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Analisis Kesalahan Ejaan dalam Teks Puisi Siswa Kelas X SMK Negeri 1 Tugala Oyo Tahun Pembelajaran 2024/2025 Hulu, Wan Mei Jaya; Zega, Imansudi; Waruwu, Lestari; Halawa, Noibe
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4020

Abstract

This study aims to analyze spelling errors in poetry texts written by class X students of SMK Negeri 1 Tugala Oyo in the 2024/2025 academic year. This research uses a qualitative descriptive method that focuses on describing in depth the forms of spelling errors made by students. Data were collected through documentation of 30 poetry texts written by students and semi-structured interviews with Indonesian language teachers to obtain supporting information about spelling learning in class. The data were analyzed through the stages of error identification, classification based on the type of error, and interpretation of the cause by referring to the General Guidelines for Indonesian Spelling (PUEBI). The results show that the spelling errors found include the use of capital and non-capital letters, the use of punctuation marks, word writing, and the writing of abbreviations and acronyms. This finding indicates that students' understanding of spelling rules is still low, so teachers need to strengthen spelling learning through additional literature materials and practice in applying spelling in writing literary works.
Pengembangan Video Pembelajaran Berbasis Capcut dalam Menulis Teks Pidato Siswa Kelas VIII UPTD SMP Negeri 2 Gunungsitoli Utara Zega, Boy Damai Putra; Halawa, Noibe; Waruwu, Lestari; Zega, Imansudi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4118

Abstract

This research aims to develop Capcut-Based Learning Videos on Writing Texts for Speech for VIII Grade Students of UPTD SMP Negeri 2 Gunungsitoli Utara. The method used in this study is research and development (Research & Development). The developed learning videos use the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the study indicate that the developed learning videos have undergone a validation process by three experts, namely a content expert, language expert, and design expert. The validation results show that the content expert rated it 96%, the language expert rated it 94%, and the design expert rated it 82%. This percentage indicates that the Capcut-based learning videos developed meet the feasibility criteria in terms of content, language, and design appearance. The practicality of the learning media was tested through three stages, namely individual trials (89%), small group trials (88%), and field trials (90%). These results indicate that the media is easy to use both individually and in real learning situations. The effectiveness of the learning media is measured by the students' learning completeness after using Capcut-based videos. The results show a completeness of 100% in individual trials, 83% in small groups, and 94% in field trials. Thus, the development of Capcut-based learning videos has been proven valid, practical, and effective for use in the learning process
Pengembangan Media Pembelajaran Audio-Visual Menggunakan Capcut pada Materi Fiksi Kelas VII SMP Negeri 1 Bawolato Harefa, Agung Harapan; Ndruru, Mastawati; Halawa, Noibe; Riana, Riana
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4125

Abstract

This research aims to develop digital-based audio-visual learning media using Capcut on fiction material for grade VII at SMP Negeri 1 Bawolato. The method used in this research is research and development (Research & Development) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The data analysis technique used is quantitative descriptive. Based on the research results obtained, the developed learning media received a material expert validation result of 94.7%, language expert validation of 92%, and design expert validation of 95%. These percentages indicate that the digital-based audio-visual learning media using Capcut that was developed meets the feasibility criteria from the aspects of content, language, and design appearance. The practicality of the learning media was tested in two stages, namely a small group test (92.3%) and a field trial (88.2%).The effectiveness of learning media is measured by the completeness of student learning after using digital-based audio-visual learning media using Capcut. The results show a completeness rate of 100% in the small group trial, and 93.3% in the field trial. This proves that the digital-based audio-visual learning media using Capcut is effective, practical, and efficient for use in the learning process.
Peningkatan Kemampuan Menulis Teks Berita dengan Menggunakan Model Pembelajaran Jigsaw Siswa Kelas VII UPTD SMP Negeri 3 Gunungsitoli Alo’oa Gea, Indah Permata Sari; Zega, Imansudi; Halawa, Noibe; Bawamenewi, Arozatulo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4128

Abstract

This study aims to improve the news writing skills of seventh grade students at UPTD SMP Negeri 3 Gunungsitoli Alo'oa through the application of the Jigsaw learning model. The type of research used is Classroom Action Research (CAR) which was carried out in two cycles, each consisting of planning, implementation, observation, and reflection. Data were collected through observation of student activities, observation of teaching and learning activities by teachers, and news writing tests. Data were analyzed descriptively, qualitatively, and quantitatively by comparing the results of each cycle. The results of the study showed an increase in learning activities and news writing skills. The average score for news writing in cycle I was 52.89 (sufficient category), while in cycle II it increased to 81.39 (good category). Thus, the use of the Jigsaw learning model is effective in improving students' news writing skills.
Development of Honest Character Values in Students: a Study of the Influence of CFI-CE Services on Content Mastery Lase, Famahato; Halawa, Noibe
Journal La Edusci Vol. 6 No. 4 (2025): Journal La Edusci
Publisher : Newinera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37899/journallaedusci.v6i4.2582

Abstract

Classroom-format intelligent character education (CFI-CE) combined with content mastery services (CMS) can foster the development of intelligent and honest character values in students. The purpose of this study was to examine the influence of CFI-CE and CMS on the development of intelligent and honest character values in students. Multiple linear regression analysis was used to test the proposed research hypotheses. The study population comprised all students in the Guidance and Counseling Study Program, Faculty of Teacher Training and Education, Nias University. A purposive sampling method was used to select 45 students. The data collection tool used was a closed-ended questionnaire. The results revealed that the CFI-CE and CMS service significantly contributed to the development of intelligent and honest character values in participants, both collectively and partially. Every 1.00% increase in CFI-CE and CMS was followed by an increase in students' intelligent and honest character. Counselors are advised to plan and implement this service to foster the development of intelligent and honest character values in students.
Analisis Pemanfaatan Papan Tulis Digital Interaktif dalam Meningkatkan Motivasi Belajar Siswa Kelas XI SMK Negeri 1 Gunungsitoli Utara Zega, Yarman; Nduru, Mastawati; Halawa, Noibe; Zega, Imansudi
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7203

Abstract

Low student learning motivation remains a challenge in the learning process because it causes students' active involvement to be less than optimal. One alternative to overcome this problem is the use of interactive digital whiteboards that are able to present material visually, interactively, and participatory so that it is expected to increase learning motivation. This study aims to analyze the use of interactive digital whiteboards in increasing the learning motivation of grade XI students at SMK Negeri 1 Gunungsitoli Utara. The study used a qualitative method with a descriptive approach. Data were obtained through observation, interviews, and documentation with informants consisting of subject teachers and grade XI students, then analyzed using thematic analysis. The results showed that the use of interactive digital whiteboards increased student learning motivation as indicated by increased attention, interest, perseverance, and active participation during learning. The research findings also showed that material visualization, interactive features, and direct feedback created a more engaging learning experience, while the effectiveness of their use was influenced by teacher competence in operating the device and the support of school infrastructure. This study confirms that interactive digital whiteboards are a learning medium that has the potential to increase learning motivation if supported by teacher pedagogical readiness and adequate school facilities.
Pengembangan Media Pembelajaran Interaktif Berbasis Kahoot pada Karya Fiksi Siswa Kelas VIII SMP Negeri 1 Hiliserangkai Lahagu, Wenisma; Halawa, Noibe; Harefa, Noveri Amal Jaya; Bu’ulolo, Yanida
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7171

Abstract

This research is motivated by the low level of student involvement in learning to write fiction due to the use of learning media that is still less interactive and has not been able to attract students' attention optimally. This condition has an impact on low student participation in understanding the concepts and elements of fictional works. This study aims to develop interactive learning media based on Kahoot on fictional works material for eighth grade students of SMP Negeri 1 Hiliserangkai and to determine the level of feasibility and practicality of the developed media. This study uses the Research and Development (R&D) method with a 4D development model that includes the stages of define, design, develop, and disseminate. The research subjects were eighth grade students of SMP Negeri 1 Hiliserangkai. Data were collected through validation questionnaires from material experts, linguists, media experts, student response questionnaires, and documentation. Data were analyzed using quantitative descriptive analysis techniques based on the percentage of validation results and user responses. The results showed that the media obtained validation from material experts of 98%, linguists of 89%, and media experts of 93%. The practicality test obtained results of 81% in small groups and 96% in large groups. Thus, Kahoot-based learning media is declared feasible and practical for use in learning fictional works to increase student engagement.