowledge retention. However, crossword puzzles increased exam scores for some students but not others. Recommendations have been made for students to create puzzles for their classmates to complete with the rationale that students are encouraged to research and understand the material in order to write meaningful clues for the puzzle. While students enjoy creating their own crossword puzzles, the association between students creating crossword puzzles and knowledge retention is unknown. The purpose of this project was to determine if creating crossword puzzles and completing peers’ crossword puzzles were associated with improved knowledge retention indicated by higher scores on quizzes. Students in a research course from two institutions across three semesters had the option each week to upload a blank puzzle they created prior to completing each other’s puzzles and taking a quiz. Quiz scores were compared between those who did versus did not create their own puzzles and complete their peers’ puzzles. Results varied by institution and programs as well as the same program within the same institution but different semesters. Results highlight the importance of moving beyond student perceptions and towards assessing knowledge retention while taking into consideration institution, program, and semester.
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RIGUTINI, LEONARDO, MICHELANGELO DILIGENTI, MARCO MAGGINI, and MARCO GORI. "AUTOMATIC GENERATION OF CROSSWORD PUZZLES." International Journal on Artificial Intelligence Tools 21, no. 03 (June 2012): 1250014. http://dx.doi.org/10.1142/s0218213012500145.

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Crossword puzzles are used everyday by millions of people for entertainment, but have applications also in educational and rehabilitation contexts. Unfortunately, the generation of ad-hoc puzzles, especially on specific subjects, typically requires a great deal of human expert work. This paper presents the architecture of WebCrow-generation, a system that is able to generate crosswords with no human intervention, including clue generation and crossword compilation. In particular, the proposed system crawls information sources on the Web, extracts definitions from the downloaded pages using state-of-the-art natural language processing techniques and, finally, compiles the crossword schema with the extracted definitions by constraint satisfaction programming. The system has been tested on the creation of Italian crosswords, but the extensive use of machine learning makes the system easily portable to other languages.
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S., Mohan B., Vinod Nambiar, Shivaraj Gowda, and Rajeev Arvindakshan. "Crossword puzzle: a tool for enhancing medical students' learning in microbiology and immunology." International Journal of Research in Medical Sciences 6, no. 3 (February 22, 2018): 756. http://dx.doi.org/10.18203/2320-6012.ijrms20180591.

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Background: Incorporation of active-learning methods into classroom allows students to be motivated and enhances their learning experience. Crossword puzzles are found to be an interesting educational tool for teaching medical students as it evokes interest, motivates, enhances their critical thinking, allows a better understanding of concepts, and helps in reinforcing the material acquired during lecture. Aims and Objectives of the research work was intended to implement and evaluate the use of crossword puzzle as a tool in effective learning of Microbiology and Immunology.Methods: Using free online resources, crossword puzzles were created and provided to the students during microbiology and immunology lectures. Students’ perceptions of the crossword puzzle activity were assessed through an 8-item questionnaire using a 5-point Likert scale. The data was collected, tabulated, and statistically analyzed.Results: More than 85% of the students indicated that crossword puzzles enhanced their learning, oriented them to the important topics, and served as good tool in effective learning of microbiology and immunology.Conclusions: Students perceived that crossword puzzles enhanced their learning of microbiology and immunology. Use of crossword puzzles provides a simple, creative, and effective means to incorporate active learning of microbiology and immunology in the classroom.
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Cuthbertson, Alastair. "Cryptic crossnumber puzzles: a setter's perspective." Mathematical Gazette 98, no. 542 (July 2014): 291–303. http://dx.doi.org/10.1017/s0025557200001339.

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What are (themed) cryptic crossnumber puzzles and where do they appear?I'll start by answering the second question first, as that is the easier. This rather unusual genre of puzzle appears quarterly as part of the series of Listener crosswords, which found a new home in The Times newspaper following the demise of The Listener magazine in 1991. There is also a monthly on-line crossword magazine called The Magpie, which has a numerical puzzle in each issue. As a result, fans of crossnumber puzzles have sixteen a year to tackle. Themed cryptic crosswords appear much more frequently – perhaps ten times as often.All Listener puzzles have a title and the setter is given a pseudonym. They are also numbered, and in what follows this reference is given in square brackets following the letter L. Puzzles from the The Magpie are referenced according to the issue of the magazine, using M.
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Pavlova, Iglika V., and Kayla C. Lewis. "An Easy & Fun Way to Teach about How Science “Works”." American Biology Teacher 75, no. 6 (August 1, 2013): 397–401. http://dx.doi.org/10.1525/abt.2013.75.6.7.

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Science is a complex process, and we must not teach our students overly simplified versions of “the” scientific method. We propose that students can uncover the complex realities of scientific thinking by exploring the similarities and differences between solving the familiar crossword puzzles and scientific “puzzles.” Similarly to solving a crossword puzzle, solving puzzles in science is a complex and creative process in which hypotheses and theories evolve through the accumulation of many pieces of independent, yet interlocking, lines of evidence. We discuss the important lessons from Haack’s crossword-puzzle analogy and how it applies to teaching science.
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Leis, Adrian. "Praise in the EFL Classroom." Theory and Practice of Second Language Acquisition 7, no. 2 (July 9, 2021): 37–59. http://dx.doi.org/10.31261/tapsla.9098.

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This study investigates how praising students’ success in tasks affects the performance of other students who were not successful. Possible and impossible crossword puzzles were used as an experiment to engender fixed mindsets in half of the sample. The average time to complete a crossword puzzle at the pretest was compared to the average time to complete the same puzzle at the posttest. The results showed that students given possible crossword puzzles were able to make significant improvements in the speed with which they could complete the puzzle at the posttest stage. However, such improvements in performance were not seen among the students who had been temporarily primed into a fixed mindset during the experiment through the use of the impossible crossword puzzles. Reasons behind these results as well as pedagogical implications related to effective ways of giving praise and other feedback will be discussed.
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Pillai, Jagan A., Charles B. Hall, Dennis W. Dickson, Herman Buschke, Richard B. Lipton, and Joe Verghese. "Association of Crossword Puzzle Participation with Memory Decline in Persons Who Develop Dementia." Journal of the International Neuropsychological Society 17, no. 6 (September 28, 2011): 1006–13. http://dx.doi.org/10.1017/s1355617711001111.

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AbstractParticipation in cognitively stimulating leisure activities such as crossword puzzles may delay onset of the memory decline in the preclinical stages of dementia, possibly via its effect on improving cognitive reserve. We followed 488 initially cognitively intact community residing individuals with clinical and cognitive assessments every 12–18 months in the Bronx Aging Study. We assessed the influence of crossword puzzle participation on the onset of accelerated memory decline as measured by the Buschke Selective Reminding Test in 101 individuals who developed incident dementia using a change point model. Crossword puzzle participation at baseline delayed onset of accelerated memory decline by 2.54 years. Inclusion of education or participation in other cognitively stimulating activities did not significantly add to the fit of the model beyond the effect of puzzles. Our findings show that late life crossword puzzle participation, independent of education, was associated with delayed onset of memory decline in persons who developed dementia. Given the wide availability and accessibility of crossword puzzles, their role in preventing cognitive decline should be validated in future clinical trials. (JINS, 2011, 17, 1006–1013)
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Bordeos, Michael L., Glen R. Mangana, Jarisk B. Lamadrid, and Jimelyn E. Ligan. "Students’ Perceptions of Crossword Puzzles to Enhance Learning in Social Studies 10." American Journal of Education and Technology 2, no. 3 (August 17, 2023): 147–53. http://dx.doi.org/10.54536/ajet.v2i3.1920.

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Extensive scholarly investigation in social studies education has led to a significant shift in the prevailing paradigm, moving away from conventional lecture-based teaching methods and towards adopting novel and student-centric instructional approaches. The utilization of crossword puzzles is a straightforward and innovative strategy for integrating active learning in the field of social studies. This subject area is an introduction for students to gain a fundamental comprehension of current circumstances, employing contemporary terminology and concepts that diverge significantly from their preexisting knowledge. This study aimed to evaluate students’ perspectives on crossword puzzles as a viable strategy for reinforcing essential concepts related to contemporary subjects. The study was carried out at Bagong Nayon II National High School. The study population comprised 60 tenth-grade students from the cohort of 2022-2023. After attending instructional lectures on the subject matter, the students were allocated 40 minutes to solve the puzzle using a freely available online puzzle generator. An eight-item survey instrument questionnaire was utilized to examine students’ perceptions of crossword puzzles. Many learners perceived using the crossword puzzles as an innovative pedagogical strategy, as indicated by most of their positive evaluations. Using crossword puzzles as an active learning strategy offers a unique, creative, and straightforward approach to enhance the retrieval and preservation of information. Consequently, the study demonstrated that appropriately using crossword puzzles increased student involvement. This instructional tool can serve as a means of formative evaluation and offers a cost-effective alternative to the constraints of didactic teaching.
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Njubina, Larisa. "Crossword Puzzle as a Type of Text." Izvestia of Smolensk State University, no. 3(63) (December 19, 2023): 39–51. http://dx.doi.org/10.35785/2072-9464-2023-63-3-39-51.

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The present article deals with the crossword puzzles which have originated from ordinary riddless. Recently various puzzles have considerably grown in number and variety. Plenty of them are constantly published in magazines and newspapers. As a text, puzzles have a number of peculiarities such as: a questionanswer system, brevity, absence of rhyme, a dialogue-based form, plurality of meanings, pun an so on. A puzzle in a crossword belongs to ludic texts and has become increasingly widespread.
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Chen, Lihan, Jingping Liu, Sihang Jiang, Chao Wang, Jiaqing Liang, Yanghua Xiao, Sheng Zhang, and Rui Song. "Crossword Puzzle Resolution via Monte Carlo Tree Search." Proceedings of the International Conference on Automated Planning and Scheduling 32 (June 13, 2022): 35–43. http://dx.doi.org/10.1609/icaps.v32i1.19783.

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Although the development of AI in games is remarkable, intelligent machines still lag behind humans in games that require the ability of language understanding. In this paper, we focus on the crossword puzzle resolution task. Solving crossword puzzles is a challenging task since it requires the ability to understand natural language and the ability to execute a search over possible answers to find an optimal set of solutions for the grid. Previous solutions are devoted to exploiting heuristic strategies in search to find solutions while having limited ability to explore the search space. We propose a solution for crossword puzzle resolution based on Monte Carlo tree search (MCTS). As far as we know, we are the first to model the crossword puzzle resolution problem as a Markov Decision Process and apply the MCTS to solve it. We construct a dataset for crossword puzzle resolution based on daily puzzles from New York Times with detailed specifications on both the puzzle and clue database selection. Our method can achieve an accuracy of 97% on the dataset.
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Putri, Riska Tiara, and Riris Nurkholidah Rambe. "Implementation of Crossword Puzzle Learning Media in Indonesian Language Learning at Islamic Elementary School." Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme 5, no. 2 (July 31, 2023): 759–69. http://dx.doi.org/10.37680/scaffolding.v5i2.3345.

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The purpose of this research is to introduce learning media in the form of crossword puzzles at MIN 08 Medan City and assess the impact of this implementation. The qualitative research method was applied, employing a case study approach. The research data is in the form of MIN 08 Medan City applying learning media in the form of Crossword Puzzles. Data collection methods include observation, interviews, and documentation. Data analysis is accomplished by data reduction, data display, and generating conclusions. The findings revealed that MIN 08 in Medan benefited from the use of Crossword Puzzle media in learning Indonesian. This can be seen from the changes that occur in students both when learning is carried out and the results of implementing learning using the media. When learning is in progress, students are more enthusiastic about learning, more focused, and more active in learning. As for the learning outcomes, students who study using Crossword Puzzle media have higher scores than those without using Crossword Puzzle media.
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Speers, Alice T. "Crossword Puzzles." Dimensions of Critical Care Nursing 13, no. 1 (January 1994): 52. http://dx.doi.org/10.1097/00003465-199401000-00010.

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13

Bartley, Pam D. "Crossword puzzles." Journal of Emergency Nursing 23, no. 1 (February 1997): 64–67. http://dx.doi.org/10.1016/s0099-1767(97)90067-2.

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Halimah, Halimah, Rita Herlina, and Muhammad Ibraar Ayatullah. "Efektifitas penyuluhan antara metode ceramah dengan pengisian teka teki silang terhadap pengetahuan dan tingkat kebersihan gigi dan mulut murid MTS Ar-Raudhatul Islamiyah, Mempawah." Journal of Oral Health Care 7, no. 1 (March 31, 2019): 09–15. http://dx.doi.org/10.29238/ohc.v7i1.340.

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Dental and oral health education provided through counseling, you should use one of the various types of counseling methods available to facilitate the acceptance of information. The media presenters of counseling materials in learning dental and oral health are needed. One of the learning media in dental and oral health education is counseling using crossword media as an alternative that can be used as an extension media. Media crossword puzzle is a game media that can be used as an extension media in dental and oral health education and can attract the interest of counseling participants. The purpose of this study was to determine the effectiveness of counseling between lecture methods by filling in crossword puzzles on the knowledge and level of dental and oral hygiene in Class VIII and VII students of Mempawah District Arraudhatul Islamiyah MTs in 2018. The population in the study was 74 people. The research sample was taken purposively with certain criteria. Group I numbered 30 people and research subjects II amounted to 30 people. The research used was quasi-experimental research with Pre-Post observation research design, Wilcoxon Signed Rannks Test statistical test to measure knowledge before and after treatment and paired t-test, to measure the level of dental and oral hygiene before and after treatment, Effectiveness Test with percent to measure the effectiveness of counseling and filling in crossword puzzles. With a measuring instrument questionnaire to measure knowledge and PHP index checks to measure the level of dental and oral hygiene. The results of the study that knowledge and level of dental and oral hygiene were both counseling with refinement and filling in crossword puzzles between before and after there were significant differences p <0.05. Counseling by filling in crosswords is more effective in increasing knowledge with an average difference of 22.0% while lecture counseling is 20.1%. The improvement of dental and oral hygiene of the crossword group was 68.2% while the lecture was 54.4%.
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Joshi, Preeti S. "Visualization and Crossword: In-class Exercise---An active learning Strategy." Journal of Engineering Education Transformations 35, no. 2 (October 1, 2021): 12–17. http://dx.doi.org/10.16920/jeet/2021/v35i2/22067.

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Objective: Implementation of active learning methods into classroom enhances the learning experience of students. Instructional strategy followed by proper active learning activity increases engagement, attention, thinking skill of students. This study was carried out to incorporate an instructional strategy i.e visualization followed by active learning activity- crossword puzzle to first year B.Tech students and to find out its effectiveness in the learning process Methods: The animated videos available on internet were used for visualization. Then by using free online resources, crossword puzzles were created and provided to the students. Evaluation was done by crossword puzzle as well as by feedback in the form of questionnaire using a 5-point Likert scale. The data was collected and analyzed.Results: More than 90% students indicated that visualization and crossword puzzle enhanced their learning, oriented to the important topics and served as good tool in effective learning of engineering physics.Conclusions: This activity contributed to a helpful learning experience which allows the students to engage better in the learning, to review the lecture material as well as examination and also provides a more relaxed and friendly classroom atmosphere by proper break in the lecture without breaking learning. Keywords: Active learning, Visualization, Crossword puzzles, Questionnaire.
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Fidrayani, Fidrayani, and Rusni Deden Purdiasih. "META-ANALYSIS OF THE EFFECT OF CROSSWORD PUZZLE MEDIA TO LEARNING AND STUDENTS’ SOCIAL SCIENCE LEARNING OUTCOME IN ELEMENTARY SCHOOL." JIP Jurnal Ilmiah PGMI 8, no. 1 (June 30, 2022): 53–60. http://dx.doi.org/10.19109/jip.v8i1.9911.

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This study aims to analyze the effect of crossword puzzle learning media on learning and social science learning outcomes of elementary school students. The research method practiced is a meta-analysis by describing the results of the analysis of various studies, in various schools in Indonesia, which have been published nationally. The sample is ten articles that have been published in accredited national journals from 2014 to 2019. The writing instrument is in the form of a coding sheet containing data and information on research findings in each article. Based on the analysis, the average size effect of crossword puzzles on learning and overall Social Science learning outcomes is 1.49 which is included in the high category of effectiveness. The average value of crossword puzzles effect on social science learning outcomes based on the dependent variable is 2.25 which is also included in the high category. This fact denotes that crossword puzzles are effective in teaching Social Sciences on any material, and have an effect on decent student learning outcomes.
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Saskara BG, I. Wayan Tirta, I. Gede Margunayasa, and Made Vina Arie Paramita. "HTML-Based Interactive Crossword Puzzles for Science Learning Content in Elementary School." Mimbar Ilmu 29, no. 1 (May 24, 2024): 128–36. http://dx.doi.org/10.23887/mi.v29i1.68773.

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The less-than-optimal use of technology in implementing learning impacts learning media becoming less interactive and less varied. This research aims to develop HTML-based interactive crossword media, especially science content theme 6 subtheme 1 class V. This research includes a type of development using the ADDIE model, and its implementation is limited to the development stage only. The subject of this research is interactive crossword puzzle learning media. The data collection method and instrument used was a questionnaire. Quantitative and qualitative descriptive analysis is used as a data analysis technique. The research results show that the validity of interactive crossword puzzles by qualified material experts is very good. The results of the practicality of crossword puzzle media by teachers obtained practical criteria, individual students obtained practical criteria, and small groups of students obtained practical criteria. Thus, the novel learning media in the form of HTML-based interactive crossword puzzles on science content theme 6 subtheme 1 class V is feasible and practical. This research implies that it can be used as an interactive learning media option that utilizes technology in schools to improve and determine students' understanding of the material provided.
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Fitria, Tira Nur. "The Effectiveness of Word Search Puzzles Game in Improving Student's Vocabulary." Pioneer: Journal of Language and Literature 15, no. 1 (June 30, 2023): 50. http://dx.doi.org/10.36841/pioneer.v15i1.2766.

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With the growing popularity of the Word Search Puzzles game in educational contexts, teaching today aims to demonstrate the positive effects of Word Search Puzzles in teaching. This study reviews the effectiveness of Word Search Puzzles in improving students’ vocabulary. The method used in this research using a systematic literature review. The findings show that from 30 article journals have been found, 12 journals can be used as secondary data because meet the requirements which are then analyzed and summarized. These data qualify with QA1 (journal published in recent 7 years between 2015-2022), QA2 (research focus on the use of Word Search Puzzle for Indonesian students), QA3 (findings explain the improvement of students’ vocabulary using crossword puzzles), and QA4 (findings compare the improvement of two different classes between control and experiment class). The experimental class is the class that gets treatment (using Word Search Puzzle), while the control class is the group that does not get treatment (non-crossword puzzle). After the teacher teach vocabulary using the media “Word Search Puzzle, there is an improvement score from previous research in the pretest and posttest, especially in the experiment class taught by using Word Search Puzzle.
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Yuriev, Elizabeth, Ben Capuano, and Jennifer L. Short. "Crossword puzzles for chemistry education: learning goals beyond vocabulary." Chemistry Education Research and Practice 17, no. 3 (2016): 532–54. http://dx.doi.org/10.1039/c6rp00018e.

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Chemistry is a technical scientific discipline strongly underpinned by its own complex and diverse language. To be successful in the problem-solving aspects of chemistry, students must master the language of chemistry, and in particular, the definition of terms and concepts. To assist students in this challenging task, a variety of instructional techniques need to be explored. In this study we have developed crossword puzzles to aid students in mastering chemical terminologyviameaningful learning as opposed to rote memorisation. We have evaluated this tool for its effectiveness in study and revision. Specifically, we asked: (i) are crosswords effective as in-class and out-of-class revision tools? (ii) Is crossword performance (as a measure of the command of scientific vocabulary) predictive of problem-solving ability? The results demonstrated that crossword puzzles improve the ability of students to solve problems and, when used systematically, contribute to increases in learning. The findings are discussed in the context of information processing and meaningful learning.
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Rahayu, N. F. A., N. H. Ibrahim, and J. Surif. "Enhance The Understanding in Periodic Table of Element Using Crossword Puzzles among Form 4 Students." Jurnal Pendidikan IPA Indonesia 12, no. 2 (July 3, 2023): 319–28. http://dx.doi.org/10.15294/jpii.v12i2.41458.

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In this study, the researcher aimed to identify students’ level of understanding of the Periodic Table of Elements before and after using the crossword puzzles called Chem-PTE crossword puzzles. The quantitative approach was used as the methodology of this research and a pre-experimental base was applied to one group as the research design. 25 students were purposely selected as the respondents. The study started with a pre-test, followed by the implementation of Chem-PTE crossword puzzles for 3 lessons and subsequently ended with a post-test. Then, students’ achievement scores in both, pre-test and post-tests, were analysed with descriptive analysis and paired samples t-test by using SPSS software version 24.0. The analyses were conducted to obtain the mean values for both the pre-test and post-test and next to test whether there was a statistically significant difference before (pre-test) and after (post-test) using the Chem-PTE crossword puzzles. Furthermore, this research also examined students’ perspectives on the effectiveness of Chem-PTE crossword puzzles by using questionnaires. Overall, the findings showed that the use of Chem-PTE crossword puzzles had improved students’ level of understanding as there was an increase in students’ achievement scores in the post-test compared with students’ achievement scores in the pre-test. Subsequently, the paired sample t-test analysis also revealed statistically significant differences before (pre-test) and after (post-test) the use of Chem-PTE crossword puzzles. Lastly, almost all of the students provided positive feedback on the effectiveness of the Chem-PTE crossword puzzles in enhancing students’ understanding of the topic Periodic Table of Elements.
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Kevin K. Ferland. "Record Crossword Puzzles." American Mathematical Monthly 121, no. 6 (2014): 534. http://dx.doi.org/10.4169/amer.math.monthly.121.06.534.

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Lestari, Yunita, and Nugraheti Sismulyasih Sb. "GAME MEDIA DEVELOPMENT CROSS PUZZLES IN LEARNING SUMMARY EXPLANATION TEXT." Education Generation Journal 1, no. 1 (June 25, 2022): 1–8. http://dx.doi.org/10.56787/edugen.v1i1.3.

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This research is based on Indonesian language learning that has not been effective yet, the result of learned is not optimal yet, to overcome this problem, the researcher developed crossword puzzle game. This development research aims to produce crossword puzzle products as well as know the feasibility and effectiveness of the product. The subjects of this study are the students of class V which amounted to 34 students. Data analysis techniques used to descriptive percentage and n-gain test. The results showed that the media of crossword puzzles is very feasible to use with the percentage of assessment 89.58%, material expert judgments of 88, 63%. The result of N-gain analysis showed that the value obtained is 0.5226 in the medium category and the response is very good. The conclusions of this research is the crossword puzzle game to summarize the developed explanation text is declared eligible and effective in improving the writing skill of the students' explanatory text.
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Bindhra, Ashok. "PELS Puzzlers Recreate Crossword Puzzles [Society News]." IEEE Power Electronics Magazine 11, no. 2 (June 2024): 92. http://dx.doi.org/10.1109/mpel.2024.3397155.

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Taqqiyyuddin, Taqqiyyuddin, Somayeh Barzegar, and Md Saiful Islam. "Use of Crossword Media to Increase the Arabic Vocabulary of Higher Class in Elementary School." Journal of Basic Education Research 5, no. 1 (January 31, 2024): 28–33. http://dx.doi.org/10.37251/jber.v5i1.829.

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Purpose of the study: This research aims to achieve the following objectives: Planning: Describe the planning process for utilizing Crossword Puzzle media to enhance the Arabic vocabulary of fifth-grade students at Madrasah Ibtidaiyah Nahdlatul Ulama’ (MINU) Maudlu’ul Ulum Pandean Malang. Implementation: Detail the implementation of Crossword Puzzle media to increase the Arabic vocabulary of class V students at MINU Maudlu’ul Ulum Pandean Malang. Evaluation: Provide insights into the evaluation of the effectiveness of Crossword Puzzle media in enhancing the Arabic vocabulary of class V students at MINU Maudlu’ul Ulum Pandean Malang. Methodology: The research adopts a qualitative descriptive approach within the framework of classroom action research. The study comprises four stages: planning, implementation, observation, and reflection. Two cycles were conducted, involving a total of four meetings. Data collection methods include observation, interviews, and documentation. Triangulation is employed to ensure data validity. The research draws from a sample of class V students. Main Findings: The research demonstrates that the use of crossword puzzles effectively enhances the Arabic vocabulary of class V students. Success indicators include: Positive Student Engagement: During the learning process, students exhibit happiness and enthusiasm. Improved Assessment Results: Student performance shows significant improvement compared to their initial results. Pre-test completion rate: 44.4% Cycle I: 77.7%, Cycle II: 83% Novelty/Originality of this study: This study’s novelty lies in its potential as a reference tool for educators aiming to enhance the Arabic vocabulary of fifth-grade elementary school students using crossword puzzles.
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Nikitina, L. B., and E. V. Geiko. "COGNITIVE NATURE AND NOMINATIVE MECHANISMS OF INTELLECTUAL GAME (ON THE EXAMPLE OF CROSSWORDS)." Review of Omsk State Pedagogical University. Humanitarian research, no. 31 (2021): 117–22. http://dx.doi.org/10.36809/2309-9380-2021-31-117-122.

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The cognitive and linguistic components of the crossword puzzle are considered as an intellectual game that activates the thought processes and the linguistic competence of its participants: the compiler and the recipient. The typical methods of nomination used in crossword puzzles are identified and the mechanisms that form their content and reflect the national and cultural stereotypes of the consciousness of native speakers are described.
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Kucknoor, Ashwini S. "Use of crossword puzzles: Filling the rows and columns to promote student engagement in an Immunology class." Journal of Immunology 204, no. 1_Supplement (May 1, 2020): 222.26. http://dx.doi.org/10.4049/jimmunol.204.supp.222.26.

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Abstract Although crossword puzzles have been around for decades, researchers still study their use in the classroom. Previously, educational crossword puzzles only came in mass-produced student workbooks, which meant educators were unable to adapt them for the needs of their classroom. Although the research for teaching with educational crossword puzzles covers all sorts of subjects from ESL to Chemistry and widely used in grade schools mainly as a tool to learn vocabulary, studies find that crossword puzzles can help introduce and reinforce concepts for any subject. The bulk of undergraduate teaching is usually done through traditional PowerPoint lecture presentations in majority of the universities, which fails to encourage knowledge retention and learning. In contrast, recent studies have shown that the implementation of active- and collaborative learning, using games, music and puzzles promote stimulating environment to enhance student engagement and active participation of students during lecture. Active learning exercises provide major benefits such as the development of critical thinking, communication skills, and increasing motivation to learn. To this end, I have incorporated the use of crossword puzzles in my Microbiology and Immunology courses recently. I have developed questions covering new vocabulary or technical terminology, ability to distinguish between similar terms, evaluating options, and developing logical thinking for both Immunology and Microbiology concepts. I have mainly used the crossword puzzles to quickly summarize and emphasize the important facts and concepts delivered during regular lectures. The details of how this was used, and more ways by which this can be adopted in a course will be discussed.
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Khaedar, Muhammad, and Syamsul Alam. "The Effect of Using Crossword Puzzle Model on Learning Interest in Indonesian Learning Based on Students' Literacy." Jurnal Pendidikan dan Pengajaran 56, no. 1 (April 19, 2023): 160–71. http://dx.doi.org/10.23887/jpp.v56i1.52533.

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Learning Model requires coaching and developing students' thinking skills, especially in the cognitive domain to combine playing with learning. Students are engaged in learning using the crossword puzzle method, both mentally and physically. The purpose of this study is to analyze the impact of the crossword puzzle model on students' interest to learn Indonesian based on how well students can read. This study employed a quasi-experimental experimental design. All 35 samples of third-grade pupils served as the study's subjects. Data collection techniques are observation, questionnaire and test and documentation. The data analysis techniques used is descriptive data analysis. According to research findings, adopting the crossword puzzle approach had an impact on students' enthusiasm in learning Indonesian based on literacy. Students' interest in learning Indonesian using crossword puzzle media was higher with an average score of 91.55 if compared with the control class that did not use crossword puzzle media, which was 64.23. It can be concluded that there is a significant effect of crossword puzzle media on students' interest in learning Indonesian. The implication of this study is in available for elementary schools in implementing learning with crossword puzzles, carried out and adapted to the abilities and conditions of students.
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Putri, Andita Arifianita, Utami Wahyuningsih, Nur Intania Sofianita, and Iin Fatmawati. "Teka-Teki Silang dan Video Animasi Meningkatkan Pengetahuan Gizi Seimbang pada Anak Usia Sekolah." Jurnal Kesehatan Indonesia 13, no. 1 (November 20, 2022): 28. http://dx.doi.org/10.33657/jurkessia.v13i1.777.

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Nutritional problems in school-age children can occur because of less knowledge. School-age period is the right time for provide nutrition education. Nutrition education needs the interesting and fun media to make it easier to understand, such as crossword puzzles and animation videos. This study aims is to determine the influence of nutrition education with crossword puzzles and animation videos on balanced nutrition knowledge in school-age children. The methods that used is a quasi-experimental with a pretest and posttest group design. The 54 students aged 10 to 12 from fifth graders were selected by stratified random sampling and divided into two media groups. The statistical tests utilized are the independent and paired sample t-tests. The majority of responders were male (63%) and 11 years old (79.6%). The results showed that there were differences in the influence of nutrition education before and after being given crossword puzzles (p = 0.003) and animation video (p = 0.000) on balanced nutrition knowledge. The results also showed that there was no difference in the effectiveness of nutrition education between crossword puzzles and animated videos on balanced nutrition knowledge (p = 0.987). Crossword puzzles and animation videos have an impact for given balanced nutrition education on school-aged children. Animation videos is more effective in increasing balanced nutrition knowledge on school-age children compared to crossword puzzles. It is recommended that the government and schools implement nutrition education initiatives using engaging and entertaining media, such as animation videos.
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J Shenoy, Dr Preethi, and Dr Rashmi R Rao. "Crossword puzzles versus Student-Led Objective Tutorials (SLOT) as innovative pedagogies in undergraduate medical education." Scientia Medica 31, no. 1 (March 19, 2021): e37105. http://dx.doi.org/10.15448/1980-6108.2021.1.37105.

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AIMS: Small group teaching in Pharmacology offers an effective platform to encourage interaction amongst peers and self-directed learning. The present study is an attempt to assess and compare the effectiveness and perception of students on two different pedagogical methods: Crossword puzzles and Student Led Objective Tutorials (SLOT).METHODS: Second year undergraduate students who gave their informed consent were divided randomly into two groups: one which received crossword puzzle as a teaching learning method and the other had SLOT during which the students conducted an interactive quiz with multiple choice questions prepared by themselves. The students’ perceptions were recorded using a self-administered questionnaire. One week later, a unit test was conducted for both the groups and the performance of the students was compared. Statistical analysis was done using independent Student’s T test with SPSS version 15.0.RESULTS: Analyses revealed a statistical significant difference (P<0.001) between the mean marks obtained in the SLOT group (n= 74; 6.5±3.8) and the marks obtained in the crossword group (n= 87; 4.2±2.9), with the students in the tutorial group performing better. The students opined that SLOT sessions helped them to understand Pharmacology better whereas crossword sessions enabled them to memorize the names of the drugs.CONCLUSION: The present study revealed that SLOT sessions fared better compared to the crossword puzzles in terms of improving the students’ test scores. It fostered teamwork, self-directed learning skills and critical thinking. Crossword puzzles make the session more student friendly as it is fun and engaging but a careful design is inevitable as it may fail to test in-depth learning in students.
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Qutieshat, Abubaker, Nutayla Al-Harthy, Gurdeep Singh, Viresh Chopra, Rayhana Aouididi, Rayan Arfaoui, Sapna Dileesh, et al. "Interactive Crossword Puzzles as an Adjunct Tool in Teaching Undergraduate Dental Students." International Journal of Dentistry 2022 (May 23, 2022): 1–10. http://dx.doi.org/10.1155/2022/8385608.

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Background. In the restorative dentistry module of the undergraduate dental program, dental students encounter many new terms and concepts in a short period of time. The provision of adequate learning support to reinforce key concepts can be challenging. Aim. The purpose of this study is to determine student perceptions of how effective interactive crossword puzzles are as adjunctive tools to enhance the learning of restorative dentistry. Methods. Students completed interactive crossword puzzles created by the authors, with a reward awarded to the first group of students who completed the puzzles successfully. The interactive crossword platform was programmed using the ReactJS framework and designed using Tailwind CSS. An evaluation of the student's perception of this educational method was conducted using textual feedback and Likert-scale questionnaires. Results. Students found the crossword puzzles engaging, meaningful, and successful as indicated by their favorable Likert scores and feedback. Written comments revealed student enthusiasm for and a desire to be exposed to more of these exercises. Conclusions. This work sheds light on the potential advantages of incorporating interactive crossword puzzles into the restorative dentistry course from a student’s perspective. The crossword puzzles improved students’ ability to review and reinforce concepts and terminology and proved to be meaningful and enjoyable. The web-based nature of the tool ensured good student responsiveness and engaged the entire class in an interactive, competitive setting. Application of the hint option, which offered a text of relevant reading material, helped students understand, retain more knowledge, and engage with course material more than they might have otherwise.
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Safitri, Safitri, and Suryadi Suryadi. "The Effect Of The Use Of Crossword Puzzle Media On Students' Vocabulary Mastery." Journal of Educational Sciences 7, no. 1 (January 24, 2023): 85. http://dx.doi.org/10.31258/jes.7.1.p.85-94.

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The kids' vocabulary prevented them from fully mastering the four pillars of English language proficiency. As a result, it was decided to investigate "The Effect of Crossword Media on Students' Vocabulary Acquisition and Oral Communication." To improve their English, students can look into ways to expand their vocabulary and practice public speaking. After giving some thought to a number of potential approaches to the classroom, the author settled on using crossword puzzles as a means of fostering student growth in these areas. The objectives of this study were to: (1) give a general overview of how crossword puzzles can aid in vocabulary development and retention; (2) offer suggestions for future research; and (3) describe how crossword puzzle-containing media influences students' capacity to learn new words. After information was gathered via a questionnaire, quantitative data analysis was done. A representative sample of SMPIT Bait Et-Tauhied students participated in the study. We sent a questionnaire with 20 distinct sets of statements to 30 students in order to conduct the study. The results demonstrate that a crossword puzzle significantly affects students' understanding and use of va because the validity test of the test with the calculated R value is greater than the R table, demonstrating the validity of the 20 questions completed by the respondents. Additionally, the reliability test using Croanbach alpha demonstrates very reliability, and the case processing summary demonstrates that the number of respondents when filling out the questionnaire is not lost or broken.
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Zaiturrahmi, Zaiturrahmi, Naria Fitriani, and Rahmatun Ulia. "BELAJAR BAHASA INGGRIS DENGAN PERMAINAN CROSSWORD PUZZLE UNTUK ANAK–ANAK TERPENCIL PIDIE." Jurnal Pengabdian Masyarakat Nusantara (JPMN) 2, no. 1 (February 21, 2022): 42–48. http://dx.doi.org/10.35870/jpmn.v2i1.570.

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Learning English from an early age is the main foundation in developing language skills. Learning English can be presented with games that attract children’s attention, such as crossword puzzles. Crossword puzzle is a game that supports learning by filling in the answers in the box column with the letters according to the questions to be able to sharpen the students’ brains. The purpose of this community service was to improve the English vocabulary of Teupin Jueu's children with crossword puzzles. The target of the service activities were children who live in Gampong Teupin Jeue which is one of the remote villages in the Batee District, Pidie Regency. The English learning training was held on January 4, 2021. The results of this activity indicated that it can motivate children to learn English, change the mindset of parents that learning English is important, increase English vocabulary and enhance their ability to pronounce vocabulary correctly.
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Yardani, Yardani. "Analisis Perbandingan Algoritma Longest Common Subsequence Dengan Simple Hill Climbing Pada Permainan TTS." Bulletin of Artificial Intelligence 1, no. 2 (October 31, 2022): 62–69. http://dx.doi.org/10.62866/buai.v1i2.44.

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Crossword is a game to sharpen the brain. Crossword puzzles can be used in the field of education to test students' abilities, so that the questions used are adapted to their needs. But it will be difficult if a large number of questions are used, because to make a crossword puzzle from a set of questions, the possible combinations of existing words form a crossword puzzle. Research in optimizing the filling of empty spaces in the crossword matrix board certainly requires an algorithm using a comparison of the Longest Common Subsequence (LCS) algorithm and the Simple Hill Climbing algorithm. By comparing the performance of the Longest Common Subsequence (LCS) algorithm and the Simple Hill Climbing algorithm, it will be known how the work and performance in terms of speed and accuracy of the two algorithms work. The questions displayed in the crossword application are obtained from the database access randomly by the program. The crossword puzzle that is formed is a collection of answers to the questions used, the answers to the questions are arranged in such a way that they intersect with one another. On this matrix board, the answers to the questions will be placed to form a crossword puzzle. Each letter of the answer will occupy one cell on the matrix board. The number of questions is the number of questions that will be used in the crossword game. Apart from receiving input from the user, the application also provides output to the user in the form of a crossword puzzle and the correct answer from the TTS
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Christianto, Heru, Lolita A. M. Parera, and Duarancy Alunat. "The Effect of Using the Teams Games Tournament (TGT) Model Assisted by TTS on the Students Interests and Learning Outcomes in Colloid Material." Jurnal Inovasi Pembelajaran Kimia 5, no. 1 (April 30, 2023): 1. http://dx.doi.org/10.24114/jipk.v5i1.44730.

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The purpose of this study was to determine the effect of learning the Teams Games Tournament type assisted by crossword puzzles (TTS) media on the interests and learning outcomes of Class XI MIA SMA Terpadu Hati Tersuci Maria Halilulik Academic Year 2021/2022. This research was conducted in a control class, colloidal system material was taught using a conventional model, while in the experimental class using the Teams Games Tournament type learning model assisted by crossword puzzles (TTS) for 4 meetings. For students' interest in learning, both classes were given questionnaires before and after learning activities. The results of the research hypothesis test showed that there were significant differences in interest and learning outcomes between students who were taught using the Teams Games Tournament type learning model in the form of crossword puzzles (TTS) and students who were taught using conventional learning models. The t-test results obtained sig.2-tailed value <5% significant level, namely 0.02<0.05 so that H0 was rejected and H1 was accepted.Keywords: Teams Games Tournament, Crossword Puzzles, Interest in Learning, Learning Outcomes
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Bailey, C. M., C. T. Hsu, and S. E. DiCarlo. "Educational puzzles for understanding gastrointestinal physiology." Advances in Physiology Education 276, no. 6 (June 1999): S1. http://dx.doi.org/10.1152/advances.1999.276.6.s1.

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We developed four innovative, creative, and fun educational tools to promote active learning, enhance problem-solving skills, and encourage small group discussion. Furthermore, the tools encourage deductive reasoning and critical thinking rather than passive memorization of material. The tools include crossword puzzles, hidden messages, word scrambles, and word searches. These tools were developed using two computer programs: the Crossword Construction Kit and The New Puzzle Factory. Instructors are encouraged to optimize the value of the tools by using the additional options presented at the end of each of the puzzles. The additional options encourage students to become active learners by creating their own tools. Although the principles of these four tools can be adapted to many disciplines, these specific games focused on gastrointestinal physiology. Our goal was to create tools that can be used either inside or outside the classroom to complement and enhance the lecture.
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Ilma, Wafida Nur, and Hastini Hastini. "Empowering Seventh-Grade Students with Crossword Puzzle for Vocabulary Mastery." Journal of General Education and Humanities 3, no. 1 (December 24, 2023): 55–62. http://dx.doi.org/10.58421/gehu.v3i1.201.

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Students often struggle with mastering vocabulary in their English learning journey, necessitating English teachers to seek solutions. One viable strategy teachers can adopt is the integration of crossword puzzles to enhance students’ vocabulary mastery. Specifically, the study sought to determine if providing crossword puzzles to the SMP Negeri 3 Banawa seventh-grade students could enhance their vocabulary proficiency. To measure the impact of this approach, the researcher employed pre-test and post-test assessments as evaluation tools in a quasi-experimental study. Through purposive sampling, the researcher selected two classes, VII B and VII D, each with 29 students, as the study’s sample groups. Subsequently, data analysis revealed a significant disparity between the pre-test and post-test scores in the experimental class. Notably, the computed p-valued (two-tailed) was 0.000, falling below the predetermined significance level of 0.05, signifying the acceptance of the hypothesis. In conclusion, implementing the crossword puzzle in this study led to a noticeable improvement in the vocabulary mastery of seventh-grade students at SMP Negeri 3 Banawa.
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INDRIYATI, SRI, and LAILY NURLINA. "PENINGKATAN PENGUASAAN KOSAKATA ILMIAH PESERTA DIDIK MELALUI PEMANFAATAN MEDIA TEKA-TEKI SILANG BERBASIS DIGITAL DALAM PEMBELAJARAN TEKS DISKUSI." EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi 3, no. 1 (March 27, 2023): 48–56. http://dx.doi.org/10.51878/edutech.v3i1.2040.

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This study aims to describe the results of students' mastery of scientific vocabulary using digital-based crossword puzzles (TTS) learning media. The research method used is quantitative research. This study used the Learning Implementation Plan (RPP) instrument, observation sheets, documentation, tests, and questionnaires. Data obtained through tests, observation sheets, and questionnaires. From the results of the initial conditions for learning discussion texts before using digital-based crossword puzzle media, it was found that the initial conditions for students' scientific vocabulary mastery were still low or still far from the Minimum Completeness Criteria (KKM) set, namely a value of 72 and above. There are still many students who have not received a score of 72, namely 41.93%, while those who have scored 72 and above are 58.07%. The inability of students to achieve this KKM requires an innovation, namely the use of crossword labs crossword puzzles to increase mastery of scientific vocabulary in discussion text learning. So that there is an increase in value in one of the linguistic elements, namely mastery of scientific vocabulary from the previous results when not using digital-based crossword media in learning discussion text. After using crossword labs crossword puzzles, the results of discussion text learning on linguistic elements increased to 83.87%. From these results it can be seen that there are still 16.13% of students who still get scores below 72, while others get scores above 72. This proves that the use of crossword labs crossword puzzle media in discussion text learning can improve mastery of scientific vocabulary learners. ABSTRAKPenelitian ini bertujuan untuk mendeskripsikan hasil penguasaan kosakata kata ilmiah peserta didik dengan menggunakan media pembelajaran Teka-Teki Silang (TTS) berbasis digital. Metode penelitian yang digunakan adalah penelitian kuantitatif. Penelitian ini menggunakan instrumen Rencana Pelaksanaan Pembelajaran (RPP), lembar observasi, dokumentasi, tes, dan angket. Data diperoleh melalui tes, lembar observasi, dan angket. Dari hasil kondisi awal pembelajaran teks diskusi sebelum menggunakan media teka teki silang berbasis digital ditemukan bahwa kondisi awal penguasaan kosakata ilmiah peserta didik masih rendah atau masih jauh dari Kriteria Ketuntasan Minimal (KKM) yang ditetapkan yaitu nilai 72 ke atas. Masih banyak peserta didik yang belum mendapat nilai 72 yaitu 41,93 % sedangkan yang mendapat nilai 72 ke atas sebanyak 58,07%. Ketidakmampuan peserta didik dalam mencapai KKM ini membutuhkan sebuah inovasi, yaitu penggunaan media teka-teki silang crossword labs untuk meningkatkan penguasaan kosakata ilmiah dalam pembelajaran teks diskusi. Sehingga ada peningkatan nilai pada salah satu unsur kebahasaan yaitu penguasaan kosakata ilmiah dari hasil sebelumnya ketika belum menggunakan media teka-teki silang berbasis digital dalam pembelajaran teks diskusi. Setelah menggunakan media teka-teki silang crossword labs, hasil pembelajaran teks diskusi pada unsur kebahasaan meningkat menjadi 83,87%. Dari hasil tersebut dapat diketahui masih ada 16,13% peserta didik yang masih mendapatkan nilai di bawah 72, sedangkan lainnya mendapatkan nilai di atas 72. Hal ini membuktikan bahwa penggunaan media teka-teki silang crossword labs pada pembelajaran teks diskusi dapat meningkatkan penguasaan kosakata ilmiah peserta didik.
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Winurati, Sutri, Lailatul Musyarofah, and Eka Fadilah. "Upgrading Vocabulary by Crossword Puzzles Games to Improve Descriptive Text Writing Ability." International Journal of English and Applied Linguistics (IJEAL) 3, no. 2 (August 24, 2023): 144–53. http://dx.doi.org/10.47709/ijeal.v3i2.2742.

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The aim of this research is to increase students' vocabulary. The previous students' vocabulary was low when measured during random drilling. Only a few students know the meaning of vocabulary words. In class 7C there are 35 students, but only 8 students can answer orally, which is around 23%. The remaining 27 students still do not understand vocabulary, namely 77% of students don’t understand. So that the use of Crossword Puzzles Game is expected to be able to upgrade the vocabularies that students have. When students have many vocabularies, students will be able to create descriptive sentence at least in accordance with the vocabulary were found in the Crossword puzzles game. In the value of Crossword Puzzles Game students get extraordinary scores. Only 1 student or 3% below the KKM 75 and 34 students or 97% of students above the KKM 75. Meanwhile, the score of the descriptive text writing made by the students scored below the KKM 75 was 4 students or 11 % and above KKM 75 there are 31 students or 86%. Thus Upgrading Vocabularies By Crossword Puzzles Game To Improve Descriptive Text Writing Ability in Class 7C SMP Negeri 2 Sukodono is proven to be true.
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Yoga Pratama, Dhama. "PENGGUNAAN MEDIA VIDEO DAN TEKA-TEKI SILANG DALAM PEMBELAJARAN TEMATIK PADA SISWA KELAS III SD NEGERI 3 WONOBOYO." BAHUSACCA : Pendidikan Dasar dan Manajemen Pendidikan 4, no. 2 (January 22, 2024): 23–28. http://dx.doi.org/10.53565/bahusacca.v4i2.1083.

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Thematic learning is learning based on a theme that is used to associate several subject concepts. Video-based learning media is an effective tool in conveying information and concepts to students using a moving visual format. Crossword puzzle media is a creative and interactive tool that can be used in learning to teach and test students' understanding of various concepts, words, or specific topics. This study aims to provide information on the application of video media and crossword puzzles in thematic learning in grade III students of SD Negeri 3 Wonoboyo.
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Asrul, Nurmahyuni, Azizah Husda, and Dwi Suci Amaniarsih. "The The Effect of Crossword Puzzle on Developing Students’ Vocabulary at Seven Grade of SMP Pangeran Antasari Medan." Randwick International of Education and Linguistics Science Journal 3, no. 2 (June 30, 2022): 401–5. http://dx.doi.org/10.47175/rielsj.v3i2.459.

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The researchers’ aim for this research was to determine the significance of using crossword puzzles in developing students' vocabulary at Pangeran Antasari Medan's seventh grade. The quantitative design was used in this study. This study's population consisted of 50 students. Furthermore, the researchers used 50 students as a sample and divided them into two different groups, experimental and control groups. The study's instrument was a fill-in-the-blanks (Pre-test and Post-test) or crossword puzzle. Based on the clarification over, the author analyzed the score utilizing the T-test equation, and the result was T-observed was 2.92 and t-table was 1,684, indicating that T-observed was more prominent than T-table. At the critical level, p= 0.05 and df= nx=ny-2 = 48. This implies that Crossword Puzzle Strategy features a noteworthy affect on students' learning.
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Mu'arofah, Zakiyatul. "PENGEMBANGAN MEDIA PEMBELAJARAN CROSSWORD PUZZLE BERBASIS ANDROID PADA MATERI ORGAN PERNAPASAN MAKHLUK HIDUP." Khazanah Pendidikan 16, no. 2 (September 5, 2022): 8. http://dx.doi.org/10.30595/jkp.v16i2.12672.

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The purpose of this study is (1) to determine the level of analysis of the need for developing Android-based crossword puzzle media on learning natural science of breathing apparatus living things in Madrasah Ibtidaiyyah throughout Tembarak and Selopampang Districts; (2) to find out the feasibility test of developing Android-based Crossword media on respirator material for students; and (3) to find out the effectiveness of developing android-based crossword puzzle media on the science of breathing organisms for MI Nurul Ummah Tawangsari Tembarak sub-district students. This research method is research and development (R&D) with ADDIE procedures (Analysis, Design, Development, Implementation, and Evaluation) with research subjects being teachers and students of Madrasah Ibtidaiyyah Nurul Ummah Tawangsari. The research instruments used were real condition questionnaires, needs analysis questionnaires, interview guidelines, pretest and posttest question instruments as well as individual, group, and limited trial sheets. The stages of R&D are as follows: 1) a preliminary study; 2) the development of crossword puzzle media; 3) product effectiveness testing. The results showed as follows: (1) the need for innovative learning media is needed in science learning (2) the form of crossword puzzle media development containing human and animal respiratory organs material implemented in game applications on android, the validation test of crossword puzzles was tested based on items - bullet validation sheet material expert questions, the average score obtained is 81% while the validation test based on the validation sheet media experts got an average of 91%, an individual trial averaged 95.69%, a group test of 95%, a limited group trial gained a score of 95.38%. From these results it can be concluded that the crossword puzzle media is feasible to be used 3) the effectiveness test of the crossword puzzle media with a t test value of 11,159.
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Azizah, Dhea, Relsas Yogica, Ganda Hijrah Selaras, and Sa�diatul Fuadiyah. "VALIDITAS MEDIA PEMBELAJARAN POWERPOINT INTERAKTIF DILENGKAPI CROSSWORD PUZZLE TENTANG MATERI JARINGAN TUMBUHAN UNTUK PESERTA DIDIK SMA." Bioilmi: Jurnal Pendidikan 8, no. 2 (January 1, 2022): 137–46. http://dx.doi.org/10.19109/bioilmi.v8i2.13942.

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Innovation in PowerPoint media determines students' interest and motivation in learning. The lack of use of game elements makes students bored. To support interactive learning, games such as crossword puzzles are needed as evaluations in the media. This study is purpose to produce interactive PowerPoint learning equipped with a crossword puzzle about plant tissue material for high school students. The research subjects is an expert validator consisting of two Biology lecturers at UNP and one Biology teacher at Payakumbuh Senior High School 3. The research used is ADDIE development research. The research was conducted up to the development stage. The analysis phase uses instruments in the form of observation sheets and interviews for teachers and students. The design stage is the design of interactive powerpoint learning media. At the development stage, using an instrument in the form of a validation sheet addressed to expert validators and analyzed. The percentage results of the three expert validations show that interactive powerpoint media is 91.90% with a very valid category. so that interactive powerpoint learning media equipped with crossword puzzles that have been developed meet the criteria and can be used by students in learning biology. �
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Sadiyah, Wina Halimatus, Wina Septiani, and Evie Kareviati. "IMPROVING ENGLISH VOCABULARY MASTERY BY USING CROSSWORD PUZZLE." PROJECT (Professional Journal of English Education) 2, no. 2 (March 30, 2019): 110. http://dx.doi.org/10.22460/project.v2i2.p110-114.

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Vocabulary is important in English language. Because, to make a sentence an adequate vocabulary is needed. So, the researcher apply a method in the classroom which can make students motivated to learn vocabulary. The aim of the research is to know that the crossword puzzle is effective to improve students’ vocabulary or not through the use of crossword puzzles among seventh-grade students of MTs At-Taqwa Cihampelas in the academic year of 2018/2019. The method used in this research is quantitative technique and the pre-experimental research design conducted in one class. The population in this research is seventh-grade students of MTs At-Taqwa Cihampelas with the total number of the population are 104 students consisting of 3 classes, and the sample is class VII.A that consist of 30 students. The data is collected with the pretest and posttest as an instrument. The researcher conducted the tests before (pre-test) and after (post-test). After that the researcher give students a treatment consists of five meetings. The result show that the mean score of pre-test was 41.83, and the post-test was 75.67 after gives treatment uses crossword puzzle. It means that teaching English vocabulary using a crossword puzzle was effective media to improve students’ vocabulary at seventh-grade. Keywords: crossword puzzle, students’ vocabulary mastery.
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Putrielis, Ekwanis. "Upaya Peningkatan Hasil Belajar Siswa Dengan Permainan Teka Teki Silang Pada Kd Kebijakan Moneter Dan Fiskal Kls XI IPS MAN 3 Kota Pekanbaru." Jurnal Pengabdian Masyarakat dan Riset Pendidikan 2, no. 1 (July 11, 2023): 05–16. http://dx.doi.org/10.31004/jerkin.v2i1.78.

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This study aims to determine the extent to which the use of crossword puzzles can improve student learning outcomes at KLS XI MAN 3 Pekanbaru on monetary and fiscal policy. This research uses the action research method. The population of this study were 24 class XI IPS 2 students with a sample of all students. This research was conducted in 2 cycles. In cycle 1 the crossword puzzle game has not been used, so it can be seen that the student learning outcomes are unsatisfactory. Then in cycle 2, the crossword game was used. It was seen that there was an increase in student learning outcomes, namely as many as 24 students were able to solve the questions correctly and get scores above the KKM. Then learning was carried out in cycle 2, the steps and planning were carried out the same as cycle 1. The results obtained in cycle 2 were 24 students who were able to complete questions about monetary and fiscal policy and obtained scores above the KKM. From the results of the above research it can be concluded that learning by using crossword puzzles can improve student learning outcomes in KLS XI IPS 2. For this reason, it is expected that teachers are able to carry out learning with various models that are in accordance with the characteristics of learning material.
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Murphy, Nancey. "TRUTH, RELATIVISM, AND CROSSWORD PUZZLES." Zygon� 24, no. 3 (September 1989): 299–314. http://dx.doi.org/10.1111/j.1467-9744.1989.tb00980.x.

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Vorster, Katy, Corinne Lambert, and Luz Taylor. "ACLS and CPR crossword puzzles." Journal of Emergency Nursing 24, no. 4 (August 1998): 356–58. http://dx.doi.org/10.1016/s0099-1767(98)90129-5.

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Zb, Aminah, Rizki Ananda, and Bismark Mensah. "Effect of the STAD Type Cooperative Learning Model with the Help of Crossword Worksheet on Biology Learning Outcomes, especially the Cognitive Domain." International Journal of Education and Teaching Zone 1, no. 2 (October 8, 2022): 69–77. http://dx.doi.org/10.57092/ijetz.v1i2.31.

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This study aims to determine the effect of the STAD-type cooperative model with the help of Crossword Puzzles on students' biology learning outcomes, especially on Development and Growth material in terms of Cognitive aspects. The population in this study amounted to 5 classes, and a sample of 2 classes was taken randomly. The study was conducted in two classes which were grouped as experimental class and control class. In the experimental class, learning is carried out using a STAD-type cooperative model with the help of crossword puzzle worksheets, while in the control class, learning is carried out using a conventional model research data obtained from the test of learning outcomes for cognitive aspects. Student learning outcomes on cognitive aspects were analyzed by t-test. The results of data analysis show that the learning outcomes of cognitive domain biology students whose learning uses the STAD-type cooperative model with the help of crossword puzzle worksheets are higher than students whose learning uses the conventional model.
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Günter, Tuğçe. "Using CBA REACT Strategy Supported by Crossword Puzzle Game on the Topic of Acid-Base Titrations." Journal of Science Learning 6, no. 1 (March 20, 2023): 87–99. http://dx.doi.org/10.17509/jsl.v6i1.51116.

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This research investigates the effect of the context-based approach (CBA) 'Relating-Experiencing-Applying- Cooperating- Transferring' (REACT) strategy supported with crossword puzzles on achieving the associate degree students in the chemistry laboratory course on the topic of acid-base titrations. A crossword puzzle game and four contexts related to daily life upon acid-base titrations were developed and applied within this context. This study is a pre-test post-test research design with a control group, and the study group consists of second-year students studying in the Vocational School of Health Services Medical Laboratory Techniques (MLT) (n = 65) and Pharmacy Services (PS) (n = 65) programs at Zonguldak in Turkey. The experimental group was taught the relevant topic by the CBA REACT strategy supported with a crossword puzzle game, whereas the control group was taught by the CBA REACT strategy. The study result showed that the experimental group students' sound and partial understandings and academic achievements were higher than the control group students.
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49

Pratolo, Bambang, and Riqqah Hafizhah. "The effectiveness of using crossword puzzle games to improve vocabulary mastery of the 7th grade students of SMP Muhammadiyah 2 Kalasan." Teaching English as a Foreign Language Journal 1, no. 1 (November 9, 2022): 1–12. http://dx.doi.org/10.12928/tefl.v1i1.161.

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Vocabulary mastery plays an important role in learning English. The role of a teacher is important in helping students achieve their goals because acquiring sufficient number of vocabularies is a basic requirement for mastering English. This study aims to investigate the effectiveness of using crossword puzzles to improve vocabulary mastery. This research was conducted at SMP Muhammadiyah 2 Kalasan. This research was conducted using an experimental design, especially a quasi-experiment using a quantitative approach. The population used in this study was the seventh-grade students of SMP Muhammadiyah 2 Kalasan. The sample used in this study was class 7 students of SMP Muhammadiyah 2 Kalasan totaling 36 people consisting of 2 classes, namely class 7d as the control class and class 7e as the experimental class. The instruments used in this study were test questions in the form of multiple-choice as many as 20 test items. Data collection techniques in this study used pretest, treatment, and posttest.The results of this study stated that the use of crossword puzzles could effectively increase vocabulary mastery of the students. From the results of SPSS calculations, the scores obtained by the experimental class after the treatment was carried out were higher than before. So from the hypothesis test, it was found that the value of Sig was 0.00 which was < 0.05 and thus the H0 was not accepted, and Ha was accepted. It means that media Crossword Puzzle (X) affects mastery of English vocabulary (Y). Therefore, the use of crossword puzzle influenced the increment of English vocabulary mastery among the seventh-grade students of SMP Muhammadiyah 2 Kalasan.
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50

Aulia, Hasnatul, and Serli Marlina. "Efektivitas Permainan Teka-Teki Silang Terhadap Pengenalan Kosakata Bahasa Inggris Anak Usia 5-6 Tahun Di Taman Kanak-Kanak Uswatun Hasanah Kota Padang." Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini 3, no. 2 (August 14, 2023): 159–68. http://dx.doi.org/10.53398/arraihanah.v3i2.280.

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The motivation for this study stems from the fact that the teacher only introduces English vocabulary through picture guessing games, which in reality only teach basic vocabulary definitions. The purpose of this study was to determine how successful crossword puzzle games are at teaching English vocabulary to children between the ages of 5 and 6 at Uswatun Hasanah Kindergarten in Padang City. This kind of study uses a one-group pretest-posttest design model and is quantitative with a quasi-experimental design. According to the study's findings, crossword puzzles helped children at Uswatun Hasanah Kindergarten in Padang City, Indonesia, aged 5 to 6, recognize English words
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