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Dwi Nur Pajri Syaputra; Ardayati Ardayati; Hamdan Hamdan

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

Reading is an important skill for students learning English, whether as a second language or a foreign language. Reading still plays a big role and is an essential tool for conveying meaning and information through text. For foreign language learners, reading in English is not an easy task because reading in English is complex and it is difficult to understand the meaning of sentences. Understanding is necessary to understand the meaning and obtain the information conveyed by the author. This happen because the language system of English is different from the students' native language. Hasibuan et al (2021) stated that Reading is an active process, it involves interpreting passages, not just receiving a message. It is reasonable for reading is one of the basic ways of acquiring information. Because when the students have a good competence in reading English, it will help them to obtain and enrich their knowledge.    

Bertha Meyke Waty Hutajulu

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The application "Android-Based World State Flag Recognition" aims to provide users with information about the flags of countries around the world. The app is designed with a great interface and uses image recognition technology to identify flags. Users can explore flags, get brief historical information, and improve their knowledge of the visual aspects of the country's identity. The app uses up-to-date online resources to ensure the accuracy and relevance of flag information. The search feature allows users to quickly find the flag of a particular country. In addition, the app provides an exam mode to test the user's knowledge with a short quiz about flags. With the integration of Android technology, users can access this application easily on various mobile devices. The main goal is to provide an interactive and fun learning experience around the visual identity of the countries of the world.

Siti Susanti Nur Oktavia; Sueb Sueb

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

Reading is Reading comprehension ability is very important to improve learning achievement, because it increases vocabulary, fluency and language proficiency in various subjects, thereby influencing all material and teaching in each subject. This research investigates the application of the PORPE strategy in comprehending descriptive reading texts and its impact on student comprehension using a mixed methods research approach. The data was collected using observation, pre-test and post-test. It can be seen in this research, that the PORPE strategy, which consists of the stages of predicting, organizing, training, practicing and evaluating, can significantly improve students' understanding and analysis of descriptive texts, develop critical thinking and reading skills, and encourage active participation. In this research found, that there was a significant increase in students' average scores after implementing the PORPE strategy, from 57.37 to 80.37, which showed a statistically significant difference in scores before and after treatment. The PORPE strategy improved students' reading comprehension and critical thinking skills by facilitating interactive learning, increasing understanding of descriptive texts and fostering students' positive contributions.

Paputungan , Moh. Zulkifli; N. Hula, Ibnu Rawandhy; Mariana, Ana

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to decipher the results of validation tests and find out the user's response to the development of Android-based learning media using the Smart Apps Creator (SAC) application. This study uses mixed methods (quantitative and qualitative). Data collection uses questionnaires and documents. Quantitative analysis techniques were carried out on validation results using numbers, scales, or percentages, while qualitative analysis was carried out on the results of (1) individual trials, (2) small groups and (3) large groups.  The population of this study is 30 grade VII students, while the sample is determined using non-probability sampling which aims to make all populations as samples. The results of the study show that: (1) the results of the validation of media experts obtained a percentage of 95% (very feasible) and material experts 94% (very feasible).  (2) the results of user trials on the development of Android-based Arabic learning media products received an average score for individual trials of 80% with categories (good), small group trials of 85% with categories (very good) and large group trials of 95% with categories (very good).

Ariska Nurchotimah; Khusnul Khotijah; Kristina Finsensia Nole Waleng; Irfan Makshum Jauhari; Sentot Mulyanto +1 more

Jurnal Pengabdian dan Solidaritas Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Sanitation and hygiene are crucial aspects of public health, especially in island areas like Pramuka Island, Kepulauan Seribu. This activity aims to enhance the community's understanding and awareness of hygiene sanitation through health education. The methods used include interactive education, health screening, and evaluation using pre-test and post-test questionnaires. The results of this activity showed a significant increase in participants' knowledge levels, from 50% before the education to 85% afterward. Health screening revealed a tendency for high cholesterol levels, as well as some cases of blood sugar and uric acid levels exceeding normal limits among the residents. Analysis of local snacks did not show any contamination with borax and formalin, indicating food safety awareness among vendors. Meanwhile, marine biota exploration found the potential of seagrass (Cymodocea serrulata) with alkaloid content that can be further developed. These findings highlight the importance of continuous education, targeted health interventions, and the utilization of local natural resources to improve the quality of life of Pramuka Island residents.

Lolita Anna Risandy; Nela Rofisian; Putri Zudhah Ferryka

This study aims to describe: (1) The role of teachers in enhancing students' critical thinking skills in the IPAS (Integrated Science) subject at SD Negeri 1 Beluk, and (2) The factors influencing the role of teachers in improving students' critical thinking skills in the IPAS subject at SD Negeri 1 Beluk. This qualitative research employs a descriptive analysis method and was conducted over three months, from March to May 2024. Primary data sources include fourth-grade teachers and students at SD Negeri 1 Beluk, collected through observations and interviews. Data credibility was tested using triangulation. The data analysis technique follows the interactive model of Miles and Huberman, consisting of data collection, data reduction, data display, and conclusion drawing. The results of the study indicate that: (1) Teachers play roles as educators, demonstrators, classroom managers, facilitators, mentors, motivators, and evaluators in enhancing students' critical thinking skills in the IPAS subject. The effective use of lesson plans (RPP) and evaluation instruments by teachers is observed to significantly improve students' critical thinking skills. (2) The factors influencing students' critical thinking skills include psychological factors, physiological factors, learning independence, and anxiety.

Randi Tandiele; Kristia Yuliawan

JTI : Jurnal Teknologi dan Informatika 2024 STMIK Pesat Nabire

This application is an innovative solution that uses Microsoft Excel as the main platform to facilitate the employee recruitment process in companies. With a focus on efficiency and ease of use, this application provides various features that support complete management from start to finish of the recruitment process. The main features of this application include neatly structured candidate data management in Excel spreadsheet format. This allows HR and recruiting teams to easily manage important information such as resumes, educational history, work experience, as well as interview and test notes. In addition, this application is equipped with a data-based evaluation tool that allows companies to identify candidates who best suit the needs of the available positions. The use of Excel formulas and analytical features helps in making smarter and more informed hiring decisions. Integration with email allows candidates to be sent notifications regarding the status of their applications automatically, improving transparency and applicant experience. An interactive analytical dashboard is also provided to monitor and analyze the effectiveness of recruitment strategies in real-time. With a combination of the reliability of Microsoft Excel as a data analysis tool and extensive customization capabilities, this application is designed to optimize the employee recruitment process, increase operational efficiency, and reduce the time needed to fill vacant positions.    

Adinda Putri Nazli; Risnovita Sari

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

The purpose of this research is to create learning media with the help of MtestM application about German language students' knowledge of listening skill A1 topic "Kennenlernen (sich vorstellen)". This research was conducted at the Language Laboratory of the Faculty of Languages and Arts, State University of Medan. This research uses Richey and Klein's model which consists of three stages, namely (1) research, (2) development, (3) evaluation. The data of this research are words, texts, sentences about "Kennenlernen" from the book Netzwerk Deutsch als Fremdsprache A1 Kursbuch by Stefanie Dengler, Paul Rusch, Helen Schmitz and Tanja Sieber pages 8-17. This interactive quiz is interesting and varied. The results of this study are German learning media and interactive quizzes for mastering the A1 listening skill 'Introducing oneself' with the help of MtestM.

Friska Bella Ananda; Hendi Thamrin

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This guidebook is designed to introduce the culinary delights of Pasar Lama Tangerang to young adults aged 17-25 who may have a limited appreciation for culinary heritage due to a lack of informative media about Pasar Lama Tangerang's cuisine. The author has crafted the guidebook to be unique and engaging, providing various types of information. Additionally, the book offers an interactive element for readers, who can participate in a contest scheduled at specific times by placing stickers in the book once they have tried 50 different foods listed. The research methodology employs a qualitative approach, aiming to describe and obtain detailed data from field results, yielding in-depth and contextual insights. This research utilizes data collection methods such as interviews, questionnaires, direct observations of the research site, and literature searches for relevant journals and articles. The design methodology adopts the design thinking approach to find solutions through creative thinking, with iterative processes to address failures and create innovative work. The visual concept of the guidebook features a simple yet modern and cool design, supported by semi-realistic illustrations to enhance its appeal. The guidebook is expected to effectively convey information and broaden readers' knowledge about the culinary offerings of Pasar Lama Tangerang.  

M. Fani Burhan Firmansyah; Ardila Tiwi Puspita Sari; Nazala Syifaus Shudur; Aang Kunapei

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2024 STIKes Ibnu Sina Ajibarang

This research discusses the role of social media in increasing motivation to learn Islamic religious education. This research aims to examine the role of social media in increasing motivation to learn Islamic Religious Education among students. This research uses qualitative methods with literature studies. The research results show that social media has a significant influence in increasing motivation to learn Islamic Religious Education. Through platforms such as Facebook, Instagram, and YouTube, students have easy access to various educational content, discussions, and communities that strengthen their understanding and interest in Islamic Religious Education material. Apart from that, social media also provides opportunities for teachers to deliver material creatively and interactively, facilitating more interesting and inspiring learning. However, there are challenges such as the risk of invalid information and excessive use of social media. Therefore, a wise approach is needed in using social media to increase motivation to learn Islamic Religious Education, by strengthening education about social media criticism. It is hoped that this research can provide useful insights for the development of effective educational strategies in the context of using social media to increase learning motivation for Islamic Religious Education.    

Alvina Agustin; Ibnu Muthi

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

This study have a purpose analyze the implementation of project-based learning in increased resilience elementary school students' reading skills, particularly in Indonesian language learning for third-grade students. The method used is a literature review, which collects and examines various relevant studies and sources. The results of the review show that project-based learning can provide more interactive and contextual learning experiences for students, leading to increased motivation and interest in reading. Additionally, this method promotes the development of critical thinking skills, creativity, and collaboration among students. By integrating projects into the learning process, students become more actively engaged and have the opportunity to apply their knowledge in real-world situations. Overall, the implementation of project-based learning has proven effective in enhancing third-grade students' reading skills in Indonesian language learning. This study offers practical implications for educators in designing and implementing innovative and effective teaching strategies, and underscores the importance of more active and participatory learning approaches in elementary education.

Rizka Ghina Fauziyah; Ibnu Muthi

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to evaluate the effectiveness of the interactive learning model based on Contextual Teaching and Learning (CTL) on student learning outcomes in science subjects for second-grade elementary school students, particularly on the topic of recognizing plants as living organisms. The research method used is a Systematic Literature Review (SLR). Literature search was conducted through academic databases such as Google Scholar,, and PubMed using keywords like “Contextual Teaching and Learning,” “CTL,” “science learning outcomes,” “elementary education,” and “recognizing plants.” From the several potential articles identified, a selection of articles met the inclusion criteria and were analyzed in-depth. The analysis results indicate that the application of the CTL model consistently improves student learning outcomes, as evidenced by enhanced conceptual understanding, learning motivation, and active student participation in the classroom. The analyzed studies reported a significant increase in the average learning outcomes of students following the implementation of CTL. Additionally, this learning model makes learning more meaningful and relevant to the students’ daily lives. In conclusion, the CTL learning model is effective in enhancing student learning outcomes in science subjects for second-grade elementary school students, implying that schools and educators should consider the broader adoption of CTL and provide adequate support and training for teachers.

Wulan Cahyaningrum; Sri Widiyanti; Lilik Sugiarto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Javanese language is local content for levels from elementary to high school, the aim of learning Javanese is an effort to preserve Javanese culture. Therefore, to achieve these learning objectives, interactive learning media is needed according to students' needs. The researcher developed material introducing Javanese script, using animation media which was created with the aim of achieving the expected goals in the learning process. The results of this research are audio and video based which students can use in learning media. With this media, students can easily learn about the Javanese script presented by the teacher, this speeds up understanding of the material presented by the teacher.  

Khalimatus Sya’diah; Mukhammad Hendry Ansyah; Naila Adinda Habibah; Nafisa Putri Aji; Siti Masfuah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The aim of this research is to find out the results of the development of interactive media diorama metamorfosis against the learning results of IPAS. This research uses quantitative methods with the research method is quantitatively descriptive. The data gathering techniques used in this study include observations, interviews, and lifting. Subjects in this study are 2 teachers and 5 students of SD 2 Jurang. The analysis technique is quantitative descriptive analysis with the help of Ms. Excle data processing software. The research data obtained was carried out V Aiken test. Based on the above data, it can be known that the results of the validation test of teaching materials and media Diorama Metamorfosis carried out by the teacher as a validator obtained an average score of ≤ 0,82, which means that the data received can be said to be very valid, effective, and worthy to be a support for learning. Meanwhile, the results of the validation test conducted by 5 students obtained the same score that is about ≤ 0.88 so that it can be concluded that the results show very valid and effective data, so that can be used in the student learning process.

Khoirur Rozikin; Buitas Ribka Letkamang; Candra Supriadi; Nuris Dwi Setiawan; Unang Achlison

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

One effective way in the world of education, especially in teaching and learning activities, is to keep up with current developments by utilizing existing technology. At Kanisius Ungaran Vocational School in Class X MPLB there is no web-based interactive learning media for the History subject. In this regard, there is a need to develop web-based interactive learning media so that teaching and learning activities are more interesting and enjoyable, especially in the subject of History. The benefit of this research is that it can apply the knowledge possessed by researchers in developing web-based interactive learning media in the History subject in class X MPLB Kanisius Vocational School Ungaran. Apart from that, this research is also expected to increase learning creativity and innovation, as for the practical benefits of this research, it can make it easier for teachers and students in teaching and learning activities in the subject of History

Latifah Nur Fitriana; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is developing so quickly that it may have a significant impact on the way teaching and learning are done. Interactive multimedia-based learning materials play an important role in the teaching and learning process. The availability of educational media can make teaching easier for teachers and increase students' learning motivation. This research focuses on designing multimedia-based interactive learning media for introducing marine animals. Researchers found the problem that the learning process at TK BA Aisyiyah Grogol 2 still uses the lecture method and does not use technology. This causes students' interest in learning to decrease. The method applied in designing this learning media is the ADDIE method. The result of this research is an interactive learning media design that uses multimedia. It is hoped that this learning media can increase students' interest in learning and the learning process will become easier and more effective.

Anik Ismiwati; Bagus Maulana Syah; Refi Difa Arcelia; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The education sector must utilize the latest technology in the classroom in the era of globalization and rapid advances in information technology. Using text, graphics, audio, and video together, interactive learning materials have been proven to increase student understanding and engagement. Kindergarten (TK) is a place where children are introduced to the environment and the basic principles of learning. Introducing children to various types of transportation is believed to be very important because it is the first step in helping them broaden their horizons and become familiar with the types of transportation in their environment. Apart from that, children are very interested in and liked transportation, so it must be packaged attractively so that it can arouse their curiosity in learning.

Shafa Yasinta Agustina; Riyan Abdul Aziz

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technology is currently developing at a very fast pace. The teaching and learning process in the field of education is greatly impacted by the ever-improving technology advancements. In order to spark students' interest in studying, a lot of schools and teachers are currently utilizing technology tools like interactive learning media. In order to increase students' enthusiasm in learning, teachers' inventiveness is equally crucial. Learning media is a crucial component that may draw students in and aid in their pursuit of the best possible learning outcomes. Engaging media helps pupils comprehend the lessons that are being taught. Therefore, the goal of creating interactive learning materials to present the solar system to pupils is to enable them to view the actual things rather than only envision them.

Nur Rambu Madik Anawaru; Yustina Rada; Tri Sari Dewi Novyanti Bertha Mira

Intellektika : Jurnal Ilmiah Mahasiswa 2024 STIKes Ibnu Sina Ajibarang

The Mburukulu Elementary School in Mburukulu Village, Pahunga Lodu District, East Sumba Regency, is facing challenges in teaching Citizenship Education (PKN) in class V. The lack of interaction between teachers and students and the lack of student involvement has resulted in boredom, lack of focus, and lack of enthusiasm in Study. This research aims to create and implement an interactive educational game entitled "Student Explore" which was specifically developed for the Android platform. This game was designed using the Game Development Life Cycle (GDLC) methodology to ensure its quality and effectiveness in increasing student interaction and involvement in PKN learning in class V of SD Masehi Mburukulu. "Student Explore" is designed to provide an engaging and interactive learning experience for students. Through the educational games presented in the application, it is hoped that students can better understand the concepts taught in Citizenship Education. In its development, the GDLC method was used to ensure the game met expected quality standards and maximized its potential in enhancing learning. The benefits of this research include increasing students' interest in learning, better understanding of concepts, and support for teachers in the learning process. The result of this research is the implementation of educational games to improve students' learning understanding at SD Masehi Mburukulu. Thus, it is hoped that this game can be an effective solution to overcome challenges in PKN learning at the school.

Nur Ayu Saputri; Khoirunnisa Salsabila Nafi'ah; Syailin Nichla Choirin Attalina

This research aims to increase the Javanese vocabulary of fourth grade students at SD Negeri 3 Bucu Jepara through the use of Wordwall games. The method used in this research is Classroom Action Research (CAR)using the Kemmis and Mc Taggart model, wich consists of two cycles. Each cycle includes the stages of planning, implementation, observation and reflection. The research subjects consisted of 10 class IV students. Data was obtained through observation and tests. The research results show that using the wordwall game can increase students' interest and ability in learning Javanese vocabulary. In the first cycle, teacher activities got a percentage of 85% and students got a percentage of 91%, which was good but still needed improvement, while in the second cycle, teacher activities got a percentage of 97.5% and students reached 95%, getting a very good category with a significant increase in student test results. The implications of this research show that interactive learning media such as wordwalls are effective in improving student learning outcomes in learning Javanese.