Publication Search

71,387 articles from 644 journals · 2,111 citations tracked

Showing 1-8 of 8

Analytics

Syahlaa Salsabiil Putri; Fitri Rohimah; Muslihah Muslihah; Mukhlishotul Jannah; Wahyu Hidayat +1 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Education is a process in which educators and students work together to create benefits, skilled attitudes, and personalities. In the midst of the pandemic, the government is encouraging educational institutions to change students from face-to-face learning to virtual, or distance, learning. Virtual learning remains another option when teachers cannot be in class. This research aims to understand how the learning environment influences the desire to learn. This study uses a quantitative approach. A sample of 30 sharia economics study program students at UIN Sultan Maulana Hasanuddin Banten received a questionnaire via Google form. Data were then collected using the SPSS Version 25 program. This research found that the online learning environment influenced students' desire to study sharia economics at UIN Sultan Maulana Hasanuddin Banten. The findings show that some students experience difficulties in learning the lessons given by their teachers during online learning, which results in a decrease in their desire to learn. Therefore, to increase student motivation and learning outcomes, the quality of learning on campus must be improved.

Syahlaa Salsabiil Putri; Fitri Rohimah; Muslihah Muslihah; Mukhlishotul Jannah; Wahyu Hidayat +1 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Education is a process in which educators and students work together to create benefits, skilled attitudes, and personalities. In the midst of the pandemic, the government is encouraging educational institutions to change students from face-to-face learning to virtual, or distance, learning. Virtual learning remains another option when teachers cannot be in class. This research aims to understand how the learning environment influences the desire to learn. This study uses a quantitative approach. A sample of 30 sharia economics study program students at UIN Sultan Maulana Hasanuddin Banten received a questionnaire via Google form. Data were then collected using the SPSS Version 25 program. This research found that the online learning environment influenced students' desire to study sharia economics at UIN Sultan Maulana Hasanuddin Banten. The findings show that some students experience difficulties in learning the lessons given by their teachers during online learning, which results in a decrease in their desire to learn. Therefore, to increase student motivation and learning outcomes, the quality of learning on campus must be improved.

Salwa Sausan; Suryani Sirait; Salihin Salihin; Rosliana Siregar

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to analyze the effect of using Web Wordwall in training students' computational thinking skills in mathematics learning with a qualitative approach. The research subject is the Director General of Teachers and Education Personnel, while the object is education that is liberating and pro-student. Data obtained from online and offline information sources is recorded in a structured manner, then analyzed to be synthesized into a systematic conceptual framework. Conclusions are drawn by taking the essence of the conceptual framework that can answer the research questions posed. The research method used is a case study with a focus on participatory observation, in-depth interviews and document analysis. Data was collected through literature study and analysis of learning materials. Data analysis was carried out using an inductive approach, by looking for patterns of findings and main concepts from the data collected.

Salwa Sausan; Suryani Sirait; Salihin Salihin; Rosliana Siregar

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to analyze the effect of using Web Wordwall in training students' computational thinking skills in mathematics learning with a qualitative approach. The research subject is the Director General of Teachers and Education Personnel, while the object is education that is liberating and pro-student. Data obtained from online and offline information sources is recorded in a structured manner, then analyzed to be synthesized into a systematic conceptual framework. Conclusions are drawn by taking the essence of the conceptual framework that can answer the research questions posed. The research method used is a case study with a focus on participatory observation, in-depth interviews and document analysis. Data was collected through literature study and analysis of learning materials. Data analysis was carried out using an inductive approach, by looking for patterns of findings and main concepts from the data collected.

Amrina Rosyada; Aminatul Fitroh; Erina Hidayah; Nurul Lisa Kusumaningrum; Salma Dian Ramadhan +2 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Currently, many learning videos are available on various social media platforms. It is hoped that each video will achieve existing learning objectives and enable students to understand and implement the results of their learning activities well.  This research aims to examine and explain the types and forms of illocutionary speech acts found in several learning videos and evaluate whether the speech acts in these videos support the development of Indonesian language literacy and speaking skills in giving speeches.  Illocutionary speech acts relate to the power effect obtained by the audience of an utterance uttered by the speaker.  This research article uses a theoretical approach, namely a pragmatic approach with an analysis of the types and forms of illocutionary speech acts.  In this research, qualitative descriptive methods were used to analyze related data.  Data was obtained from six speech learning videos on the YouTube channel, and the data collection technique involved proficient free-involved listening (SBLC) and note-taking techniques.  Researchers watched videos about learning speech texts on the Literacy for Indonesia YouTube Channel, then took notes and recorded utterances that contained illocutionary utterances.  The data analysis technique uses matching and high techniques to study the form and type of illocutionary speech.  From the data analysis that has been carried out, it was found that there are assertive utterances giving testimony and stating, directive utterances giving advice and ordering, expressive utterances containing prayers and hopes, and commissive utterances offering and promising.  It is hoped that the results of the analysis in this article will increase deeper understanding and knowledge regarding illocutionary speech acts and their use, knowledge about their types, as well as guide educators and online learning material creators to increase learning effectiveness.

Amrina Rosyada; Aminatul Fitroh; Erina Hidayah; Nurul Lisa Kusumaningrum; Salma Dian Ramadhan +2 more

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Currently, many learning videos are available on various social media platforms. It is hoped that each video will achieve existing learning objectives and enable students to understand and implement the results of their learning activities well.  This research aims to examine and explain the types and forms of illocutionary speech acts found in several learning videos and evaluate whether the speech acts in these videos support the development of Indonesian language literacy and speaking skills in giving speeches.  Illocutionary speech acts relate to the power effect obtained by the audience of an utterance uttered by the speaker.  This research article uses a theoretical approach, namely a pragmatic approach with an analysis of the types and forms of illocutionary speech acts.  In this research, qualitative descriptive methods were used to analyze related data.  Data was obtained from six speech learning videos on the YouTube channel, and the data collection technique involved proficient free-involved listening (SBLC) and note-taking techniques.  Researchers watched videos about learning speech texts on the Literacy for Indonesia YouTube Channel, then took notes and recorded utterances that contained illocutionary utterances.  The data analysis technique uses matching and high techniques to study the form and type of illocutionary speech.  From the data analysis that has been carried out, it was found that there are assertive utterances giving testimony and stating, directive utterances giving advice and ordering, expressive utterances containing prayers and hopes, and commissive utterances offering and promising.  It is hoped that the results of the analysis in this article will increase deeper understanding and knowledge regarding illocutionary speech acts and their use, knowledge about their types, as well as guide educators and online learning material creators to increase learning effectiveness.

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.    

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.