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Wiwin Wulandari; Budi Murtiyasa

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The purpose of this study is to determine the results of the implementation of mobile seamless learning in increasing the learning activity and learning achievement of students at SMP Negeri 1 Gemolong Sragen during the pandemic. This study uses a quasi-experimental method, using quantitative data analysis. The location of the study was carried out at SMP Negeri 1 Gemolong Sragen. The population in the study were all students of SMP Negeri 1 Gemolong Sragen. The sampling technique used Random Sampling where each class contained 32 students. The technique applied in this study is to use multiple choice and oral tests. In conducting the test, the validity test uses the product moment and the rehabilitation test uses the KR 20 formula. The data is then analyzed using normality and homogeneity tests. The results of the study indicate that there is an influence of mobile seamless learning on the learning activity and learning achievement of students of SMP Negeri 1 Gemolong Sragen During the Pandemic.

Anisa Dwi Elistiyaningsi; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

During the Covid-19 pandemic, it is mandatory for every education unit to implement the PJJ system. This causes various problems, including a decrease in students' learning motivation. This study aims to determine the application of e-Student Worksheet Live Worksheet in learning to increase learning motivation in Grade II elementary school students. The approach used is a qualitative approach. The type of research used in this research is Classroom Action Research (CAR). The subjects used in this study were educators and class II students at Kraton Elementary School , Kediri Regency. The data collected in this study is the data of the thematic learning implementation process using the e-Student Worksheet Live Worksheet. The results showed that the use of e-Student Worksheet Live worksheet can increase teacher activities and student activities in learning activities and can increase students' learning motivation. For teachers, teachers should make variations in learning activities. One of them is by applying learning media in the form of e-Student Worksheet Live worksheet so that students do not get bored following learning activities and can be actively involved in learning activities.

Wiwin Wulandari; Budi Murtiyasa

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The purpose of this study is to determine the results of the implementation of mobile seamless learning in increasing the learning activity and learning achievement of students at SMP Negeri 1 Gemolong Sragen during the pandemic. This study uses a quasi-experimental method, using quantitative data analysis. The location of the study was carried out at SMP Negeri 1 Gemolong Sragen. The population in the study were all students of SMP Negeri 1 Gemolong Sragen. The sampling technique used Random Sampling where each class contained 32 students. The technique applied in this study is to use multiple choice and oral tests. In conducting the test, the validity test uses the product moment and the rehabilitation test uses the KR 20 formula. The data is then analyzed using normality and homogeneity tests. The results of the study indicate that there is an influence of mobile seamless learning on the learning activity and learning achievement of students of SMP Negeri 1 Gemolong Sragen During the Pandemic.

Efy Lilawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.

Idha Rachmawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Writing stories can start when students are in elementary school. Through story writing activities students can express their feelings, ideas, and ideas to others. Based on the results of interviews and observations conducted on January 20, 2021, the 5th grade homeroom teacher of SDN 5 Sudimoroharjosiswa felt bored in online learning during the pandemic. This can be seen from the students' writings that do not match the information. The writing of stories that do not match this information can be seen from one of the students who did not write down sports activities where there are pictures of people who are exercising. This study aims to determine the ability of students to present information in the form of stories through interactive image media based on thinglinks for grade 5 students at SDN 5 Sudimoroharjo, Nganjuk Regency. Based on the results of research on the use of interactive image media based on thinglink in Indonesian language learning, the material for retelling the sequence of events in fictional texts according to the background of the story has been carried out, it can be concluded that: (1) The implementation of learning using interactive image media based on thinglink is carried out according to the steps of learning activities which uses the project based learning model very well so as to increase the activities of teachers and students. This is evidenced by the increased activity of teachers and students in cycle I to cycle II. The average percentage of teacher activity in the first cycle is 82.85% with good criteria increasing to 10.01% to 92.86% with very good criteria in the second cycle. While the average student activity from the first cycle is 77, 86% with sufficient criteria increased to 11.43% to 89.29% with good criteria in cycle II. (2) The application of learning using interactive image media based on thinglinks can improve the ability of V SDN 5 Sudimoroharjo students, Nganjuk Regency, in retelling the sequence of events in fictional texts according to the background of the story. This is evidenced by the increase in student learning outcomes when in the skill aspect with the average value in the first cycle of 74 increasing to 89.5 in the second cycle. In addition, the percentage of student learning completeness also increased starting in the first cycle, namely 60.71% with less criteria, increasing by 39.29% to 100% with very good criteria in the second cycle. For teachers, it is recommended that if doing learning using interactive image media based on thinglinks, they should do a trial before being used by students.  

Efy Lilawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Learning through online that does not do face-to-face certainly has various challenges. One of the challenges is the lack of student learning motivation. Efforts to create an interesting and fun learning atmosphere require several breakthroughs, both in curriculum development, learning media innovation and fulfilling educational infrastructure. This study aims to describe the application of the quizizz educational game and the provision of rewards to increase the learning motivation of fifth grade students at SDN Tarokan 5 Kediri. The approach used in this research is a qualitative approach with the type of classroom action research. The research was carried out in two cycles. Each cycle consists of 4 stages, namely planning, implementation, observation, and reflection. The subjects of the research were the fifth grade students of SDN Tarokan 5, totaling 10 students consisting of 6 boys and 4 girls. The data in this study are the results of observations of teacher activities, student activities, and student learning motivation. Data collection techniques used by using observation, questionnaires, field notes and documentation. The results of the study by applying the quizizz educational game and giving rewards can run well and have increased. In the first cycle the average value of teacher activity was 98% in the very good category, increasing to 100% with the very good category in the second cycle. The value of student activity is 83.5% in the good category, in the second cycle it increases to 91.5% in the very good category. Meanwhile, the result of students' learning motivation in the pre-action was 53% with a very low category. In the first cycle, the results of the observation of students' learning motivation increased to 77% in the high category. Furthermore, in the second cycle, the results of the observation of students' learning motivation increased to 82% with a very high category. The conclusion of this study is that the application of the quizizz educational game and the giving of rewards to the fifth grade students of SDN Tarokan 5 Kediri, has been carried out by the teacher and students very well.

Idha Rachmawati; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Writing stories can start when students are in elementary school. Through story writing activities students can express their feelings, ideas, and ideas to others. Based on the results of interviews and observations conducted on January 20, 2021, the 5th grade homeroom teacher of SDN 5 Sudimoroharjosiswa felt bored in online learning during the pandemic. This can be seen from the students' writings that do not match the information. The writing of stories that do not match this information can be seen from one of the students who did not write down sports activities where there are pictures of people who are exercising. This study aims to determine the ability of students to present information in the form of stories through interactive image media based on thinglinks for grade 5 students at SDN 5 Sudimoroharjo, Nganjuk Regency. Based on the results of research on the use of interactive image media based on thinglink in Indonesian language learning, the material for retelling the sequence of events in fictional texts according to the background of the story has been carried out, it can be concluded that: (1) The implementation of learning using interactive image media based on thinglink is carried out according to the steps of learning activities which uses the project based learning model very well so as to increase the activities of teachers and students. This is evidenced by the increased activity of teachers and students in cycle I to cycle II. The average percentage of teacher activity in the first cycle is 82.85% with good criteria increasing to 10.01% to 92.86% with very good criteria in the second cycle. While the average student activity from the first cycle is 77, 86% with sufficient criteria increased to 11.43% to 89.29% with good criteria in cycle II. (2) The application of learning using interactive image media based on thinglinks can improve the ability of V SDN 5 Sudimoroharjo students, Nganjuk Regency, in retelling the sequence of events in fictional texts according to the background of the story. This is evidenced by the increase in student learning outcomes when in the skill aspect with the average value in the first cycle of 74 increasing to 89.5 in the second cycle. In addition, the percentage of student learning completeness also increased starting in the first cycle, namely 60.71% with less criteria, increasing by 39.29% to 100% with very good criteria in the second cycle. For teachers, it is recommended that if doing learning using interactive image media based on thinglinks, they should do a trial before being used by students.  

Iwan Noor Saputra; Rina Candra Noor Santi

Jurnal Elektronika dan Komputer 2022 STEKOM PRESS

At this time the learning process is still partially carried out online (in the network) considering the positive cases of Covid-19 that still exist in the Semarang City area. The implementation of online learning is not without problems, even in several countries, especially Indonesia, it is reported that countries that adopt online learning on average are actually much smaller than expected. The implementation of online learning makes students less understanding of the learning materials provided and students' low interest in learning during the pandemic. This study aims to create a learning application for grade VI elementary school students that contains learning materials, practice questions that are randomized using LCM and facilitate the results of the assessment of the questions. From the results of LCM randomization, each student did not get the same or twin questions. From the test of 3 students, it was found that the questions that appeared in the same order were question number 6, while the questions that appeared in a different order were questions number 2, 3, 4, 5, 7, 8, 9, 10

Pipit Rahmadhany; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize

Abhishek Pandey; V. Ramesh

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Plants are constantly exposure to pathogens such as virus, bacteria and fungi. Plant diseases caused by pathogens lead significant crop yield loss globally. Numerous researchers have been studying how to reduce the damage of plant diseases. Plant disease has long been one of the major threats to agriculture security in India because it dramatically reduces the crop yield and compromises its quality. Pests and Diseases results in the destruction of crops or part of the plant resulting in decreased food production leading to food insecurity. Accurate and precise diagnosis of diseases has been a significant challenge. Traditionally, identification of plant diseases has relied on human annotation by visual inspection. Plant diseases affect the growth of their respective species; therefore their early identification is very important. Modern technological approaches such as machine learning and deep learning algorithm have been employed to increase the recognition rate and the accuracy of the results. Various researches have taken place under the field of machine learning for plant disease detection and diagnosis, such traditional machine learning approach being random forest, artificial neural network, support vector machine(SVM), fuzzy logic, K-means method, Convolutional neural networks etc. In this paper a comparative study on machine learning techniques for plant disease detection is performed. In this survey it observed that Convolutional Neural Network gives high accuracy and detects more number of diseases of multiple crops.

Pipit Rahmadhany; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

The COVID-19 pandemic has had an unfavorable impact on all aspects of life, including aspects of health, economy, tourism, social and education. Students can also use learning support applications such as study houses, teacher rooms, thinglink, netboard, oodlu, quizwhizzer and other applications. In fact, not all students will be successful in online learning. This research aims to improve speaking skills through the application of online-based interactive picture media to 5th graders at SD Negeri 2 Blitaran, Nganjuk Regency. This research is a classroom action research with the research design determined are planning, implementation, observation and reflection. There are two data obtained, namely process data and result data. Process data obtained from teacher activity data and student activities in applying online-based interactive image media. Result data obtained from student learning outcomes data in the form of students' speaking skill scores through the application of online-based interactive image media. The research subjects were 31 fifth grade students at SD Negeri 2 Blitaran, Nganjuk Regency, for the 2020/2021 academic year. The results showed that the teacher's activities continued to increase starting from the pre-action cycle II. In the pre-action, the average score of students was only 63.1 with a very poor category. After taking action in cycle 1 at meeting 1, the average score of students increased to 80%. The percentage of 80% indicates that there are still activities that have not been carried out at meeting 1. The action is continued in the second friendship, where the ability of students has reached 87%. With this percentage, improvements need to be made in cycle II. The teacher must review the steps in the lesson plans that have been prepared so that learning can run according to the plan. In Cycle II meeting 1, the percentage of success was 92.8%. The thing that must be maintained in cycle II is that the teacher carries out learning according to the steps that have been planned and provides explanations to students regarding important things that must be considered when retelling a reading. The action was continued in Cycle II meeting 2 where the student success achieved reached 95.7%. This happens because the teacher carries out learning in accordance with the planned RPP based on the results of the cycle reflection. Teachers should emphasize

Abhishek Pandey; V. Ramesh

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

Plants are constantly exposure to pathogens such as virus, bacteria and fungi. Plant diseases caused by pathogens lead significant crop yield loss globally. Numerous researchers have been studying how to reduce the damage of plant diseases. Plant disease has long been one of the major threats to agriculture security in India because it dramatically reduces the crop yield and compromises its quality. Pests and Diseases results in the destruction of crops or part of the plant resulting in decreased food production leading to food insecurity. Accurate and precise diagnosis of diseases has been a significant challenge. Traditionally, identification of plant diseases has relied on human annotation by visual inspection. Plant diseases affect the growth of their respective species; therefore their early identification is very important. Modern technological approaches such as machine learning and deep learning algorithm have been employed to increase the recognition rate and the accuracy of the results. Various researches have taken place under the field of machine learning for plant disease detection and diagnosis, such traditional machine learning approach being random forest, artificial neural network, support vector machine(SVM), fuzzy logic, K-means method, Convolutional neural networks etc. In this paper a comparative study on machine learning techniques for plant disease detection is performed. In this survey it observed that Convolutional Neural Network gives high accuracy and detects more number of diseases of multiple crops.

Ima Ismail; Wa Ode Rizka Fauziah Ali

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2022 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This study aims to develop and test the feasibility of the “Colorful Science Kit” as a colorful-based learning media to improve early childhood science literacy. The study used the Research and Development (R&D) method with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 20 children aged 5–6 years at an early childhood education institution. Data collection was carried out through observation, interviews, documentation, and expert validation using a Likert scale instrument. The validation results showed that the media obtained a very feasible category with an average percentage of 91%. The implementation of the media showed an increase in children’s scientific literacy skills, especially in the skills of observing, grouping, predicting, and communicating the results of simple experiments. Children showed high enthusiasm during the color exploration activities and were able to work actively together in small groups. The use of color-based media also helped improve children’s attention, creativity, and communication skills during the learning process. The results of the study showed that the “Colorful Science Kit” was effectively used as an interactive and fun science learning media in early childhood education. This media is recommended as a contextual learning innovation to support the development of scientific literacy in early childhood education (PAUD).

Ninik Sulis Setiani; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.

Ninik Sulis Setiani; Esti Untari; Sri Kustiyah

Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health 2022 Program Studi DIII Rekam Medis dan Informasi Kesehatan

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.

Puji Hartono

Innovation, Theory & Practice Management Jour 2022 Universitas 17 Agustus 1945 Semarang

Penelitian ini bertujuan untuk menguji pengaruh learning organisasi dan kompetensi sumber daya manusia terhadap kepuasan kerja dan kinerja pegawai. Selain itu penelitian ini  menguji pengaruh variabel intervening kepuasan kerja pada hubungan pengaruh learning organisasi dan kompetensi sumber daya manusia terhadap kinerja pegawai. Untuk menguji variabel tersebut, obyek yang digunakan adalah pegawai Badan Pengelolaan Keuangan Pendapatan dan Aset Daerah Kabupaten Batang sejumlah 135 orang pegawai.  Pengambilan sampel menggunakan teknik purposive sampling. Hasil penelitian menunjukkan bahwa learning organisasi dan kompetensi sumber daya manusia berpengaruh positif dan signifikan terhadap kepuasan kerja dan kinerja pegawai. Demikian juga pengujian hubungan tidak langsung learning organisasi dan kompetensi sumber daya manusia terhadap kinerja pegawai dengan kepuasan kerja sebagai variabel intervening terhadap kinerja pegawai yang menunjukkan hasil pengaruh positif dan signifikan.  

Onnie Lumintang; Salahudin Salahudin

Jurnal Pengabdian Masyarakat Sains dan Teknologi 2022 Fakultas Teknik Universitas Cenderawasih

Training on making learning videos for teachers in Jayapura City High School aims to improve teachers' ability to teach students with visual kinesthetic learning type. The research used a qualitative approach and hands-on training method. The results show that the use of videos as learning media can increase student interest and understanding, as well as provide a more interactive learning experience. Ultimately, this training is expected to contribute to the quality of education in the Jayapura City area.

Chanita Christie

REDOMINATE : Jurnal Teologi dan Pendidikan Agama Kristiani 2022 Sekolah Tinggi Teologia Kerusso Indonesia

The success of the child's growth and development process is an important task for parents in accompanying and guiding children to reach the top of the destiny of every talent, passion and longing to be realized. With world conditions that are not getting better, even if technology is getting better and even starting to replace the roles and functions of humans in carrying out the process of daily activities. It really creates a lot of new problems, especially for the future generations of God's church in the future. Parents as the holder of an important role in the process of growth and development and formation of children's character are expected to become a dependent place for children in the world as representatives of God on earth. The author uses the literature study method to describe the form of God's intervention in parental involvement in the learning style of the Self-Learning Generation (Homeschooling). Through literature studies by reading books, the author can formulate a useful view of God's intervention in parental involvement in the Learning Style of the Independent Learning Generation (Homeschooling)

Ardila Wahyuni; Lusi Selvia Fitri; Rekaza Akbar

The purpose of this study was to describe the results of poetry musical creativity through the STAD (Student Team Achievement Divisions) cooperative learning model at SMA Negeri 1 Darul Hasanah. The method used is descriptive method taken from the type of qualitative research. The population in this study was the entire class XI totaling 35 students, while the sample in this study was class XI IPS which amounted to 10 students at SMA Negeri 1 Darul Hasanah. Data collection techniques include primary data consisting of performance, interviews, and observations, while secondary data is only documentation. The data analysis technique uses the arithmetic average formula to calculate the results of the performance and uses an assessment rubric, while the observation uses the percentage formula. The results of the research found in the field that the application of the cooperative learning model can provide quite good cooperation results even though some students are less willing to follow the directions of the teacher so that the results of their work are classified as poor. The results of the poetry musicalization which started with the preparations made by the students were good by preparing chord accompaniment instruments such as guitar and percussion including: two buckets and one aqua bottle filled with sand. Then the preparation of poetry readers is read by two people in turn and has prepared four singers to bring up the musicalization of their poetry which is sung in certain parts. The incubation process or the designing process is good because they have compiled the poem in advance along with the selection of the right song according to the title of the poem and the guitar music accompaniment is good, but the percussion pattern is still lacking but is covered by the ability of singers, poetry readers, and guitar players who are good at it. good. The process of special illumination for percussion is still lacking because their practice is not too serious so that the results shown from the journey of musical poetry are not good. However, the vocal players, both poetry readers and singers, still maintain their tune or pitch well so that they are slightly covered from mistakes made by percussionists. The verification stage that has been described previously can be concluded that the performance of the poetry musical has a poor tempo while the guitar accompaniment is quite good, but the vocals are good in conveying the interpretation so that holistically the work is quite good for a beginner.

Dwi Setiawan; Lutfi Eskawati; Diana Diana

Jurnal Pengabdian Masyarakat Nusantara (Pengabmas Nusantara) 2022 Universitas Muhammadiyah Manado

This article discusses the application of communication ethnography in Indonesian language learning at Darussalam Cimanggu Middle School. This research aims to explore how an ethnographic communication approach can enrich the Indonesian language teaching and learning process. The methods used include observation, interviews and document analysis. The research results show that this approach can increase student engagement and understanding of the social and cultural context in language use.