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1

Lewis, Sian. "Treasure hunt." Nature Reviews Neuroscience 19, no. 8 (July 10, 2018): 443. http://dx.doi.org/10.1038/s41583-018-0042-z.

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Whitehead, Sarah. "Treasure hunt." British Journalism Review 26, no. 4 (December 2015): 75–77. http://dx.doi.org/10.1177/0956474815620729d.

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Editorial Submission, Haworth. "Treasure Hunt." Collection Management 8, no. 3-4 (November 22, 1986): 197–200. http://dx.doi.org/10.1300/j105v08n03_53.

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Voosen, Paul. "Treasure hunt." Science 380, no. 6648 (June 2, 2023): 883–87. http://dx.doi.org/10.1126/science.adi9399.

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Riout, Denys. "“A Treasure Hunt”." Critique d’art, no. 52 (May 27, 2019): 100–109. http://dx.doi.org/10.4000/critiquedart.46275.

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Widmark, Stephen. "Vector treasure hunt." Physics Teacher 36, no. 5 (May 1998): 319. http://dx.doi.org/10.1119/1.880084.

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Stix, Gary. "Molecular Treasure Hunt." Scientific American 292, no. 5 (May 2005): 88–91. http://dx.doi.org/10.1038/scientificamerican0505-88.

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8

Wight, Evelyn. "A Treasure Hunt:." Journal of Gay & Lesbian Social Services 4, no. 3 (June 12, 1996): 99–110. http://dx.doi.org/10.1300/j041v04n03_07.

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9

Boyer, Stéphane. "Nature's treasure hunt." Science 356, no. 6336 (April 27, 2017): 387. http://dx.doi.org/10.1126/science.aan3452.

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10

Fadilah, Jusuf. "Analisis Semiotika Logo Diecast Hot Wheels Trasure Hunt." Jurnal Komunikasi 10, no. 2 (September 3, 2019): 139–44. http://dx.doi.org/10.31294/jkom.v10i2.6178.

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Diecast Toys yang lebih dikenal dengan nama diecast yaitu mainan dengan bahan dasar besi dan gabungan plastik, berskala kecil memang banyak penggemarnya. Secara umum, bentuk diecast bermacam-macam mulai dari mobil, sepeda motor, pesawat terbang, sepeda, alat berat (kendaraan dan alat-alat seputar tambang) dan yang lainnya adalah beberapa varian bentuk yang saat ini tersedia. Salah satu merk diecast yang terkenal yaitu Hot Wheels, dimana adanya edisi yang special dan jarang ditemui yang sering disebut dengan Hot Wheels Treasure Hunt, pembedanya yaitu adanya tanda/logo-logo Treasure Hunt di blister dan body juga bahan baku yang lebih baik. Dalam penelitian ini akan menganalisis simbol logo Hot Wheels Treasure Hunt dengan metode semiotika Roland Barthes, penelitian ini menemukan tiga aspek makna yang terdapat dalam metode analisis semiotika Roland Barthes dimana dalam makna denotasi peneliti menemukan pada umumnya kolektor dapat mengetahui penampakkan Hot Wheels Treasure Hunt yang sangat berbeda dengan hotwheel biasa (regular) dilihat dari logo yang terdapat pada blister dan perbedaan warna yang mencolok. Sedangkan dari makna Konotasi peneliti menemukan kolektor merasa sangat beruntung dapat menemukan Hot Wheels Treasure Hunt jika hunting karena hot wheels Treasure Hunt series dibuat khusus dan special. Dan dari makna mitos peneliti menemukan kolektor akan merasa ketagihan pada saat hunting model-model tertentu yang termasuk dalam seri T-Hunt dan Treasure Hunt, dan menjadikannya sebagai investasi. Sebab pada umumnya bila ditransaksikan antar kolektor, maka mobil yg berusia 1 tahun harganya minimal 2X lipat dari harga aslinya, karena itulah sebagian kolektor menjadikannya sebagai investasi. Kata kunci: Semiotika, Logo, Treasure Hunt
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11

Khairummuna Indra, Marhan Hasibuan, and Syarifah Syarifah. "Metode Treasure Hunt, Keaktifan siswaUpaya Penggunaan Metode Treasure Hunt Dalam Meningkatkan Keaktifan Siswa Pada Mata Pelajaran SKI Siswa Kelas VIII MTS Negeri 1 Langkat." Jurnal Pendidikan, Bahasa dan Budaya 1, no. 3 (January 19, 2023): 46–48. http://dx.doi.org/10.55606/jpbb.v1i3.994.

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Penelitian ini bertujuan untuk mengetahui keaktifan siswa pada pembelajaran SKI setelah penerapan Metode Treasure Hunt di kelas VIII MTsN 1 Langkat. Jenis penelitian adalah penelitian tindakan kelas (PTK). Subjek dalam Penelitian adalah siswa kelas VIII MTs dengan jumlah 31 siswa. Metode pengumpulan data dengan cara observasi, wawancara dan tes, yang sesuai dengan prosedur penelitian dengan mengamati siklus I dan siklus II. Hasil penelitian bahwa penerapan metode Treasure Hunt dapat dilaksanakan dengan baik melalui dua siklus. Hal ini dapat diketahui melalui aktivitas yang dilakukan oleh guru pada siklus I dan siklus II mengalami peningkatan. Hasil observasi guru pada siklus I yaitu (cukup) kemudian menjadi 87,6 (baik) pada siklus II. Selain itu metode Treasure Hunt dapat dikatakan berhasil diakrenakan hasil angket respon siswa terhhadap metode Treasure Hunt menunjukan persentase 95% ( sangat Baik). Setelah pelaksanaan metode Treasure Hunt keaktifan belajar siswa mengalami peningkatan dari hasil observasi pada pra siklus yaitu 57,41%. meningkat menjadi 72,90%pada siklus I dan terus mengalami peningkatan pada siklus II menjadi 85,16%. Sehingga berdasarkan data tersebut maka dapat disimpulkan bahwa metode Treasure Hunt dapat meningkatkan keaktifan siswa pada mata pelajaran SKI di Kelas VIII VIII MTsN 1 Langkat..
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12

Chick, Linda, Andrea S. Holmes, Nicole McClymonds, Steve Musick, Patti Reynolds, and Gilda Shultz. "Math by the Month: Treasure Hunt." Teaching Children Mathematics 14, no. 6 (February 2008): 352–53. http://dx.doi.org/10.5951/tcm.14.6.0352.

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“Math by the Month” activities are designed to engage students to think as mathematicians do. Students may work on the activities individually or in small groups, or the whole class may use them as problems of the week. No solutions are suggested, so students look to themselves for mathematical justification and develop confidence to validate their work. Children are fascinated by the idea of finding hidden treasure. This month, the context of the mathematics problems is finding and creating different treasures. Students will use patterns, measurement, number sense, and logic to solve engaging problems that lead them to interesting and often unexpected answers.
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13

Goodman, Robert S. "Animal Communication Treasure Hunt." American Biology Teacher 58, no. 4 (April 1, 1996): 224–26. http://dx.doi.org/10.2307/4450129.

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14

Hershey, David R. "Botanical Treasure Hunt Corrections." American Biology Teacher 60, no. 4 (April 1, 1998): 244–46. http://dx.doi.org/10.2307/4450465.

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15

Switzer, Paul V., and John I. Yoder. "The Academic Treasure Hunt." College Teaching 44, no. 3 (July 1996): 113–14. http://dx.doi.org/10.1080/87567555.1996.9925565.

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16

Cesari, Francesca. "Treasure hunt in fat." Nature Reviews Molecular Cell Biology 9, no. 11 (October 9, 2008): 826–27. http://dx.doi.org/10.1038/nrm2533.

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Harries, Judith. "A mathematical treasure hunt." Practical Pre-School 2002, no. 34 (July 2002): 26. http://dx.doi.org/10.12968/prps.2002.1.34.40346.

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Amann, George, and Floyd Holt. "A vector treasure hunt." Physics Teacher 27, no. 6 (September 1989): 464–65. http://dx.doi.org/10.1119/1.2342829.

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19

Levi, Don S. "Ebersole's Philosophical Treasure Hunt." Philosophy 79, no. 2 (April 2004): 299–318. http://dx.doi.org/10.1017/s0031819104000270.

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Frank Ebersole's extraordinary investigations of certain key philosophical ideas behind problems in epistemology and metaphysics are the subject of this article-review. I have resisted providing what many readers will expect me to provide, namely, a critical examination of his philosophical methodology. I do question his unwilligness to say why his investigations only yield I negative results, and I do have something to say about classifying him as an ordinary language philosopher. However, my main focus is on trying to engage critically with what he actually does in his work. To this end, I provide a narrative of the investigation he carries out into the possibility of comparing the objects of perception and dreams, and I cite other works of his in support of my understanding of that investigation. Although one of his lengthiest essays seems to be devoted to an anticipation of an objection to his approach, I explain why even there he is not concerned with the question of why he always seems to get negative results. After suggesting why some of his later essays seem to be so hard to read, I conclude by saying something about what I take to be his achievement.
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20

Harrison, Natalie. "A medical treasure hunt." Lancet Neurology 13, no. 12 (December 2014): 1174. http://dx.doi.org/10.1016/s1474-4422(14)70113-9.

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21

Vance, D. "Computers I: Treasure hunt." Museum Management and Curatorship 8, no. 4 (December 1989): 429–31. http://dx.doi.org/10.1016/0260-4779(89)90009-5.

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22

Deshmukh, AnitaD, SaritaA Shinde, VaishaliV Dhat, and Pradnya Phalak. "Treasure hunt in biochemistry." Medical Journal of Dr. D.Y. Patil Vidyapeeth 16, no. 4 (2023): 654. http://dx.doi.org/10.4103/mjdrdypu.mjdrdypu_994_22.

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23

Rhee, Suk Koo. "Laundering Treasure in Stevenson's Treasure Island." International Research in Children's Literature 13, no. 1 (July 2020): 15–30. http://dx.doi.org/10.3366/ircl.2020.0325.

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In R. L. Stevenson's Treasure Island, the motif of the treasure hunt resonates strongly with the economic realities of eighteenth-century Britain, particularly when viewed within the context of the British joint venture boom. This boom erupted in its most hysterical form in the ‘South Sea Company Craze’ of 1720. In Stevenson's fiction, overseas joint ventures and high seas piracy share certain implicit commonalities, though one of these is never mentioned – or, more accurately, it is repressed. In Pierre Macherey's terms, this repressed element constitutes a non-dit of the fiction, something without which the text could not have been written, yet whose manifest presence would also have made the text impossible. At the centre of this constituting-yet-absent history, a shady commodity lurks: the trade in human merchandise, whose sales fill the English coffers with Spanish silver and gold. Attempting to articulate what Stevenson's pirate story could not say, this article probes its displaced politico-economic history, concluding that the novel's exotic treasure hunt serves as an ideological alibi for the profit-laundering of its trade in human slaves.
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Nurpatima, Nurpatima. "The Use of Treasure Hunt Game toward the First Grade Students' Vocabulary Mastery at Islamic Senior High School of Muhamadiyah Palampang." English Language Teaching for EFL Learners 2, no. 1 (August 29, 2020): 24. http://dx.doi.org/10.24252/elties.v2i1.11439.

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The researcher aims to find out the effectiveness using Treasure Hunt Game toward students’ vocabulary mastery with the research objectives: to find out the use of Treasure Hunt Gametowardthe first grade students’ vocabulary mastery at Islamic Senior High School of Muhammadiyah Palampang. This research was conducted at the class X MIA 1 and X MIA 2. The sample of this research was 50 students from 280 populations. The controled class was took from class X MIA 1, while the experimental class was from X MIA 2. The number of the sample in each class was 25 students.Quasi experimental design was applied in this research with two group pre-test and post-test design. The instrument used to collect data was vocabulary test.Research findings showed that the experimental class got score on pre-test with the mean score 44,2. After giving treatment the students got change, they got score with the mean score 59,9. The result of the data analysis indicated that there was a change of the students’ vocabulary mastery after being taught using Treasure Hunt Game. It was proved by the result of the statistical analysis of the level significance P = 0.05 with degree of freedom (df) = 48 indicated that the t-test values of the students’ vocabulary mastery (2,53) was higher than the t-table (2,01). Based on the result of analysis, the researcher concludes that using Treasure Hunt Game was effective toward the students’ vocabulary mastery at the first grade students of Islamic Senior High School of Muhammadiyah Palampang, because Treasure Hunt Game give a lot of fun, the students enjoy the learning without any preasure. Than, Treasure Hunt Game stimulates students engagement in learning process. If students enjoy the learning process, they were enthusiastic enough to involve and compete each other in learning process.Keywords: Treasure Hunt Game, Vocabulary mastery, First Grade Students
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Alam, Azhar, and Kusnul Khotimah. "PENINGKATAN PENGUASAAN KOSA KATA BAHASA ARAB MELALUI GAME ARABIC TREASURE HUNTER." MUHIBBUL ARABIYAH: Jurnal Pendidikan Bahasa Arab 1, no. 1 (June 5, 2021): 58–77. http://dx.doi.org/10.35719/pba.v1i1.9.

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This study examines the success of Arabic learning activities using the Arabic Treasure Hunt Game learning model to improve students’ Arabic vocabulary mastery while knowing their perceptions of the learning model. This study uses a qualitative descriptive approach with data collection methods through observation and interview techniques. This research was carried out in Darusy Syahadah Boyolali Islamic boarding school with the research subject of I' dād Kulliyatil Mu'allimāt (IKM) of 42 students. The data analysis method is a qualitative analysis technique equipped with a bit of quantitative descriptive data. The results of this study indicate that (1) the Arabic Treasure Hunt Game can increase students' interest in learning Kulliyatil Mu'allimāt (IKM) in learning Arabic vocabulary. (2) The Arabic Treasure Hunt game can help students improve Arabic vocabulary mastery. (3) Students perceive the Arabic Treasure Hunt Game is an exciting game that can increase interest and enthusiasm for learning, facilitate mastering new vocabulary, and improve the ability to master Arabic vocabulary.
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Farida, Siti, Aam Kurnia, and Syam’iyah. "Pengaruh Permainan Treasure Hunt Terhadap Perkembangan Kognitif Anak Usia Dini." Jurnal PENA PAUD 5, no. 1 (July 9, 2024): 48–62. http://dx.doi.org/10.33369/penapaud.v5i1.35511.

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Kemampuan kognitif merupakan salah satu aspek perkembangan yang ada pada pendidikan anak usia dini. Salah satunya adalah kemampuan berhitung dan mengenal konsep angka, pada penelitian ini masih ada anak yang belum mampu berhitung bahkan mengenal konsep angka. Kemampuan berhitung anak usia dini dapat dilakukan dengan berbagai macam, salah satunya melalui permainan. Salah satu permainan yang digunakan dalam pembelajaran ini yaitu permainan treasure hunt, melalui permainan treasure hunt ini diharapkan anak mampu menunjukkan ketertarikannya dalam melakukan pembelajaran dan juga mampu memstimulasi kemampuan kognitif. Hal ini dapat terlihat ketika anak mampu melakukan permainan dengan baik dan dapat menyelesaikan setiap tantangan dengan tuntas. Tujuan dari penelitian ini adalah untuk mengetahui bagaimana kemampuan kognitif anak usia dini melalui permainan treasure hunt. Metode yang digunakan dalam penelitian ini adalah quasi eksperimen yang dianalisis secara kuantitatif. Hasil pada penelitian ini menunjukkan bahwa terdapat pengaruh permainan treasure hunt terhadapt perkembangan kognitif di RA Persis 180 Miftahul Jannah Kec. Andir Kota Bandung.
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Travis, John. "Treasure Hunt Unearths Cholesterol Gene." Science News 156, no. 9 (August 28, 1999): 134. http://dx.doi.org/10.2307/4011738.

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DiChristina, Mariette. "The Treasure Hunt is On." Scientific American 315, no. 2 (July 19, 2016): 4. http://dx.doi.org/10.1038/scientificamerican0816-4.

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Fassbind-Kech, Liselotte. "Counseling as a Treasure Hunt." Transactional Analysis Journal 43, no. 1 (January 2013): 24–37. http://dx.doi.org/10.1177/0362153713486101.

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30

Usher, Michael. "Fruits of a treasure hunt." Nature 344, no. 6267 (April 1990): 597. http://dx.doi.org/10.1038/344597a0.

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31

Bridgeman, Adam J., Peter J. Rutledge, Matthew H. Todd, and Ricky Connor. "A Treasure Hunt for Chemistry." Journal of Chemical Education 88, no. 4 (April 2011): 437–39. http://dx.doi.org/10.1021/ed100867m.

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32

Showstack, Randy. "Scientific treasure hunt to Saturn." Eos, Transactions American Geophysical Union 78, no. 38 (September 23, 1997): 405. http://dx.doi.org/10.1029/97eo00265.

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33

Wahyuningrum, Lilis. "Kemampuan Menentukan Arah Mata Angin Pada Siswa Kelas I SD Muhammadiyah 4 Batu." JINoP (Jurnal Inovasi Pembelajaran) 1, no. 1 (August 15, 2015): 38. http://dx.doi.org/10.22219/jinop.v1i1.2446.

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Penelitian ini bertujuan untuk untuk mendiskripsikan penerapan permainan Treasure Hunt dalam meningkatkan kemampuan menentukan arah mata angin Penelitian ini menggunakan rancangan penelitian tindakan kelas yang terdiri dari 2 siklus. Subyek penelitian adalah siswa kelas 1 SD Muhammadiyah 4 Batu. Sumber data primer berasal dari siswa melalui tes unjuk kerja dengan cara menghadap arah mata angin sesuai instruksi. Sedangkan sumber data sekunder adalah data nilai karakter siswa pada saat pembelajaran. Teknik analisis data yang digunakan adalah analisis deskriptif komparatif, yaitu membandingkan data kuantitatif dari kondisi awal, siklus I dan siklus II. Hasil penelitianmenunjukkan bahwa perbaikan pembelajaran di kelas, dengan menggunakan media kompas dan metode bermain Treasure Hunt terjadi peningkatan hasil evaluasi belajar baik secara individu maupun klasikal. Hal ini terjadi karena siswa diajak bermain sambil belajar, sehingga mereka mempunyai pengalaman yang menyenangkan dan mengasyikkan meskipun ada tugas yang harus dikerjakan. Jadi kemampuan menentukan arah mata angin pada siswa kelas 1 SD Muhammadiyah 4 Batu dapat ditingkatkan melalui penerapan permainan Treasure Hunt. Dan penerapan permainan Treasure Hunt dapat meningkatkan kemampuan siswa menentukan arah mata angin sebesar 18,8% yaitu dari siklus 1 65,6% meningkat menjadi 84,4% pada siklus 2.
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Wijaya, Immanuel. "Treasure Hunt: Ethical Egoism vs Individual Anarchism." K@ta Kita 8, no. 1 (March 29, 2020): 116–23. http://dx.doi.org/10.9744/katakita.8.1.116-123.

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This creative project is a novel with an urban-fantasy as the setting and adventure fiction as the plot framework. This novel is depicting a team of a treasure hunters, Michael Harmanto and Lucius Ferdinan. The two of them are trying to find the lost treasures of Kahja, in which they will be asked and tested in their perseverance and ego. In this creative work, I use Egoism as my topic, and I chose on understanding how egoism if applied ethically, can be treated as a good thing as my theme. Through this, I can show the process and the struggle of people clashing and betraying each other in the name of the egoistic desire of reaching their own personal goal. This story, topic, and theme were inspired by how it would be contrasting to the Indonesian philosophy as a nation. The main viewpoints which are ethical egoism and egoistical anarchism will be depicted in the way the two main characters Michael and Lucius’ attitudes, methods, and results. Keywords: ethical egoism, egoistic anarchism, urban-fantasy, adventure
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35

Stormes, Sheridan. "Butler freshmen hunt for library treasure." College & Research Libraries News 54, no. 7 (July 1, 1993): 382–83. http://dx.doi.org/10.5860/crln.54.7.382.

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36

Taytor, Barbara Brown. "Treasure Hunt: Luke 12:13-21." Review & Expositor 99, no. 1 (February 2002): 97–104. http://dx.doi.org/10.1177/003463730209900110.

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37

Murray, L. "Techno treasure hunt [remotely operated vehicles]." Engineering & Technology 10, no. 2 (March 1, 2015): 72–75. http://dx.doi.org/10.1049/et.2015.0209.

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38

Jones, Julia. "We’re going on a treasure hunt." Child Care 10, no. 1 (January 2013): 12–13. http://dx.doi.org/10.12968/chca.2013.10.1.12.

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39

Bush, Elizabeth. "Sukkot Treasure Hunt (review)." Bulletin of the Center for Children's Books 63, no. 3 (2009): 120–21. http://dx.doi.org/10.1353/bcc.0.1255.

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Setiawan, Wisnu Ade, Yanti Yandri Kusuma, and Melvi Lesmana Alim. "Meningkatkan Keterampilan Kerjasama Melalui Model Pembelajaran Treasure Hunt Siswa Sekolah Dasar." Al-Madrasah: Jurnal Pendidikan Madrasah Ibtidaiyah 7, no. 1 (January 6, 2023): 31. http://dx.doi.org/10.35931/am.v7i1.1447.

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Penelitian ini dilatar belakangi rendahnya hasil keterampilan kerjasama siswa pada materi keberagamanku di kelas IV SDN 005 Langgini. Salah satu solusi untuk mengatasi masalah ini adalah dengan menerapkan model pembelajaran Treasure Hunt. tujuan penelitian ini adalah untuk mendeskripsikan peningkatkan keterampilan kerjasama siswa pada materi keberagaman dengan menerapkan model pembelajaran Treasure Hunt. Metode penelitian ini adalah penelitian tindakan kelas (PTK) yang dilaksanakan dalam dua siklus. Setiap siklus terdiri dari dua pertemuan dan empat tahapan, yaitu perencanaan, pelaksanaan, observasi dan refleksi. Subjek penelitian ini siswa kelas IV yang berjumlah 25 orang siswa. Teknik pengumpulan data berupa dokumentasi, observasi dan tes. Berdasarkan hasil analisis data dapat diketahui peningkatakan hasil keterampilan kerjasama siswa setelah tindakan, rata-rata ketuntasan hasil kerjasama Pada kegiatan pra tindakan diperoleh nilai rata-rata kelas sebesar 63 dengan ketuntasan klasikal sebesar 48%, meningkat pada siklus 1 pertemuan 1 menjadi 65,6 dengan ketuntasan klasikal sebesar 56%, meningkat pada siklus 1 pertemuan 2 menjadi 72,6 dengan ketuntasan klasikal sebesar 64%. Nilai rata-rata kelas pada siklus 2 pertemuan 1 yaitu 74 dengan ketuntasan klasikal sebesar 76%., dan meningkat pada siklus 2 pertemuan 2 yaitu sebesar 82,4 dengan ketuntasan klasikal sebesar 84%. Maka dapat disimpulkan penerapan model treasure Hunt dapat meningkatkan keterampilan kerjasama siswa kelas IV SDN 005 Langgini.<div>Kata Kunci : Keterampilan Kerjasama Siswa, Model Treasure Hunt</div>
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Bolognese, Chris. "Transformations and Buried Treasure." Mathematics Teacher 112, no. 2 (October 2018): 160. http://dx.doi.org/10.5951/mathteacher.112.2.0160.

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The treasure hunt takes my classroom to the world and features a variety of approaches, conjecture building, and the use of dynamic geometry software. The problem has been written about extensively (Gamow 1947; Nahin 2016; Shilgalis 1998; Shriki 2011). Here is the problem as I have adapted it for my students.
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Putri, Pia Permata, Sumardi Sumardi, and Sima Mulyadi. "PENGARUH PERMAINAN TREASURE HUNT TERHADAP KECERDASAN INTERPERSONAL ANAK USIA 5-6 TAHUN." JURNAL PAUD AGAPEDIA 4, no. 1 (August 12, 2020): 118–30. http://dx.doi.org/10.17509/jpa.v4i1.27203.

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This research is motivated by problems encountered in the Kindergarten Institute related to learning activities that are still academic in nature. Ideally the implementation of learning in schools can stimulate and optimize all multiple intelligences in early childhood. But the reality on the ground there are problems in the development of interpersonal intelligence because learning is still academic and the lack of specific variations such as game media in learning activities to improve children's interpersonal intelligence abilities. One of the media to stimulate the development of children's interpersonal intelligence is by using the game treasure hunt. This is the background of the study. The research aims to determine the effect of games treasure hunt on interpersonal intelligence of children aged 5-6 years. The research method used is the study of literature. The types and sources of data used by researchers are using secondary data and sources. Data collection techniques carried out are from some of the results of previous books and journal data relevant to the topic of the problem raised by the researcher. Based on the results of data from several findings that have been made by previous researchers, it can be concluded that by applying the game treasure hunt can affect the interpersonal intelligence of children aged 5-6 years. Penelitian ini dilatarbelakangi oleh permasalahan yang ditemui di Lembaga Taman Kanak-kanak berkaitan dengan kegiatan pembelajaran yang masih bersifat akademis. Idealnya pelaksanaan pembelajaran di sekolah dapat menstimulus dan mengoptimalkan seluruh kecerdasan jamak pada anak usia dini. Namun kenyataan di lapangan terdapat permasalahan dalam perkembangan kecerdasan interpersonal karena pembelajaran masih bersifat akademis dan kurangnya variasi khusus seperti media permainan dalam kegiatan pembelajaran untuk meningkatkan kemampuan kecerdasan interpersonal anak. Media untuk menstimulus perkembangan kecerdasan interpersonal anak salah satunya dengan menggunakan permainan treasure hunt. Hal tersebut menjadi latar belakang dilaksanakannya penelitian. Adapun penelitian ini bertujuan untuk mengetahui pengaruh permainan treasure hunt terhadap kecerdasan interpersonal anak usia 5-6 tahun. Metode penelitian yang digunakan adalah studi literatur. Jenis dan sumber data yang digunakan oleh peneliti yaitu dengan menggunakan data dan sumber sekunder. Teknik pengumpulan data yang dilakukan yaitu dari beberapa hasil data buku dan jurnal terdahulu yang relevan sesuai dengan topik permasalahan yang diangkat oleh peneliti. Berdasarkan hasil data dari beberapa temuan yang telah dilakukan oleh peneliti terdahulu, maka dapat disimpulkan bahwa dengan menerapkan permainan treasure hunt dapat berpengaruh terhadap kecerdasan interpersonal anak usia 5-6 tahun.
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43

Rosmalah, Rosmalah, Abd Kadir, and Ayurnita Eka Putri. "Pengaruh Metode Permainan Treasure Hunt Terhadap Hasl Belajar IPS Siswa Kelas V SD Inpres 6/75 Biru." JPPSD: Jurnal Pendidikan dan Pembelajaran Sekolah Dasar 3, no. 2 (October 30, 2023): 256. http://dx.doi.org/10.26858/jppsd.v3i2.50472.

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Penelitian ini adalah penelitian eksperimen desain penelitian one group pretestposttest design yang bertujuan untuk : 1) mengetahui gambaran hasil belajar IPS siswa kelas V SD Inpres 6/75 Biru Kecamatan Tanete Riattang Kabupaten Bone sebelum menggunakan metode permainan Treasure hunt, 2) mengetahui gambaran hasil belajar IPS siswa kelas V SD Inpres 6/75 Biru Kecamatan Tanete Riattang Kabupaten Bone setelah menggunakan metode permainan Treasure hunt, 3) mengetahui pengaruh yang signifikan penggunaan metode permainan Treasure hunt terhadap hasil belajar IPS siswa kelas V SD Inpres 6/75 Bitu Kecamatan Tanete Riattang Kabupaten Bone. Populasi dalam penelitian ini adalah seluruh siswa kelas V SD Inpres 6/75 Biru Kecamatan Tanete Riattang Kabupaten Bone sebanyak 28 siswa, sampel dalam penelitian ini adalah sampel jenuh. Data hasil penelitian diperoleh dengan memberikan tes hasil belajar IPS berupa Pretest dan Posttest. Teknik analisis data yang digunakan adalah teknik analisis statistik deskriptif dan teknik analisis statistik inferensial. Berdasarkan hasil analisis statistik deskriptif diperoleh nilai rata-rata hasil pretest 51,07 dan nilai presentase 39,3% berada pada kategori sedang, sedangkan rata-rata hasil posttest 70,71 dan nilai presentase 50% berada pada kategori baik. Kemudian berdasarkan hasil analisis statistik inferensial diperoleh nilai thitung (4,371) lebih besar (>) dari ttabel(1,70614) dengan demikian Ho ditolak dan Ha diterima. Hal ini dapat disimpulkan bahwa metode permainan treasure hunt berpengaruh terhadap hasil belajar IPS siswa kelas V SD Inpres 6/75 Biru Kecamatan Tanete Riattang Kabupaten Bone.
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Martia, Liftianah Ade, and Nurafni Nurafni. "The impact of treasure hunt games on learning outcomes in time measurement." Al-Jabar : Jurnal Pendidikan Matematika 14, no. 2 (December 31, 2023): 515. http://dx.doi.org/10.24042/ajpm.v14i2.18237.

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Background: Educational games are increasingly recognized as effective teaching tools, especially in elementary education. This study focuses on the application of a treasure hunt game in teaching mathematics, specifically time measurement concepts, to second-grade students at SD Islam PB Soedirman, Cijantung, East Jakarta.Aim: The primary aim of this research was to assess the impact of the treasure hunt game on the improvement of mathematical learning outcomes among the students.Method: This research adopted a quantitative experimental approach with a Post-test Only Control Group design. The sample consisted of 50 second-grade students divided into two groups: an experimental group (2D) and a control group (2G), each with 25 students. The experimental group was taught using the treasure hunt game, while the control group did not receive any special intervention. Data collection was conducted through observation and objective testing with 13 multiple-choice questions that had been validated. Data analysis was performed using SPSS for testing validity and reliability, as well as for prerequisite and hypothesis testing.Results: The prerequisite test results indicated that the data were homogenous and valid. The hypothesis testing, conducted using a paired t-test, showed a significant value of 0.003 (p < 0.05), indicating a significant difference between the experimental and control groups.Conclusion: Based on the findings, it can be concluded that the treasure hunt game significantly influences the improvement of mathematical learning outcomes in time measurement for second-grade students. This suggests the effectiveness of game-based learning methods in the context of elementary mathematics education.
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45

Falliers, Constantine J. "Treasure Hunt: Pertinent Excerpts from Past Literature." Journal of Asthma 23, no. 2 (January 1986): 97–99. http://dx.doi.org/10.3109/02770908609077480.

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Falliers, Constantine J. "Treasure Hunt: Pertinent Excerpts from Past Literature." Journal of Asthma 25, no. 1 (January 1988): 47–54. http://dx.doi.org/10.3109/02770908809070980.

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47

Konttinen, YT, T. Pettersson, M. Matucci-Cerinic, J. Dadoniene, and P. Poduval. "Roadmap to vasculitis: a rheumatological treasure hunt." Indian Journal of Rheumatology 2, no. 1 (March 2007): 11–16. http://dx.doi.org/10.1016/s0973-3698(10)60022-2.

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Konttinen, YT, T. Pettersson, M. Matucci-Cerinic, J. Dadoniene, and P. Poduval. "Roadmap to vasculitis: a rheumatological treasure hunt." Indian Journal of Rheumatology 2, no. 2 (June 2007): 55–64. http://dx.doi.org/10.1016/s0973-3698(10)60039-8.

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Konttinen, YT, T. Pettersson, M. Matucci-Cerinic, J. Dadoniene, and P. Poduval. "Roadmap to vasculitis: a rheumatological treasure hunt." Indian Journal of Rheumatology 2, no. 4 (December 2007): 141–46. http://dx.doi.org/10.1016/s0973-3698(10)60058-1.

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Konttinen, Yrjö T., Tom Pettersson, Marco Matucci-Cerinic, Jolanta Dadoniene, and Praseet Poduval. "Roadmap to vasculitis: a rheumatological treasure hunt." Indian Journal of Rheumatology 2, no. 3 (September 2007): 100–104. http://dx.doi.org/10.1016/s0973-3698(10)60093-3.

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