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Implementation of folk story to improve accounting students' mastery of past tense sentences Prihamdani, Depi; Hidayat, Soleh; Jamaludin, Ujang; Leksono, Suroso Mukti
Panicgogy International Journal Vol. 1 No. 1 (2023): PIJ
Publisher : Nashir Al-Kutub Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59965/pij.v1i1.20

Abstract

The aims of this study were to find out: 1) the extent to which students' competence in past tense sentences, and 2) the significant effect of using folklore on students' competence in past tense sentences in semester 2 students majoring in accounting. program of the Faculty of Economics and Business, Buana Perjuangan University, Karawang. This research method is a quantitative method. Researchers collected data by using a written test. Samples were taken using a random sampling technique of 35 students. The data were then analyzed using descriptive and inferential analysis, namely the t-test formula by Arikunto. The results of this study were that the average score of students' competence in past tense sentences before using folklore was 51.5 which was categorized as "less", then after using folklore it was 72, 37 are categorized as "good". The results of testing the hypothesis show that the t-test is higher than the t-table (17 > ​​2.04), meaning that the hypothesis is accepted. The results of the study revealed that there was a significant effect of the use of folklore on student competence in past tense sentences in semester 2 students of the accounting study program, Faculty of Economics and Business, Buana Perjuangan University, Karawang.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID Latifatus, Tia; Prihamdani, Depi; Repelita, Tridays; Nulhakim, Lukman; Ruhiyat, Yayat
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.7842

Abstract

Masalah utama dalam penelitian ini yaitu terbatasnya media pembelajaran yang menggunakan IT, jumlah LCD yang kurang memadai serta pemanfaatan telepon genggam android yang belum optimal oleh peserta didik. Rumusan masalah yaitu bagaimana mengembangkan, menguji kelayakan, kepraktisan dan keefektifan multimedia interaktif berbasis android. Penelitian ini bertujuan untuk mengembangkan, mengetahui kelayakan, kepraktisan dan keefektifan multimedia interaktif berbasis android dan Adapun keefektifan multimedia ini untuk mengetahui kepraktisan dalam penggunaan multimedia ini dalam pembelajaran di kelas. Jenis Penelitian ini penelitian dan pengembangan (R&D). Hasil penelitian menunjukkan Multimedia interaktif berbasis android pada mata pelajaran matematika materi bangun datar untuk peserta didik kelas IV SDN Karawang Kulon 1 Kab. Karawang telah berhasil dikembangkan dengan dengan menggunakan model pengembangan yang diadaptasi dari Borg and Gall. Pengembangan multimedia ini menggunakan 3 software yaitu PowerPoint, I spring dan website APK Builder. Kelayakan multimedia interaktif berbasis android didasarkanpada penilaian dari ahli media dan ahli materi. Dari ahli media didapatkan persentase sebesar 98,88% masuk dalam kategori sangat layak. Sedangkan dari ahli materi didapatkan persentase sebesar 95,55% dalam kategori sangat layak. Oleh karena itu multimedia berbasis android ini sangat layak digunakan oleh peserta didik. Kepraktisan multimedia interaktif berbasis android didapatkan penilaian sebesar 90,66 dalam kategori sangat praktis. Untuk keefektifan multimedia didapatkan jumlah skor N gain dari soal pretest dan post test sebesar 0,58 atau 58% masuk dalam kategori efektif digunakan dalam proses pembelajaran.The main problems in this study are the limited learning media that use IT, the inadequate number of LCDs and the use of Android mobile phones that are not optimal by students. The formulation of the problem is how to develop, test the feasibility, practicality and effectiveness of Android-based interactive multimedia. This study aims to develop, determine the feasibility, practicality and effectiveness of Android-based interactive multimedia. This type of research uses development research (R&D). The results showed that Android-based interactive multimedia in mathematics subject matter for flat shapes for fourth grade students at SDN Karawang Kulon 1 Kab. Karawang has been successfully developed using the development model adapted from Borg and Gall. This multimedia development uses 3 software, namely Powerpoint, Ispring and APK Builder Website. The feasibility of Android-based interactive multimedia is based on assessments from media experts and material experts. From media experts, it was found that a percentage of 98.88% was in the very decent category. Meanwhile, from material experts, a percentage of 95.55% was obtained in the very feasible category. Therefore, this Android-based multimedia is very suitable for use by students. The practicality of Android-based interactive multimedia is rated at 90.66 in the very practical category. For multimedia effectiveness, the total score of N gain from the pretest and posttest questions is 0.58 or 58%, which is included in the effective category used in the learning process.
Pedagogical Competence of Indonesian Language Lecturers at Universitas Buana Perjuangan Karawang Repelita, Tridays; Hidayat, Sholeh; Anriani, Nurul; Prihamdani, Depi; Nugraha, Yogi
PPSDP International Journal of Education Vol. 3 No. 2 (2024): PPSDP International Journal of Education (Special Issue)
Publisher : Perkumpulan Program Studi Doktor Pendidikan (PPSDP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59175/pijed.v3i2.360

Abstract

This study aims to analyse the pedagogical competence of Indonesian language lecturers at the Universitas Buana Perjuangan Karawang. The research method used in this study is qualitative descriptive, with techniques including observation, documentation, portfolio analysis, student feedback, and performance evaluation. The assessment focused on the mastery of teaching media and technology, the ability to prepare teaching materials, the development of teaching content, the ability to manage teaching materials, and the ability to assess student performance. Based on the analysis results, it can be concluded that the pedagogical competence of Indonesian language lecturers at the Universitas Buana Perjuangan Karawang is considered good.
PERAN PERMAINAN DALAM PEMBELAJARAN BAHASA INGGRIS: ANALISIS BIBLIOMETRIK TERHADAP TREN DAN DAMPAKNYA Damayanti, Mega; Prihamdani, Depi; Anggraeni, Sri Wulan
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 9 No. 2 (2026)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/vr983p22

Abstract

Perkembangan teknologi pendidikan mendorong penggunaan permainan sebagai pendekatan yang semakin banyak dikaji dalam pembelajaran bahasa Inggris. Penelitian ini bertujuan menganalisis tren publikasi dan perkembangan tema penelitian mengenai peran permainan dalam pembelajaran bahasa Inggris. Penelitian menggunakan pendekatan kuantitatif deskriptif dengan metode analisis bibliometrik. Data diperoleh dari basis data Scopus sebanyak 41 dokumen yang diterbitkan pada periode 2016 sampai 2026. Analisis deskriptif digunakan untuk mengidentifikasi tren publikasi tahunan, produktivitas penulis, dan kontribusi negara atau wilayah. Hubungan antarkata kunci dianalisis menggunakan VOSviewer melalui network visualization, overlay visualization, dan density visualization. Hasil penelitian menunjukkan bahwa jumlah publikasi mengalami peningkatan, terutama setelah tahun 2021, dan mencapai puncaknya pada tahun 2025. Amerika Serikat menjadi negara dengan jumlah publikasi tertinggi, diikuti oleh China, Indonesia, M alaysia, dan Saudi Arabia. Hasil pemetaan menunjukkan bahwa tema utama penelitian berpusat pada game-based learning, English language learning, gamifikasi, permainan digital, dan teknologi pendidikan. Tema augmented reality, virtual reality, dan human-computer interaction muncul sebagai arah penelitian yang lebih baru. Temuan ini menunjukkan bahwa permainan telah berkembang menjadi bagian dari desain pembelajaran bahasa Inggris yang terhubung dengan teknologi, motivasi, interaksi, dan pengalaman belajar. Dampak dalam penelitian ini dipahami sebagai perkembangan perhatian ilmiah dan perubahan arah tema, bukan pengaruh langsung terhadap hasil belajar peserta didik.