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Journal articles on the topic 'Picture Puzzle'

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1

Verdine, Brian N., Georgene L. Troseth, Robert M. Hodapp, and Elisabeth M. Dykens. "Strategies and Correlates of Jigsaw Puzzle and Visuospatial Performance by Persons With Prader-Willi Syndrome." American Journal on Mental Retardation 113, no. 5 (2008): 343–55. http://dx.doi.org/10.1352/2008.113:342-355.

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Abstract Some individuals with Prader-Willi syndrome exhibit strengths in solving jigsaw puzzles. We compared visuospatial ability and jigsaw puzzle performance and strategies of 26 persons with Prader-Willi syndrome and 26 MA-matched typically developing controls. Individuals with Prader-Willi syndrome relied on piece shape. Those in the control group used a different, picture-focused strategy. Individuals with Prader-Willi syndrome performed better than did the control group on an achromatic interlocking puzzle, whereas scores on puzzles with pictures (interlocking or noninterlocking) did no
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2

Hill, Alan. "PE's picture puzzle." Production Engineer 65, no. 9 (1986): 13. http://dx.doi.org/10.1049/tpe.1986.0204.

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3

Aranyosi, István. "The Nature of Shadows, from Yale to Bilkent." Philosophy 85, no. 2 (2010): 219–23. http://dx.doi.org/10.1017/s0031819110000057.

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AbstractI discuss a solution to the Yale shadow puzzle, due to Roy Sorensen, based on the actual process theory of causation, and argue that it does not work in the case of a new version of the puzzle, which I call ‘the Bilkent shadow puzzle’. I offer a picture of the ontology of shadows which, together with an alternative view of causation, constitutes the basis for a new solution that uniformly solves both puzzles.
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4

Helser, Terry L. "Picture biochemistry: A puzzle." Journal of Chemical Education 67, no. 12 (1990): 1010. http://dx.doi.org/10.1021/ed067p1010.

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5

Helser, Terry L. "Picture biochemistry: A puzzle." Journal of Chemical Education 67, no. 12 (1990): 1062. http://dx.doi.org/10.1021/ed067p1062.

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6

Packham's, Chris. "A poo picture puzzle." New Scientist 256, no. 3417-3418 (2022): 77–78. http://dx.doi.org/10.1016/s0262-4079(22)02298-9.

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7

Armayunita, Weni, Yenni Hayati, and Muhammad Ismail Nst. "TEKA-TEKI MASYARAKAT DI NAGARI III KOTO AUR MALINTANG TIMUR KECAMATAN IV KOTO AUR MALINTANG KABUPATEN PADANG PARIAMAN." Jurnal Bahasa dan Sastra 5, no. 1 (2018): 115. http://dx.doi.org/10.24036/898800.

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This study aimed to describe the structure, category, and function of the public puzzle in Nagari Koto Aur Malintang III Eastern District of IV Koto Aur Malintang Padang Pariaman district. This study uses qualitative descriptive form. Sources of data in this research puzzle community in Nagari Koto Aur Malintang III Eastern District of IV Koto Aur Malintang Padang Pariaman district. Based on the research results, puzzles society in Nagari Koto Aur Malintang III East, we can conclude the following. First, the structure of the puzzle consists of elements (descriptive) and the picture element (re
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8

Dhaniah, Dian, Saumi Setyaningrum, and Yapandi Yapandi. "PENGARUH PENGGUNAAN STRATEGI TIME TOKEN BERBANTUAN MEDIA PICTURE PUZZLE TERHADAP HASIL BELAJAR IPA TEMA 6 SUBTEMA 2 PESERTA DIDIK KELAS IV SDIT AL-BAARIQ KUBU RAYA TAHUN AJARAN 2021/2022." Jurnal Karya Ilmiah Pendidik dan Praktisi SD&MI (JKIPP) 2, no. 1 (2023): 1–17. http://dx.doi.org/10.24260/jkipp.v2i1.1259.

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This research is motivated by the phenomenon experienced by students about the low learning outcomes of science so that appropriate learning strategies are needed. Time token strategy and picture puzzle media are considered to be able to improve learning outcomes and have an influence on the activity process. This research is an experimental research in the form of a one group pretest-posttest design. The source of the data; 1) Primary data sources are fourth grade students and documentation of learning outcomes; 2) The secondary data source in this study is the result of observing the applica
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Karp, Karen S., and E. Todd Brown. "Geo-Dolls: Traveling in a Mathematical World." Teaching Children Mathematics 8, no. 3 (2001): 132–38. http://dx.doi.org/10.5951/tcm.8.3.0132.

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What do putting a jigsaw puzzle together and structuring a curriculum have in common? James Beane (1995) drew a connection between the two endeavors when he observed that as we begin to put a puzzle together, we often take a single piece and try to identify the portion of the puzzle to which it belongs. We place it in a spot to wait for adjacent pieces to be found. Then we connect sections and clusters of pieces, giving them directionality and location as we refer to the picture on the puzzle's box for guidance. “None of the pieces means anything taken alone; only when the pieces are put toget
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Pratami, Ainunnisa Nabila, Ali Shodiqin, and Ikha Listyarini. "KEEFEKTIFAN MODEL PEMBELAJARAN MIND MAPPING DAN PICTURE AND PICTURE BERBANTU MEDIA PUZZLE TERHADAP HASIL BELAJAR SISWA KELAS V SEKOLAH DASAR." Jurnal Guru Kita PGSD 3, no. 1 (2019): 44. http://dx.doi.org/10.24114/jgk.v3i1.13845.

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Abstract: Effectiveness of Mind Mapping and Picture and Picture LearningModels assisted by Media Puzzle on Learning Outcomes of Class V ElementarySchool Students. This study aims to determine the effectiveness of the MindMapping and Picture and Picture learning models supported by Puzzle media on thelearning outcomes of fifth grade students in science subjects in Doropayung 02Elementary School, Pati Regency. This type of research is an experimental typequantitative research with posttest only control design technique. The population ofthis study was fifth grade students at SD Negeri Doropayung
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Bol, Linda, and Gene D. Steinhauer. "Decreases in Behavior in Vicarious Reinforcement Procedures." Psychological Reports 66, no. 2 (1990): 583–94. http://dx.doi.org/10.2466/pr0.1990.66.2.583.

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Results of past research on vicarious reinforcement are mixed. Some researchers have reported an increase in the frequency of modeled behavior, others have reported no change, and still others have reported a decrease. If a subject imitates a model whose behavior is reinforced, and the subject's behavior is not then followed by reinforcement, the procedure is extinction. In the present study kindergarten children who received direct reinforcement following working on a picture puzzle increased their rate of correct placement of puzzle pieces. 10 of 12 observer-subjects, also working on picture
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Maryemah, Maryemah, Ali Hasmy, and Saumi Setyaningrum. "PERBANDINGAN PRESTASI BELAJAR PADA MATERI METAMORFOSIS MENGGUNAKAN MODEL PICTURE AND PICTURE BERBANTUAN MEDIA PUZZLE DI KELAS IV." Jurnal Karya Ilmiah Pendidik dan Praktisi SD&MI (JKIPP) 2, no. 1 (2023): 18–39. http://dx.doi.org/10.24260/jkipp.v2i1.1260.

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The purpose of this study is to describe: first, the learning achievement of students in metamorphosis material in Class IV Ulumuddin private elementary school who is not taught using the picture and picture model with the help of puzzle media for the 2021/2022 school year. Second, the learning achievement of students in metamorphosis material in grade IV Ulumuddin private elementary school who is taught using a picture and picture model with the help of puzzle media for the 2021/2022 school year. Third, the difference in learning achievement of students who are taught using a picture and pict
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Panzilion, Panzilion, Padila Padila, Asih Dewi Setyawati, Harsismanto J, and Andry Sartika. "Stimulation of Preschool Motor Development Through Brain Gym and Puzzle." JOSING: Journal of Nursing and Health 1, no. 1 (2020): 10–17. http://dx.doi.org/10.31539/josing.v1i1.1166.

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The purpose of this study was to determine the effectiveness of brain Gymnastics and playing puzzles on improving the motor skills in preschool children in the work area of the Basuki Rahmad Health Center in Bengkulu. The Quantitative research design used the quasy experiment design, one group pre-post test equivalent without control design. The results of the univariate analysis with brain gymnastics and playing puzzles intervention showed the 15 respondents before doing brain gymnastics and puzzle, there were nine children (60%) experiencing motor skills deviations and after giving therapy t
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Mirna, Aisyah Ma'awiyah, and Fauziana. "Pengaruh Media Puzzle Picture Terhadap Kemampuan Berpikir Kritis Siswa dalam Pembelajaran IPA Kelas IV di MIN 6 Aceh Utara." Genderang Asa: Journal of Primary Education 3, no. 2 (2022): 76–84. http://dx.doi.org/10.47766/ga.v3i2.694.

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Rendahnya kemampuan berpikir kritis siswa kelas IV MIN 6 Aceh Utara pada pelajaran IPA dikarenakan minimnya penggunaan media pembelajaran dalam proses pembelajaran, sehingga perlu adanya media pembelajaran yang dapat meningkatkan kemampuan berpikir kritis siswa, salah satunya adalah media Puzzle Picture. Penelitian ini bertujuan untuk mengetahui pengaruh media Puzzle Picture terhadap kemampuan berpikir kritis siswa dalam pembelajaran IPA kelas IV di MIN 6 Aceh Utara. Jenis penelitian ini adalah penelitian kuantitatif dengan pendekatan eksperimen. Populasi dalam penelitian ini adalah seluruh si
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Putri, Tyas Yuliani, Irwan Satria, and Erik Perdana Putra. "EFFECT PICTURE AND PICTURE MODELS ASSISTED BY PUZZLE ON COGNITIVE LEARNING OUTCOMES STUDENT KINGDOM ANIMALIA MATERIAL AT SMPN 20 BENGKULU." EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA 6, no. 1 (2024): 150–55. http://dx.doi.org/10.29100/.v6i1.4253.

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The purpose of this research is to ascertain whether or not puzzle media may improve students' cognitive learning results when used in conjunction with the image and picture model. A quasi-experimental study with a pre- and post-test control group design was conducted. Twenty-nine pupils made up the study's sample. They engaged in systematic stumbling in order to sample properly. The 15 multiple-choice questions on the pretest and posttest provided the raw material for this study. The SPSS 26.0 application was used to conduct a t-test analysis in the two groups. The data analysis revealed that
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Parlee, Mary. "Postpartum Psychiatric Illness: A Picture Puzzle." Psychology of Women Quarterly 17, no. 3 (1993): 362–64. http://dx.doi.org/10.1177/036168439301700304.

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17

BROCKINGTON, IAN F. "Postpartum Psychiatric Illness: A Picture Puzzle." American Journal of Psychiatry 151, no. 9 (1994): 1388—a—1389. http://dx.doi.org/10.1176/ajp.151.9.1388-a.

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18

Lee, Geonhee, and Zong Woo Geem. "Harmony Search Algorithm with Two Problem-Specific Operators for Solving Nonogram Puzzle." Mathematics 13, no. 9 (2025): 1470. https://doi.org/10.3390/math13091470.

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The nonogram is a logic puzzle where each cell should be colored or left blank according to row and column clues to reveal a hidden picture. This puzzle is known as an NP-complete combinatorial problem characterized by an exponential increase in the number of candidate solutions with increasing puzzle size. So far, some methods have been investigated to address these challenges, including conventional line-solving techniques, integer programming, and neural networks. This study introduces a novel Harmony Search (HS)-based approach for solving nonogram puzzles, incorporating problem-specific op
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Rambe, Fitri Handayani, Leni Malinda, and Rizka Hidayah Husin Lubis. "Pengaruh Permainan Teka-teki Bergambar Terhadap Hasil Belajar Siswa Kelas II SDN 104200 Desa Karang Gading Labuhan Deli." Pedagogika: Jurnal Ilmu-Ilmu Kependidikan 4, no. 1 (2024): 38–41. https://doi.org/10.57251/ped.v4i1.1581.

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This study employed an experimental design involving two groups: an experimental group taught using picture puzzle games and a control group taught using conventional methods. The research aimed to examine the effect of picture puzzle games on the learning outcomes of second-grade students at SDN 104200 Karang Gading Village, Labuhan Deli. Data were analyzed using the Kolmogorov-Smirnov normality test, which revealed that the pretest and posttest scores for both the experimental and control groups were normally distributed. For the experimental group, the pretest value was 0.159, and the postt
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Aprilia, Mega, Muhammad Akil Musi, and Mirnawati Mirnawati. "PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE PICTURE AND PICTURE TERHADAP HASIL BELAJAR." Pinisi Journal Pendidikan Guru Sekolah Dasar 5, no. 1 (2025): 194. https://doi.org/10.70713/pjp.v5i1.62658.

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Penelitian ini bertujuan untuk mengetahui penerapan dan peningkatan hasil belajar pada mata pelajaran PKN Kelas V SDN Bawakaraeng III Kota Makassar melalui penggunaan model pembelajaran gambar dan gambar berbantuan media puzzle.Penelitian ini menggunakan Penelitian Tindakan Kelas (PTK). Ada total dua puluh siswa kelas empat yang berpartisipasi dalam penelitian ini. Penelitian ini dibagi menjadi dua siklus, dengan dua pertemuan yang terjadi pada setiap siklusnya. Untuk meningkatkan hasil belajar siswa pada mata pelajaran PKN, subjek penelitian diberi perlakuan pada setiap siklusnya dengan pener
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Sababalat, Admyssa Citra Buana, and Dina Lestari Sitompul. "Pengaruh Penggunaan Puzzle Gambar dalam Meningkatkan Kemampuan Menulis Cerita pada Siswa Kelas IV di SDN 09 Talang Babungo." TSAQOFAH 4, no. 4 (2024): 3242–49. http://dx.doi.org/10.58578/tsaqofah.v4i4.3234.

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Making picture puzzle media aims to make fourth grade students more enthusiastic and not feel bored when learning to write narrative stories. This is because currently, the learning methods used are less interesting and students are less enthusiastic. In this research, we want to ensure that the use of picture puzzle media is effective and appropriate. The development process follows the ADDIE research model. We use a questionnaire to assess the suitability of this media through the opinions of material experts, media experts and teachers. The results of this research indicate that the picture
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Chlond, Martin J. "Puzzle—An Integer Programming Quiz Picture Round." INFORMS Transactions on Education 13, no. 1 (2012): 65–66. http://dx.doi.org/10.1287/ited.1120.0097.

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23

Horton, Brendan. "Seeking the bigger picture in the puzzle." Nature 392, no. 6674 (1998): 417–19. http://dx.doi.org/10.1038/32948.

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Larasati, Kirey, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME EDUKASI “HAFIZ QURAN” PADA PLATFORM ANDROID." Jurnal Ilmu Komputer dan Sistem Informasi 8, no. 2 (2020): 256. http://dx.doi.org/10.24912/jiksi.v8i2.11532.

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This game was made using Unity Game Engine with C# as a programming language and Photoshop for animation. This game consist of 5 mini games that are: Drag and Drop, Memory, Connect Verses, Guess Pictures and Puzzles. In the drag and drop game, the player must match the questions in the form of the existing Al-Quran writing with the existing picture. In the Memory, the player can only open the clue twice to choose the same picture. In the Connect Verse game, the player must connect the verse by selecting one of the multiple choices. In the Guessing Games, players must match an image with the co
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Ramya.K, Ruth, Karthik M, Yamini Priyanka.M, and Vinutna BH. "Survey on Reversible Texture Synthesis Techniques." International Journal of Engineering & Technology 7, no. 2.32 (2018): 286. http://dx.doi.org/10.14419/ijet.v7i2.32.15698.

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Encryption is the technique by which we can encode the expected snippet of In Advanced Image Steganography the message is covered up in a picture such that the spectators can't figure that it is not an ordinary picture. These days security is an essential issue while transmitting a message. To start with we have scrambled the message to a picture which needs a secret key to be unscrambled. At that point we have shrouded that picture inside another picture by steganography approach. By this two level concealing we can guarantee more grounded security. We propose a novel approach for steganograp
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Ewing, Janice. "In Closing…: Puzzle." Language Arts 87, no. 6 (2010): 487. http://dx.doi.org/10.58680/la201011546.

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Our In Closing … feature, a poem by Janice Ewing, highlights how the process of fitting the pieces of a puzzle together can be varied for all. She encourages us to think about our goal in connecting the pieces of our lives: do we work for one, standard outcome that matches the picture on the box, or for a unique creation comprised of our own musings, instincts, thoughts and ideas?
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Karuniawati, Septi, Slamet Utomo, and Gunawan Setiadi. "PENGARUH MODEL PEMBELAJARAN GUIDED INQUIRY BERBANTUAN PUZZLE PICTURE TERHADAP HASIL BELAJAR IPA SISWA." JURNAL PAJAR (Pendidikan dan Pengajaran) 6, no. 5 (2022): 1449. http://dx.doi.org/10.33578/pjr.v6i5.8548.

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Artikel ini menganalisis pengaruh model pembelajaran guided inquiry berbantuan puzzle picture terhadap hasil belajar siswa kelas V SD pada materi organ pernapasan manusia. Penelitian yang dipaparkan dalam artikel ini merupakan penelitian kuantitaf dengan metode eksperimen. Populasi penelitian melibatkan siswa kelas V sekolah dasar Segugus Jenderal Sudirman Kecamatan Pulokulon. Sampel dalam penelitian yaitu siswa kelas V SDN 4 Karangharjo sebagai kelas eksperimen dengan model guided inquiry berbantuan puzzle picture dan siswa kelas V SDN Kecil Karangharjo sebagai kelas kontrol dengan model konv
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Yunanto, Septyana Hardianti, and T. Brenda Chandrawati. ""Smart Puzzle" Game Helping Children Learn to Read." SISFORMA 3, no. 1 (2017): 13. http://dx.doi.org/10.24167/sisforma.v3i1.677.

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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 categories, namely category animals which consists of 10 stage and 2 mini games, a profession category consists of 10 stage and 2 mini games and family categories that consists of 6 stage and 1 mini games. "Smart Puzzle" game has 4 components of games as a me
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Rahmawati, Vivi, Agustin Hamidah, and Rizawati Rizawati. "Meningkatkan Kemampuan Keaksaraan Menggunakan Metode Teka-Teki Gambar Pada Anak Usia 5-6 Tahun Di PAUD Nusa Indah Kebon Jeruk Jakarta Barat." Jurnal Pendidikan, Sains Dan Teknologi 3, no. 4 (2024): 853–61. http://dx.doi.org/10.47233/jpst.v3i4.2191.

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Improving Literacy Skills Using the Picture Puzzle Method in Children Aged 5-6 Years at PAUD Nusa Indah Kebon Jeruk West Jakarta". Thesis. Bekasi: Faculty of Education, Panca Sakti University, Bekasi, 2024. This study aims to improve the literacy skills of children aged 5-6 years using the picture puzzle method at PAUD Nusa Indah Kebon Jeruk West Jakarta. The research methodology used is classroom action research (CAR) which is carried out in 2 cycles, each cycle consisting of the planning, action, observation and reflection stages. Data collection in this study used observation sheets. From t
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Misdar, Misdar. "PENGGUNAAN MEDIA PUZZLE DENGAN MODEL PEMBELAJARAN PICTURE AND PICTURE UNTUK MENINGKATKAN KEMAMPUAN MENYUSUN KATA PADA TEMA KEGEMARANKU KELAS 1 UPT. SD NEGERI 17 SARUASO." Ensiklopedia Education Review 3, no. 1 (2021): 15–23. http://dx.doi.org/10.33559/eer.v3i1.707.

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Berdasarkan hasil observasi penelitian di kelas 1 UPT. SD Negeri 17 Saruaso, banyak siswa yang masih belum bisa mengenal huruf abjad. Kurangnya guru dalam mengenalkan huruf dan bentuk huruf kepada siswa sehingga masih ada siswa yang belum bisa membedakan antara huruf b dan d dan m dan w. Adapun rumusan masalah dalam penelitian ini adalah : (1) Bagaimana aktivitas guru dalam meningkatkan kemampuan menyusun kata dengan menggunakan media puzzle dan model pembelajaran picture and picture kelas 1 UPT. SD Negeri 17 Saruaso? (2) Bagaimana aktivitas siswa dalam meningkatkan kemampuan menyusun kata den
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CRABTREE, KATHY. "Liver Regeneration: A Picture Emerges from the Puzzle." Radiology 199, no. 1 (1996): 84. http://dx.doi.org/10.1148/radiology.199.1.84.

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Sinaga, Edin. "UPAYA MENINGKATKAN HASIL BELAJAR AGAMA KRISTEN MATERI PERAN MANUSIA MEMELIHARA ALAM MELALUI METODE PERMAINAN PUZZLES PICTURE GAME SISWA KELAS VII SEMESTER I SMP NEGERI 1 SIEMPAT NEMPU." JURNAL JIPDAS (JURNAL ILMIAH PENDIDIKAN DASAR) 3, no. 1 (2023): 254–61. http://dx.doi.org/10.37081/jipdas.v3i1.1412.

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Pada masa lalu proses belajar mengajar untuk mata pelajaran Agama Kristen Protestan terfokus kepada guru dan kurang terfokus pada siswa. Akibatnya kegiatan belajar mengajar lebih ditekankan pada pengajaran dari pada pembelajaran. Tugas guru adalah membuat agar proses pembelajaran pada siswa berlangsung secara aktif, efektif, kreatif, menarik dan menyenangkan, dengan memperhatikan pendekatan sains, serta “ Learning to do, Learning to know, Learning to be and Learning to live together “ (Depdiknas 2003 : 43). Rumusan permasalahan pada penelitian ini adalah apakah melalui permainan puzzles pictur
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Chen, Huamin, Chao Xing, Yuliang Li, Jun Wang, and Yun Xu. "Triboelectric nanogenerators for a macro-scale blue energy harvesting and self-powered marine environmental monitoring system." Sustainable Energy & Fuels 4, no. 3 (2020): 1063–77. http://dx.doi.org/10.1039/c9se01184f.

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Hunter, Matthew C. "Picture, Object, Puzzle, Prompter: Devilish Cleverness in Restoration London." Art History 36, no. 3 (2013): 546–67. http://dx.doi.org/10.1111/1467-8365.12018.

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Maduro, Cheryl, Bas de Hoon, and Joost Gribnau. "Fitting the Puzzle Pieces: the Bigger Picture of XCI." Trends in Biochemical Sciences 41, no. 2 (2016): 138–47. http://dx.doi.org/10.1016/j.tibs.2015.12.003.

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Noone, K. J. "Earth system science: Putting together the “big picture” puzzle." Journal de Physique IV (Proceedings) 139, no. 1 (2006): 1–8. http://dx.doi.org/10.1051/jp4:2006139002.

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Miller, Taylor-Grey, and Derek Haderlie. "Sider’s Puzzle and the Mormon Afterlife." Journal of Analytic Theology 8 (September 21, 2020): 131–51. http://dx.doi.org/10.12978/jat.2020-8.120817070004.

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There is a puzzle about divine justice stemming from the fact that God seems required to judge on the basis of criteria that are vague. Justice is proportional, however, it seems God violates proportionality by sending those on the borderline of heaven to an eternity in hell. This is Ted Sider’s problem of Hell and Vagueness. On the face of things, this poses a challenge only to a narrow class of classical Christians, those that hold a retributive theory of divine punishment. We show that this puzzle can be extended to the picture of divine judgement and the afterlife found in Mormon theology.
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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 (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 Hasa
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ALWARD, PETER. "Identity Statements and Conversationally Salient Content." Dialogue 54, no. 1 (2014): 121–38. http://dx.doi.org/10.1017/s0012217314000857.

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In this paper, I argue that viewing Frege’s puzzle through a semantic lens results in the rejection of solutions to it on irrelevant grounds. As a result, I develop a solution to it that rests on a non-semantic sense of context-sensitivity. And I apply this picture to Frege’s puzzle when it arises through the use of identity statements designed to establish that distinct speakers are talking about the same thing.
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Tsotsos, John. "When We Study the Ability to Attend, What Exactly Are We Trying to Understand?" Journal of Imaging 8, no. 8 (2022): 212. http://dx.doi.org/10.3390/jimaging8080212.

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When we study the human ability to attend, what exactly do we seek to understand? It is not clear what the answer might be to this question. There is still so much to know, while acknowledging the tremendous progress of past decades of research. It is as if each new study adds a tile to the mosaic that, when viewed from a distance, we hope will reveal the big picture of attention. However, there is no map as to how each tile might be placed nor any guide as to what the overall picture might be. It is like digging up bits of mosaic tile at an ancient archeological site with no key as to where t
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Bhandari, Vijay, Sitendra Tamarkar, and Piyush Shukla. "Development of Efficient and Secure Image Transposal Algorithm using 16 *16 Truncation Table." International Journal of Advance Research and Innovation 6, no. 4 (2018): 60–68. http://dx.doi.org/10.51976/ijari.641808.

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In later a long time, different mystery sharing plans for computerized pictures have been created in arrange to advance statement security. Past strategies in the writing have made endeavours efforts endeavours to accomplish the merits properties for a great mystery picture transposing such as execute (k,n) limit, basic recuperation, no pixel development, the produced covert pictureare important, the arrange of pictures is elective and lossless recuperation of the mystery image. To the leading of our information, no past mystery sharing scheme accomplishes all the over properties with great qu
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Hatch, Nathan O. "The Puzzle of American Methodism." Church History 63, no. 2 (1994): 175–89. http://dx.doi.org/10.2307/3168586.

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Picture, if you will, the rich landscape of American religious history that has taken shape over the last half century. At least three features of this terrain stand out, the first being a richly-textured panorama before us, a recognizable field of study that has come into existence in a relatively short span of time. This field has been shaped by a varietyof forces, among them the vast expansion of religion departments since 1960, the recovery of the role of religion in the broader disciplines of history, literature, sociology and political science, and the stubborn persistence of religion in
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MASLIKAH, MASLIKAH. "PENERAPAN MEDIA “PUZPIPI” PADA MATA PEAJARAN IPS UNTUK MENINGKATKAN HASIL BELAJAR SSWA KELAS III SD MUHAMMADIYAH 5 MALANG." Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) 1, no. 3 (2016): 181. http://dx.doi.org/10.22219/jp2sd.v1i3.2724.

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Abstract: In social studies class III in SD Muhammadiyah Malang 5, known to students' learning outcomes averaged 6.8 . While KKM desired targets for social studies that is equal to 7.5. The reality is affected by the implementation of learning less interesting. This is due to the learning process a lot to do with the lecture course by the teacher, the use of learning methods that are tedious and teachers do not use props. So based on the above description, it should be done using the medium of learning innovation “puzpipi” (puzzle - picture and picture). Therefore, the purpose of this study is
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Pillow, Bradford H. "The Cognitive Development Puzzle: Do the Pieces Make a Picture?" Contemporary Psychology: A Journal of Reviews 40, no. 10 (1995): 946–47. http://dx.doi.org/10.1037/004022.

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Dominko, Robert, Jan Bitenc, Romain Berthelot, Magali Gauthier, Gioele Pagot, and Vito Di Noto. "Magnesium batteries: Current picture and missing pieces of the puzzle." Journal of Power Sources 478 (December 2020): 229027. http://dx.doi.org/10.1016/j.jpowsour.2020.229027.

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Kuswandari, Kuswandari, and Sumarti Endah Purnamaningsih Maria Margaretha. "REDUCING PAIN IN INVASIVE PROCEDURES: THE IMPACT OF PUZZLE PLAY THERAPY ON PEDIATRIC URINARY TRACT INFECTION PATIENTS." Medical-Surgical Journal of Nursing Research 3, no. 1 (2024): 18–25. https://doi.org/10.70331/jpkmb.v3i1.41.

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Urinary tract infection is an infection that affects the upper urinary tract (kidneys and ureters) and the lower part (vesica urinaria and urethra). Pain is an unpleasant experience for both children and adults who will groan in pain. Invasive procedures are medical procedures that injure human body parts. To reduce pain in children after invasive procedures are carried out, namely by non-pharmacological therapy, namely puzzle playing therapy. Puzzle play therapy is a game that is composed of pieces of messy pictures into a whole picture. To describe the application of efforts to reduce pain i
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Taneo, Marni Eunike, Roswita Lioba Nahak, and Yulsy Marselina Nitte. "The Influence of Learning Models Picture and Picture Help Media Puzzle toward the PKN Learning Results of Class IV Students at UPTD SD Inpres Labat." Jurnal Ilmiah Mandala Education 10, no. 4 (2024): 769. http://dx.doi.org/10.58258/jime.v10i4.7486.

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The picture and picture learning model is a learning medium that uses pictures and is paired or sequenced into a logical sequence. The aim of this research is to determine the effect of the picture and picture learning model in Civics learning on the learning outcomes of class IV students at UPTD SD InpresLabat. This type of research is quantitative. The experimental design used in this research was a non-equivalent control group design. In this study, the population was class IV students at UPTD SD Inpres Labat, totaling 40 students, consisting of class A totaling 20 and class B totaling 20.
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Rozeboom, Grant. "Side Effects and the Structure of Deliberation." Journal of Ethics and Social Philosophy 9, no. 2 (2017): 1–19. http://dx.doi.org/10.26556/jesp.v9i2.90.

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There is a puzzle about the very possibility of foreseen but unintended side effects, and solving this puzzle requires us to revise our basic picture of the structure of practical deliberation. The puzzle is that, while it seems that we can rationally foresee, but not intend, bringing about foreseen side effects, it also seems that we rationally must decide to bring about foreseen side effects and that we intend to do whatever we decide to do. I propose solving this puzzle by rejecting the idea that we intend to do whatever we decide to do. My solution involves taking account of the underappre
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Saputra, Dani, Sulthan Syahril, and Irwandani Irwandani. "The Utilization of Picture Puzzle Media to Enhance Arabic Vocabulary Mastery at Madrasah Ibtidaiyah Bandar Lampung." Language, Technology, and Social Media 2, no. 1 (2024): 1–10. http://dx.doi.org/10.70211/ltsm.v2i1.36.

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This study aims to implement and explore the use of pictorial puzzle media in enhancing students' Arabic vocabulary mastery. The method used in this study is Classroom Action Research (CAR), conducted in 2 cycles, with each stage consisting of four steps: planning, implementation, observation, and reflection. The research instruments used were student observation sheets and test results. From the preliminary study conducted on 13 students, only 3 students achieved the minimum mastery criteria, while 10 students did not, with an average score of only 69.7, whereas the minimum mastery criteria a
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Hafid, Abd, Awaluddin Muin, and Nur Isma Eka Wahyuni. "PENGARUH MEDIA PICTURE PUZZLE TERHADAP HASIL BELAJAR BAHASA INDONESIA SISWA KELAS IV SD INPRES 6/75 KADING." JPPSD: Jurnal Pendidikan dan Pembelajaran Sekolah Dasar 3, no. 2 (2023): 195. http://dx.doi.org/10.26858/jppsd.v3i2.48301.

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Penelitian ini merupakan penelitian metode kuantitatif dengan desain penelitian quasi eksperimental yang bertujuan untuk mengetahui ada atau tidak adanya pengaruh signifikan menggunakan media Picture Puzzle terhadap hasil belajar Bahasa Indonesia siswa kelas IV SD Inpres 6/75 Kading. Populasi penelitian yaitu seluruh siswa kelas IV SD Inpres 6/75 Kading berjumlah 42 siswa. Penelitian ini menggunakan teknik non probability sampling atau sampel jenuh. Teknik pengumpulan data penelitian ini berupa tes pilihan ganda. Teknik analisis data penelitian ini adalah analisis statistik deskriptif dan anal
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