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The Effect of Task-based Language Teaching on University Students’ Writing Ability and Metacognitive Awareness Helaluddin, Helaluddin; Al Aqad, Mohammed H.; Martuti, Ririn; Hasmawaty, Hasmawaty; Tulak, Harmelia
Journal of Languages and Language Teaching Vol 12, No 4 (2024)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v12i4.12543

Abstract

In producing competent college graduates in the 21st century, two skills must be taught to students: writing and metacognitive skills. This research explores the impact of the task-based teaching-learning method on Sharia banking students' writing and metacognitive abilities at a state university in Banten Province, Indonesia. This research used a pretest-posttest experimental design involving 60 students. Data collection in the research used essay writing tests, essay writing assessment rubrics, and metacognitive skills questionnaires. Next, the data was analyzed using a quantitative approach by running the SPSS 20.00 program with paired sample t-test and one-way ANCOVA. The research results show that the TBLT model can improve students' writing performance and metacognition skills. This means that there has been a significant change in the average score in writing ability [t = -16.871, p < .000] and writing metacognitive awareness score [t = -17.197, p < .000] in the experimental group that received treatment with the task model. -based language teaching (TBLT). This study recommends that the TBLT method can be used as an alternative for teachers to simultaneously improve writing abilities and metacognition skills. In addition, this study emphasizes the importance of using comprehensive learning methods to develop both skills.
Pengaruh Disiplin, Motivasi dan Kompensasi Terhadap Kinerja Pegawai Unit Pelaksana Teknis Badan Samsat Iii Syahfitri, Bella; Hasmawaty, Hasmawaty; Helmi, Sulaiman; Fitriasuri, Fitriasuri
SEIKO : Journal of Management & Business Vol 6, No 1 (2023): January - Juny
Publisher : Program Pascasarjana STIE Amkop Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37531/sejaman.v6i1.4466

Abstract

Pencapaian tujuan perusahaan sangat erat kaitannya dengan seluruh karyawan tanpa terkecuali. Oleh karena itu, suatu perusahaan harus mengelola sumber daya manusia untuk mencapai tujuan yang diharapkan. Kinerja karyawan dipengaruhi oleh berbagai faktor termasuk disiplin, motivasi, dan kompensasi yang diterima. Tujuan penelitian ini yakni untuk mengetahui dan menganalisa pengaruh disiplin, motivasi dan kompensasi terhadap kinerja Pegawai Unit Pelaksana Teknis Badan (UPTB) SAMSAT Kota Palembang III, metode yang digunakan. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif dengan pendekatan cross sectional, sumber data primer pada penelitian ini adalah diperoleh melalui kuesioner, populasi pada penelitian ini adalah pegawai honorer UPTB SAMSAT Kota Palembang III, sampel dalam penelitian adalah seluruh pegawai honorer UPTB SAMSAT Kota Palembang III, yang berjumlah 40 orang Hasil penelitian menunjukkan bahwa Disiplin, motivasi, dan kompensasi secara simultan berpengaruh signifikan terhadap kinerja pegawai Unit Pelaksana Teknis (UPTB) SAMSAT Kota Palembang III, disiplin seecara parsial berpengaruh signifikan terhadap kinerja Pegawai Unit Pelaksana Teknis Badan (UPTB) SAMSAT Kota Palembang III. Motivasi secara parsial berpengaruh signifikan terhadap kinerja Pegawai Unit Pelaksana Teknis Badan (UPTB) SAMSAT Kota Palembang III. Kompensasi berpengaruh signifikan terhadap kinerja Pegawai Unit Pelaksana Teknis Badan (UPTB) SAMSAT Kota Palembang III Kata kunci : disiplin, motivasi, kompensasi, kinerja pegawai
Pengaruh Kepemimpinan Transformasional dan Kualitas Kehidupan Kerja (Quality of Work Life) terhadap Keterlibatan Pegawai (Employee Engagement) Serta Implikasinya pada Kepuasan Kerja Pegawai Lisabella, Margaretha; Hasmawaty, Hasmawaty
Jurnal Nasional Manajemen Pemasaran dan SDM Vol. 2 No. 4 (2021): Jurnal Nasional Manajemen Pemasaran dan SDM
Publisher : Training & Research Institute - Jeramba Ilmu Sukses

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47747/jnmpsdm.v2i4.380

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh kepemimpinan transformasional dan kualitas kehidupan kerja (quality of work life) terhadap keterlibatan pegawai (employee engagement) serta implikasinya pada kepuasan kerja pegawai. “Metode penelitian yang digunakan adalah metode kuantitatif dengan pendekatan asosiatif. Populasi dalam penelitian ini adalah semua pegawai tetap atau pegawai waktu tidak tertentu (PWTT) dengan jumlah 142 orang yang bekerja di Rumah Sakit Pertamina Prabumulih. Sampel yang digunakan sebanyak 105 sampel. Hasil penelitian menunjukkan bahwa terdapat pengaruh positif kepemimpinan transformasional terhadap employee engagement pegawai Rumah Sakit. Terdapat pengaruh positif dan signifikan quality of work life terhadap employee engagement pegawai. Terdapat pengaruh positif dan signifikan kepemimpinan transformasional terhadap kepuasan kerja. Terdapat pengaruh positif quality of work life terhadap kepuasan kerja pegawai. Terdapat pengaruh positif dan signifikan employee engagement terhadap kepuasan kerja pegawai. Employee engagement tidak dapat memediasi pengaruh antara kepemimpinan transformasional dengan kepuasan kerja. Employee engagement dapat memediasi pengaruh antara quality of work life dengan kepuasan kerja pegawai Rumah Sakit Pertamina Prabumulih.
Pengaruh Bermain Kartu Kata Untuk Meningkatkan Kemampuan Membaca Permulaan Pada Taman Kanak-Kanak Usia 5-6 Tahun Hasmawaty, Hasmawaty; Purwanti, Duwi; Hajerah, Hajerah; Intisari, Intisari; Mahmud, Bonita
ISOLEK: Jurnal Pendidikan, Pengajaran, Bahasa, dan Sastra Vol. 1 No. 2 (2023): Isolek: Jurnal Pendidikan, Pengajaran, Bahasa, dan Sastra (September 2023)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/isolek.v1i2.114

Abstract

Membaca permulaan pada anak TK merupakan upaya untuk mengenalkan huruf sejak dini dengan menggunakan media kartu kata. Tujuan penelitian ini untuk mengetahui pengaruh beriman kartu kata untuk meningkatkan kemampuan membaca permulaan di TK Mahdiyah Kelompok Kota Makassar. Sampel sebanyak 15 anak didik yang berusia 5-6 tahun. Jenis penelitian kuantitatif dengan pendekatan quasi eksperimen. Proses pengumpulan data dilakukan dengan mengunakan observasi dengan memberikan ceklist pada kategori kemampuan anak didik yang menggunakan skala likert 1-5 dengan degradasi mulai dari: sangat kurang, kurang, cukup, baik, dan sangat baik Uji hipotesis dilakukan dengan menggunakan statisitik paramtetrik paired sampel t test. Hasil analisisi data menujukkan bahwa penerapan bermain kartu kata di TK Mahdiya kelompok Kota Makassar dapat meningkatkan kemampuan membaca permulaan anak.
Workshop Pemanfaatan Media Pembelajaran Berbasis IT Pada Anak Pra Sekolah Muhammad Yusri Bachtiar; Hasmawaty Hasmawaty; Andi Nur Maharani Islami; Faradillah Faradillah
Madaniya Vol. 6 No. 1 (2025)
Publisher : Pusat Studi Bahasa dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53696/27214834.1127

Abstract

Program pengabdian masyarakat ini untuk memberikan pengetahuan dan pengalaman kepada guru dan orang tua mengenai pemanfaatan media pembelajaran berbasis IT kepada anak baik di sekolah maupun di rumah. Kegiatan pengabdian dilakukan sebagai rangkaian kegiatan Merdeka Belajar Kampus Merdeka. Permasalahan utama yang dihadapi oleh guru dan orang tua adalah masih rendahnya pengetahuan dalam memanfaatkan media pembelajaran yang dapat menunjang aktivitas belajar anak. Tujuan dari kegiatan ini adalah berbagi informasi terkait media pembelajaran apa saja yang dapat digunakan dan peserta mampu memilih Jenis media pembelajaran yang tepat digunakan sesuai dengan usia dan kebutuhan anak. Mitra utama dalam pengabdian ini adalah guru dan orang tua TK. Wahyu, Makassar. Metode workshop ini terdiri atas tahap, yaitu analisis kebutuhan,, pendampingan melalui materi workshop dan evaluasi ketercapaian kegiatan. Hasil pendampingan workshop diperoleh bahwa guru dan orang tua telah mengenal jenis-jenis media pembelajaran berbasis IT dan memahami cara pemakaian serta manfaat yang diperoleh anak dengan penggunaan media tersebut.
The Application of Loose Part Media in Improving Numeracy Literacy of Children Aged 5-6 Years Nisa, Fadhilah Sayyidatun; Hasmawaty, Hasmawaty; Instisari, Instisari; Romba, Sri Sufliati
TEMATIK: Jurnal Pemikiran dan Penelitian Pendidikan Anak Usia Dini Vol 11, No 1 (2025): TEMATIK: Jurnal Pemikiran dan Penelitian Pendidikan Anak Usia Dini
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tematik.v11i1.72967

Abstract

This research aims to describe the application of loose part media in improving numeracy literacy skills in children aged 5–6 years at TK Bukit Permai 2, Gowa Regency. This research uses the Classroom Action Research (CAR) method with the Kemmis and McTaggart model, which includes planning, implementation, observation, and reflection. The research subjects were 15 children from group B aged 5–6 years. Data collection techniques used observation and documentation, with data analysis carried out qualitatively and quantitatively. The results showed that the use of loose part media significantly improved children's ability to recognize number symbols, form letters and numbers, and solve simple arithmetic operations. Therefore, loose part media is effectively used to develop early childhood numeracy literacy. The findings contribute valuable insights to curriculum development and emphasize the importance of play-based, meaningful learning in preparing children for future academic success
PELATIHAN IMPLEMENTASI MEDIA BERBASIS IT PADA PEMBELAJARAN BERDIFERENSIASI KURIKULUM MERDEKA Nurul Annisa Afriani; Amri, Nur Alim; Latief, Fadhilla; Afriani, Nurul Annisa; Azia, Andi Nur; Hasmawaty, Hasmawaty
Kreasi: Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2024): Kreasi: Jurnal Pengabdian Masyarakat
Publisher : Perkumpulan Pendidikan Islam Anak Usia Dini Wilayah Sumatera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51529/kjpm.v4i1.504

Abstract

Differentiated learning is an approach that allows teachers to teach students by considering their individual differences. The Independent Curriculum is a curriculum that gives teachers the freedom to develop learning methods that suit students' needs. In the current digital era, the implementation of IT (Information Technology) based media can be an effective solution in differentiated learning in the Merdeka curriculum. This service activity aims to introduce and provide training on the use of technology-based media as part of the learning process in the application of differentiated learning. This service activity is based on the results of an initial study of teachers in Gantarang District, Bulukumba Regency through interview techniques and direct observation. The observation results show that educators have minimal knowledge about the use of IT media in the learning process. Apart from that, there is a lack of teacher skills in operating computer equipment, because currently only operators use computers/laptops and teachers apply learning using conventional methods. Therefore, adequate support and training is needed for teachers in implementing technology-based media in differentiated learning. The results obtained show that the implementation of IT-based media in differentiated learning in the Merdeka curriculum has several benefits. First, IT-based media can help teachers identify the needs and abilities of individual students. Second, IT-based media can provide variations in learning methods.
Pelatihan Pembuatan Media Pembelajaran Berbasis IT (Powtoon) Bagi Guru TK di Kabupaten Pangkep Amri, Nur Alim; Latief, Fadhilah; Intisari, Intisari; Hajerah, Hajerah; Bachtiar, Muhammad Yusri; Hasmawaty, Hasmawaty
KARYA: Journal of Educational Community Service Vol 4, No 1: Juni 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/karya.v4i1.73138

Abstract

This community service activity raises the theme of introducing learning videos that have been developed using the powtoon application so that it displays better audio and visuals as teaching materials for children. This application can be used to make videos, create animations using quite complete features, templates, audio, and interesting images so that it is very suitable for use in developing learning media, especially at the Kindergarten age level. This training specifically provides assistance on 1) introduction to application-based learning media, 2) skills training using technology-based learning media, 3) skills training in developing application-based learning media, 4) learning practices using application-based media. The target output of this study is the existence of simple learning media in video format developed using the powtoon application/software with a duration of no more than 10 minutes. The theme used in the video is adjusted to the learning theme in the curriculum in Kindergarten in general so that the output can later be used by each educational unit in the learning process
The Effect of 3D-Based Educational Games on Literacy Skills in Group B Children Intisari, Intisari; Hasmawaty, Hasmawaty; Hasbur, Heni Safitri
As-Sibyan: Jurnal Pendidikan Anak Usia Dini Vol. 10 No. 1 (2025)
Publisher : UIN Sultan Maulana Hasanudin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/assibyan.v10i2.11228

Abstract

This study aims to determine the effect of the use of 3D-based educational games on early childhood literacy skills, especially in group B at Insan Madani Kindergarten, Ujung Bulu District, Bulukumba Regency. The method used was an experiment with a one-group pretest-posttest design and a qualitative approach. The sample consisted of 17 children aged 5-6 years who were treated using 3D-based educational games during three meetings. Literacy ability data was measured through pretest and posttest, then analyzed using the paired sample t-test. The results showed a significant increase in children's literacy skills with an average pretest score of 23.18 and posttest score of 55.24. Statistical analysis showed a significant difference (p < 0.05) between the pre- and post-treatment values. 3D-based educational games provide an interactive, engaging, and fun learning experience that can optimally improve children's interest and literacy skills. This study concludes that the use of 3D-based educational games is effective as an innovative learning method to develop early childhood literacy skills.
Pengaruh Media Board Game Berbasis IT Terhadap Kemampuan Berpikir Simbolik Anak Usia 5-6 Tahun Salsabila, Aisyah; Herman, Herman; Hasmawaty, Hasmawaty; Manga, Delvhina
Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini Vol. 5 No. 2 (2025): Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Al- Kifayah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53398/arraihanah.v5i2.686

Abstract

This study aims to determine the effect of using information technology-based board game media on the symbolic thinking skills of children aged 5-6 years at Mentari Kindergarten. This study uses a quantitative approach with a quasi-experimental design of the Nonequivalent Control Group Design type. The sample consisted of 20 children, who were divided into two groups: 10 children as the experimental group and 10 children as the control group. The experimental group was given treatment using IT-based board game media, while the control group used conventional media in the form of picture flashcards. Data collection techniques include observation, testing, and documentation. Data analysis was carried out using the Wilcoxon test with the help of SPSS version 23. The results of the study showed a significant increase in children's symbolic thinking skills in the experimental group with a Z value = -2.689 and p = 0.007 (p < 0.05), while the control group did not show a significant increase with p = 0.066 (p > 0.05). Thus, it can be concluded that IT-based board game media is effective in improving the symbolic thinking skills of early childhood