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Kusuma, Suci; Mardiana, Wiwik; Iklil Saifulloh, Ahmad

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study addresses the critical gap in utilizing YouTube as an ICT tool to enhance pronunciation skills among seventh-grade students in Mojokerto. Grounded in multimedia learning theory, the research employs a descriptive qualitative approach to examine the impact of YouTube-based pronunciation lessons. Findings reveal that the teacher's strategy of creating and implementing pronunciation videos on YouTube significantly improved students' pronunciation skills and was perceived as highly effective by the learners. These results underscore the transformative potential of digital platforms like YouTube in revolutionizing English language education, particularly in pronunciation.

Gading Hakim Alamsyah Daulay; Muharrina Harahap

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop teaching materials for fantasy stories in the form of videos with the help of the Wondershare Filmora application in class VII SMP. This research is development research (RnD) using the Borg and Gall research procedure, which has been simplified in stages and adapted to the needs and limitations of this study. The stages carried out in this study are a) Potential and Problems, b) Data Collection, c) Product Design, d) Validation, and e) Revision. The subject of this development research is to get the valid results of the product from the three validators, namely material expert validators, media experts, and Indonesian language subject teachers at SMP Muhammadiyah 12 Kota Binjai. Data collection techniques include interviews with subject teachers and questionnaires that will be conducted to find out the needs of students. The results of this study indicate that the products developed from this research, namely teaching materials for fantasy stories assisted by Wondershare Filmora in the form of videos, are included in very feasible/good qualifications with a value from material validators of 78.8% and media experts of 89.6% and subject teachers of 92.5%. An average value of 86.9% is obtained to conclude that the products in this study are very good/feasible for teachers' and students' learning use.      

Elysa Nurfarahana; Eni Winarsih; Sri Andayani

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

An incident that often happens nowadays is that students prefer to play on their cellphones to watch videos. Especially in applications like TikTok which are not specifically for education. Many of the videos on the app are not filtered, so there is a possibility that underage students are watching inappropriate content. Therefore, an understanding of this application is necessary in order to achieve learning objectives. This article aims to provide knowledge about the use of TikTok and YouTube to improve students' speaking skills through the use of these applications. This type of research is Classroom Action Research (PTK) which covers pre-cycle, cycle I and cycle II. There are four research procedures, namely planning, implementation, observation and finally reflection. This research was carried out at SMP Negeri 4 Madiun with research subjects in class VII B which had a total of 32 students. The data analysis technique used is qualitative data. The results of this research contain: 1) the learning outcomes in the Pre-cycle were that class VII B students had a knowledge score of 25% while the attitude score was 12.5%; 2) the learning results in Cycle I of students experienced an increase in the percentage of complete knowledge values ​​by 46% while the attitude values ​​were 50%; 3) learning outcomes in Cycle II experienced a better improvement than the previous stage with a completeness percentage of knowledge scores of 100% and attitude scores reaching 97%.

Ida Alinda Fathonah; Abdul Majid; Chairani Astina

Journal of Student Research 2024 Pusat Riset dan Inovasi Nasional

In this modern era, technology plays a crucial role in facilitating learning and enhancing understanding of academic material. This study focuses on Arabic language learning through the YouTube channel Arab Podcast, particularly on the video content of the book "Takalam Al-Arabiyah Volume 1". The research aims to provide a comprehensive overview of Arabic language learning through this channel, to understand the concept of content presentation, and to assist individuals in learning Arabic more easily. The study employed a qualitative literature review method with content analysis and discourse analysis techniques. Findings indicate that Arab Podcast not only serves as an effective learning resource but also fosters an active learning community through interactions in the comment section and positive feedback. By employing the As-Sam’iyah As-Syafahiyah presentation method and communicative approach supported by direct methods, systematically presented videos help learners understand and apply the material effectively, thereby creating an interactive and supportive learning community.

Fania Sella Farahma; Raihan Arfiansyah Putra; Rohid Bahrul Fatoni; Muh. Rifqi Bachtiar

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

Abstract. This study looks at how teachers use the social studies method in Class VII of SMP Negeri 3 Balung Jember. The results show that this method is very effective in creating an interactive and supportive learning environment. The constructivism approach, used by teachers, encourages students to build knowledge through active interaction with material and fellow students. Clear instructions and reflection on previous lessons are used to begin the lesson. Then, the use of analogies and interesting learning tools such as videos and educational games are used. Teachers encourage students to actively participate in learning by helping them overcome problems without providing immediate solutions. In-depth questions and timely feedback improve teacher-student communication, creating a dynamic learning environment. This method was successful in increasing students' understanding, technology skills, and their participation. In addition, teachers use preventive and responsive approaches in classroom management to overcome disruptions and create a disciplined and conducive learning environment. Student response to this teaching method was very positive; they are very enthusiastic and very involved.

Ira Wardani Nst; Alvini Riska Wardani

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

Children are increasingly involved with various digital technologies in everyday life and are becoming their users. This research aims to understand the application of communication technology in language learning for early childhood. This study used descriptive qualitative method. In the learning process, communication technology is used as a tool to support children's language learning. Activities carried out by teachers involve the use of pictures, word videos, practice videos, as well as words and sounds. Based on observations, several teachers have implemented and practiced information and communication technology devices to make it easier for children to find information, especially in the area of ​​language. Based on the results of this research, it can be concluded that information and communication technology is applied effectively in language learning at the early age level.  

Margareta Vera Lema; Emmeria Tarihoran

Jurnal Pendidikan Agama dan Teologi 2024 International Forum of Researchers and Lecturers

This article discusses ethics and responsibility in the use of technology in the digital age, with a focus on the context of digital catechesis in Catholicism. Digital catechesis comes as an effort to convey knowledge and values of the Catholic faith by utilizing digital technology. This article will discuss digital catechesis in the context of the digital age, focusing on its benefits and challenges. In the digital age, language etiquette becomes very important to build harmonious relationships and avoid conflict. Technology has brought great changes in various aspects of life, including in the field of faith education. This research uses a qualitative method with a literature study approach to analyze related literature. Digital catechesis is the use of technology in faith learning and enables the dissemination of religious values in a more understandable and relevant way. Digital media such as video, audio, and social media facilitate active interaction and participation in catechesis. However, digital media also brings negative impacts such as intellectual property rights violations and potential misuse of information. Therefore, it is necessary to understand and apply proper ethics in the use of technology and utilize digital media as a tool to direct and guide the current generation towards repentance and good spiritual growth. Thus, digital catechesis can strengthen faith and guide the current generation in good spiritual growth in the digital age

Eva Khusnia Arianti; Rizky Herdian Syah; Mila Hariani

Jurnal Penelitian Manajemen dan Inovasi Riset 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This research aims to identify and analyze effective tactics used by teachers in increasing the learning motivation of fifth grade students at Tempel Elementary School. Using a qualitative approach with a case study method, data was collected through classroom observations, in-depth interviews, and document analysis. The research results show that several effective tactics include: (1) Project-Based Learning Approach which involves students in practical and relevant activities, (2) Use of varied learning media such as educational videos and teaching aids to make lessons more interesting, (3) Providing Constructive Feedback that helps students feel valued and motivated, (4) Creation of a Positive and Supportive Classroom Environment that makes students feel safe to participate, and (5) Use of Interactive Learning Methods such as group discussions and educational games that increase students' active participation. These findings indicate that these strategies effectively increase students' learning motivation, which contributes to increasing their participation, interest and learning outcomes. This research provides practical implications for teachers in developing effective teaching strategies and becomes a reference for developing teacher training programs and educational policies that support the creation of a learning environment that motivates students.    

Dinatun Nasyhah; Robingun Suyud El Syam; Nur Farida

Journal of Student Research 2024 Pusat Riset dan Inovasi Nasional

This study examines the types and factors of reading difficulties in children at MIS Kertajaya II Mangunjaya, as well as evaluating the application of Problem-Based Learning Strategies (SPBM) implemented by classroom teachers. This qualitative research used observation, interview and documentation methods to collect data. The results showed that 8 students experienced reading difficulties, with various types of difficulties such as difficulty seeing long distances, low memory, difficulty spelling and pronouncing letters, and lack of letter recognition. Teachers at MIS Kertajaya II Mangunjaya implemented SPBM with the method of showing animated videos, using everyday problems, letter card media, and remedial programs to overcome students' reading difficulties. SPBM proved effective with the support of adequate infrastructure, but was hampered by unconducive classroom conditions. This study also identified the types and factors of reading difficulties at MIS Kertajaya II Mangunjaya and evaluated the effectiveness of SPBM in overcoming them. The implementation of SPBM proved to be beneficial, but needs adjustments to maximize its effectiveness.

Dita Wahyuni; Wella Asmada Yanti; Zura Vazira

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

This article discusses a study which aims to determine the effect of using animated video media on mathematics learning outcomes in class IV students at SDN 01 Air Tawar Barat. The research used in this research is a quasi-experiment in the form of a Post-test Only Control Group research design. This design involves 2 classes, namely class IV A as a control class with 32 students and class IV B as an experimental class with 32 students. The data collection process was carried out by giving a post test to the two classes. To determine the research results, the T test formula is used. The determination of Ho is rejected if Tcount > Ttable and Ho is accepted if Tcount < Ttable. The results of the calculation test in the research stated that Tcount was 7.391 and Ttable was 1.999 at a significance level (α) of 0.05. Because Tcount > Ttable is 7.391 > 1.999, it can be concluded that there is an influence of the use of animated video media on mathematics learning outcomes for class IV students.

Iwan Setiadi; Santi Widianti; Athaullah Afra Afratofani

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

Japan is a country in Asia that has a quite unique culture. There is an influence of Japanese culture on various countries, one of which is Indonesia, such as Anime (Japanese videos and animation), Manga or Japanese comics, and typical Japanese food such as sushi, ramen and takoyaki. This makes many Indonesian people interested in learning Japanese. This Android-based application for recognizing Japanese Hiragana and Katakana letters called "Nihon" can meet the needs of Indonesian people who want to learn the basic Japanese language, namely hiragana and katakana. This application provides explanations in the form of words, vocabulary and sounds for each hiragana and katakana letter, and numbers and punctuation marks in Japanese. This application was made using the Kodular web. The results of the Android-based application for recognizing Japanese hiragana and katakana letters can help Indonesian people to know Japanese hiragana and katakana letters, numbers in Japanese, and punctuation in Japanese.

Nisa Hafzhiyah Hasibuan

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

The purpose of this research is to reveal the need for updating teaching media. The teaching media used must be close to students' daily lives, such as social media, especially YouTube. Studying and chatting casually with family often uses social media. The era of globalization and social media technology in modern society. The research method used is a qualitative research method, because what is researched is clearer if it is carried out in the observation process. The data sources in this research are videos on YouTube resulting from Indonesian language lesson assignments and interviews conducted by students. It is hoped that the application of social media, such as YouTube, can overcome student boredom by presenting learning material in a more creative and interesting way. This digital era reflects society's transformation towards a more modern daily life, and the habit of using social media indirectly helps users to access and learn information quickly. This explains why the development and spread of language is currently taking place very quickly.

Nur Azmi Alwi; Putri Lestari Agustia

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

This article discusses the influence of the use of video media on learning outcomes in elementary schools. Video media is increasingly being used as a tool in the learning process to increase student participation and clarify lesson content. The research method used is quantitative with an experimental approach. The use of video media has a positive impact which is significant for students' understanding of concepts and retention of information. Students who learn with this media have a much greater level of learning success than students who learn with traditional methods. Apart from that, video media also increases students' motivation and interest in learning. These results show that Incorporating video and animation media into the learning process can be an effective strategy for improving the quality of education in elementary schools.    

Arif Rakhman Suharso

Ocean Engineering : Jurnal Ilmu Teknik dan Teknologi Maritim 2024 Fakultas Teknik Universitas Maritim AMNI Semarang

The use of computers in the development of Electronic Chart Display and Information System (ECDIS) teaching materials can be used to assist lecturers in learning activities on vocational campuses as well as other materials in the Computer Base Training (CBT) laboratory at the Indonesian Maritime Polytechnic. The CBT laboratory provides learning materials on ship machinery systems and multiple choice questions for learning evaluation. The purpose of this study was to determine the level of effectiveness of the use of ECDIS material learning media software when used computer-based. The method used in this study is a qualitative method by looking at the final grades of students. This software consists of 42 slides of ECDIS material theory, 1 slide of ECDIS material video tutorial, 1 slide of ECDIS material practice, 20 slides of multiple choice evaluation questions, and 1 slide of final grades made using Visual Basic software. The results of the test showed that all cadets who attended the lecture were successful in using the software until the final grade was obtained.

Muthi’ah Lathifah; Jojor Mindo Manullang; Salwa Andini; Reylan Sinaga; Murniwati Lase +2 more

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The Civics Education (PKn) subject is one of the courses that holds a strategic and important role in shaping the multicultural traits and attitudes of students, with the expectation that each individual can become a good person. In the era of globalization and the advancement of information technology, the challenges in instilling an attitude of tolerance are increasingly complex. Therefore, innovation in PKn teaching methods is an urgent need. Technological advancements offer new opportunities in the educational world. The use of technology in learning can enhance the effectiveness and efficiency of the teaching-learning process, as well as make learning more engaging and relevant for students. Technology-based PKn learning innovations can be a solution to instill tolerance attitudes in a more interactive, collaborative, and contextual way. The research method used is qualitative, a research model that utilizes descriptive data in the form of written or spoken language from observable people and actors. This qualitative research is conducted to explain and analyze the phenomena of individuals or groups, events, social dynamics, attitudes, beliefs, and perceptions. Interview and observation results show that at SMP NEGERI 35 MEDAN, the application of technology in Civics Education has successfully instilled an attitude of tolerance well. Media such as PowerPoint, images, and videos are used to facilitate students' understanding of the material, and teachers' examples become a reflection of students' behavior. However, there are obstacles in the form of limited facilities and infrastructure, as well as challenges in maintaining students' focus during lessons. These challenges can be overcome by using engaging learning media that can stimulate students' activity.

Agus Darmawan; Syamsiah Syamsiah; Nunu Kustian; Siti Juleha; Irnawati Irnawati

jurnal ABDIMAS Indonesia 2024 STIKes Ibnu Sina Ajibarang

In the ever-growing digital era, education plays an important role in utilizing technology to improve the quality of learning. Interactive learning videos have become an effective tool in delivering learning material in an interesting and competitive way. However, many kindergarten teachers still face challenges in producing interesting and interactive learning videos due to limited knowledge and skills in using appropriate software. TK Rambutan, teachers realize the importance of updating their skills in integrating technology in the learning process. In this context, the introduction of the Canva application as a tool for creating interactive learning videos is considered a progressive step that can help teachers create more interesting and relevant learning experiences for young children. Using Canva as an intuitive creative platform and the various features it offers, such as templates, graphics and animations, can help TK Rambutan teachers in creating learning video content that is interesting, easy to understand and interactive. Therefore, through this Community Service (PKM), TK Rambutan  teachers aim to explore the potential of Canva in the context of early childhood education and improve their skills in utilizing this application to create a more interesting and effective learning experience for students.

Abdullah Abdullah; Salmatus Sauda

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The success of students in achieving learning objectives is not only caused by internal factors but also by the intervention of external factors. The current digital era requires teachers to innovate, not just relying on learning that is centered on printed books. One way to utilize digital in learning is by using video media. Natural science is often not very popular with students because the material is extensive and complex, even though this science is important to be studied universally and critically. In addition, there are many obstacles that occur in learning natural science in class. That is what makes teachers use video as a media aid in learning. This study was conducted to analyze the effectiveness of using video as a learning medium, especially in science learning. Analysis of effectiveness using a questionnaire method to determine student responses when learning using additional video media. Can video media produce optimal learning objectives or vice versa. Research data were obtained from the results of a questionnaire distributed to all 6th grade students of SD Islam Al Ilmu. The results of the analysis of the effectiveness of video as a learning medium are that it can be effective to use because it can improve students' understanding of the material, produce active learning, and can motivate students to reflect on knowledge in everyday life.

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Fahmi Romisa; Dewi Rosita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.  

Septiana Sholikhah; Sri Suwartini; Isna Rahmawati

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is based on the background that learning activities at SDIT Permata Bangsa still use the lecture method, causing learning to become monotonous and the learning process in the classroom to be less interesting.  This research aims to determine the effect of using learning videos on the learning outcomes of class IV students at SDIT Permata Bangsa.  This research design uses a Quasi Experimental Design (Quasi Experimental) type Nonequivalent Control Group Design.  The subjects of this research were class IV students at SDIT Permata Bangsa consisting of 28 students from class IV A totaling 14 students as the Experimental group and IV B totaling 14 students as the Control group.  The data in this research were obtained through learning outcomes tests, namely pretest questions to test student learning outcomes before being given treatment and posttests, namely questions to test learning outcomes after being given treatment and documentation.  The data analysis techniques used include normality, homogeneity and final analysis tests.  Testing the final analysis or research hypothesis uses the paired sample t-test.  The results of this research prove that the use of learning video media has a positive effect on improving the learning outcomes of class VI students at SDIT Permata Bangsa for the 2023/2024 academic year.  This is shown from the results of the calculation of the paired sample t-test hypothesis test. The results obtained are tcount of 16,101 and ttable with df 20 is 2,086, meaning 16,101 > 2,086 (tcount is greater than ttable) so H1 is accepted and Ho is rejected.  So it can be concluded that the use of learning video media influences the learning outcomes of class IV students at SDIT Permata Bangsa.