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Enhancing Short Story Writing through Experiential Learning Integrated with Wordwall Budaya: Unveiling the Role of Learning Motivation Azmi, Muhammad Fauzi; Winarni, Retno; Yulisetiani, Septi
International Journal of Elementary Education Vol 9 No 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i2.94393

Abstract

The low proficiency in short story writing among elementary school students, coupled with limited learning motivation in literacy-based instruction, remains a critical issue in educational practice. The absence of instructional models that effectively integrate cognitive and affective aspects contributes to this condition. This study aims to analyze the effectiveness of the Experiential Learning model integrated with Cultural Wordwall in enhancing students’ short story writing skills and fostering their learning motivation. A quantitative approach with a quasi-experimental method and a nonequivalent control group design was employed. The study involved 27 fifth-grade students selected through cluster random sampling. Data were collected using a short story writing test and a learning motivation questionnaire. The data were analyzed using descriptive statistics and independent t-tests to examine differences between the experimental and control groups. The findings indicate that the implementation of Experiential Learning integrated with Cultural Wordwall significantly improves students’ narrative writing abilities while simultaneously enhancing their learning motivation. These results suggest that the instructional model can serve as an effective alternative strategy for developing both cognitive and affective competencies in elementary literacy education.
Enhancing Students' Reading Comprehension of Intrinsic Story Elements through the Implementation of the Reading Thinking Activity (DRTA) Model Assisted by Flash Cards Setyawati, Indah; Winarni, Retno; Yulisetiani, Septi
International Journal of Elementary Education Vol 9 No 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i2.94406

Abstract

Understanding the intrinsic elements of a story remains a challenge because conventional methods do not train students' critical thinking skills while reading. This study aims to analyze the effectiveness of the Directed Reading Thinking Activity (DRTA) model assisted by flash cards in enhancing students’ understanding of intrinsic story elements. The research employed a quasi-experimental method with a posttest-only control group design. The participants consisted of 64 students, divided into an experimental group of 32 students and a control group of 32 students, selected through cluster random sampling. Data were collected using a multiple-choice test measuring comprehension of story elements, including theme, characters, characterization, plot, setting, point of view, moral message, and language style. Data analysis involved descriptive statistics and an independent t-test. The findings revealed that the experimental group taught using the DRTA model with flash cards achieved higher post-test scores in the good category, while the control group taught through conventional methods remained in the fair category. The independent t-test confirmed a significant difference between the two groups. These results indicate that the DRTA model assisted by flash cards is effective in improving students’ reading comprehension of intrinsic story elements. The implication suggests that this model should be integrated into reading instruction to promote interactive, meaningful learning experiences and foster students’ critical thinking skills.
Inovasi Pembelajaran Bahasa Indonesia Berbasis Digital dalam Implementasi Kurikulum Merdeka di SMP Tiga Bahasa Bina Widya Surakarta: Inovasi Pembelajaran Bahasa Indonesia Berbasis Digital Hanifah, Dwiana Nur Rizki; Saputri, Nanda Dewi; Yulisetiani, Septi; Suwandi, Sarwiji
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 10 No. 2 (2024)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/onoma.v10i2.3457

Abstract

Teknologi berkembang pesat dan membawa dampak pada bidang pendidikan. Pendidik perlu meningkatkan kompetensi dan penguasaan teknologi untuk merancang pembelajaran yang efektif. Pembelajaran berbasis digital diperlukan untuk menyesuaikan perkembangan zaman dan menyiapkan siswa yang bijaksana terhadap perkembangan teknologi. Pembelajaran berbasis digital juga diperlukan untuk memberikan pemahaman kepada siswa bahwa perkembangan teknologi dapat dimanfaatkan untuk media belajar. Pembelajaran bahasa Indonesia berbasis digital sangat diperlukan karena penguasaan bahasa Indonesia akan berpengaruh terhadap keterampilan berbahasa dan komunikasi siswa. Penelitian ini bertujuan untuk mengetahui bentuk inovasi pembelajaran Bahasa Indonesia berbasis digital di SMP Tiga Bahasa Bina Widya Surakarta. Penelitian ini bertujuan untuk mengetahui bentuk inovasi pembelajaran Bahasa Indonesia berbasis digital di SMP Tiga Bahasa Bina Widya Surakarta. Penelitian ini merupakan jenis penelitian kualitatif studi kasus. Sumber data dalam penelitian ini, yaitu guru, siswa, dan kepala sekolah. Dokumen yang digunakan sebagai sumber data dalam penelitian ini, yaitu berupa hasil belajar siswa, dokumentasi kegiatan sekolah, bahan ajar, dan visi misi sekolah. Uji validitas dalam penelitian ini menggunakan triangulasi metode dengan melakukan wawancara bersama guru, kepala sekolah, dan siswa. Hasil penelitian ini menunjukkan bahwa inovasi pembelajaran Bahasa Indonesia berbasis digital di SMP Tiga Bahasa Bina Widya Surakarta dapat dilihat dari penggunaan bahan ajar, media pembelajaran, perangkat evaluasi pembelajaran, dan proses pembelajaran. Bahan ajar disajikan dalam bentuk digital yang dapat diakses melalui website. Materi pembelajaran juga disediakan dalam bentuk buku elektronik. Media pembelajaran yang digunakan, yaitu media audiovisual yang memuat gambar, foto, video diakses melalui smart TV, ditayangkan dengan proyektor, atau diakses melalui handphone. Proses pembelajaran Bahasa Indonesia berbasis digital di SMP Tiga Bahasa Bina Widya sepenuhnya memanfaatkan perangkat elektronik yang dapat mengembangkan literasi digital peserta didik. Perangkat evaluasi pembelajaran dilaku menggunakan media interaktif Quizizz yang dikemas secara menarik.
Model Pembelajaran Case Method Berbasis Kontekstual Lingkungan untuk Meningkatkan Kemampuan Membaca Permulaan Nafisah, Ainun; Yulisetiani, Septi
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 7 No. 6 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v7i6.4741

Abstract

Kemampuan membaca permulaan sangat penting dimiliki oleh peserta didik sekolah dasar untuk memahami dan menguasai materi pembelajaran di tahap selanjutnya, serta meyuarakan teks tulisan dengan aksen yang tepat. Namun, kemampuan tersebut masih rendah. Tujuan dari penelitian ini adalah untuk menjelaskan kesulitan yang dihadapi guru saat mengajar membaca permulaan anak-anak di sekolah dasar. Penelitian ini penting dilakukan karena untuk mengetahui masalah membaca permulaan dan kebutuhan model pembelajaran case method berbasis kontekstual lingkungan yang digunakan untuk mengoptimalkan kecakapan membaca permulaan Metode kualitatif fenomologi merupakan pendekatan penelitian yang digunakan. Partisipan penelitian ini adalah guru kelas I dan II sekolah dasar. Teknik pengambilan data yang dilakukan menggunakan wawancara. Model analisis model jalinan atau mengalir merupakan teknik analisis yang digunakan. Hasil penelitian ini adalah kesulitan peserta didik dalam membaca permulaan berupa kesulitan dalam mengidentifikasi huruf, mengeja, dan melafalkan fonem. Penelitian ini dapat berkontribusi dalam peningkatan kemampuan membaca permulaan, pengembangan kemampuan literasi, dan kemampuan abad 21.
PELATIHAN MEMBATIK BAGI GENERASI MUDA DIASPORA JAWA DI MALAYSIA: STRATEGI PEMEKARAN BUDAYA DAN PENGUATAN IDENTITAS KULTURAL: Pelatihan Membatik bagi Generasi Muda Diaspora Jawa di Malaysia Widodo, Sahid Teguh; Yulisetiani, Septi; Sulistyati, Apika Nurani
JURNAL PENGABDIAN KEPADA MASYARAKAT Vol. 31 No. 4 (2025): Oktober-Desember
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jpkm.v31i4.68252

Abstract

Batik merupakan warisan budaya takbenda Indonesia yang memiliki nilai estetika, historis, dan filosofis yang mendalam. Namun, arus globalisasi telah menghadirkan tantangan besar terhadap pelestariannya, terutama di kalangan diaspora Jawa yang hidup jauh dari akar budayanya. Studi ini melaporkan sebuah program partisipatif berbasis komunitas yang bertujuan memberdayakan generasi muda diaspora Jawa di Keraton Mbah Anang, Muar–Johor Bahru, Malaysia, melalui lokakarya pembuatan batik. Program ini melibatkan peserta berusia 10–20 tahun yang mengikuti serangkaian kegiatan, termasuk orientasi budaya dan pelatihan langsung teknik batik tulis tradisional. Hasil menunjukkan peningkatan signifikan dalam keterampilan teknis serta tumbuhnya kesadaran budaya di kalangan peserta. Selain itu, program ini memperkuat ikatan sosial dalam komunitas diaspora. Temuan ini menunjukkan bahwa pelatihan batik tidak hanya menjadi media pelestarian warisan budaya, tetapi juga pendekatan adaptif dan pemberdayaan bagi komunitas diaspora dalam menghadapi tantangan generasi dan konteks sosial. Keberhasilan inisiatif ini menegaskan pentingnya program pendidikan budaya yang berkelanjutan dan responsif untuk menjamin keberlangsungan tradisi Jawa di luar negeri.
Integrasi Tradisi Nyadran dalam Materi Teks Deskripsi: Pengembangan Media Pembelajaran Board Game untuk Siswa SMP Chaesar, Ari Suryawati Secio; Andayani, Andayani; Yulisetiani, Septi
SAWERIGADING Vol 31, No 2 (2025): Sawerigading, Edisi Desember 2025
Publisher : Balai Bahasa Sulawesi Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26499/sawer.v31i2.1641

Abstract

The descriptive text is one of the important learning materials in Indonesian language lessons for seventh-grade junior high school students. However, there are still several problems that occur in the learning process of descriptive texts. Based on the analysis of these learning problems, it was found that no innovative learning media have been optimally utilized. In addition, the learning of descriptive texts still relies heavily on textbooks, making it less contextual. Therefore, developing a board game as a learning medium for descriptive texts that integrates local wisdom is important. The method used is research and development (RD) with the ADDIE model. The product was validated by experts, including material experts, learning media experts, and practitioners. Furthermore, at the evaluation stage, user response tests involving teachers and students were conducted to assess the board game medium. Based on the product validation and response tests, the board game learning medium was declared feasible for use. AbstrakThe descriptive text is one of the important learning materials in Indonesian language lessons for seventh-grade junior high school students. However, there are still several problems that occur in the learning process of descriptive texts. Based on the analysis of these learning problems, it was found that no innovative learning media have been optimally utilized. In addition, the learning of descriptive texts still relies heavily on textbooks, making it less contextual. Therefore, developing a board game as a learning medium for descriptive texts that integrates local wisdom is important. The method used is research and development (RD) with the ADDIE model. The product was validated by experts, including material experts, learning media experts, and practitioners. Furthermore, at the evaluation stage, user response tests involving teachers and students were conducted to assess the board game medium. Based on the product validation and response tests, the board game learning medium was declared feasible for use.
TerasDigital: Community-based digital education innovation as a strategy to improve generation z’s competence to reduce unemployment in the digital economy era Amelia, Intan Eka; Rinayanti, Latifah Mufid; Yulisetiani, Septi
Journal of Entrepreneurial Economics Vol. 3 No. 1: February (2026)
Publisher : Institute for Advanced Science, Social, and Sustainable Future

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61511/jane.v3i1.2026.2486

Abstract

Background: The rapid development of the digital economy has created new challenges, including the rising unemployment rate among Generation Z due to a lack of competencies aligned with industry needs. The gap between young graduates’ skills and the demands of the job market has become a key factor contributing to this issue. This study aims to provide a solution through TerasDigital, a community-based platform promoting digital education. Previous studies highlight that community learning and digital literacy play essential roles in enhancing employability among young generations. Methods: This study employs a literature review and digital labor trend analysis to identify the competency gap among Generation Z. Secondary data from national and global employment reports were analyzed to design programs aligned with the needs of the digital industry, focusing on critical thinking, public speaking, collaboration, creativity, project management, and technological proficiency. Findings: Analysis shows that addressing the competency gap among Generation Z requires an integrated ecosystem that goes beyond technical training by incorporating adaptive soft skills, professional guidance, and project-based collaboration. TerasDigital functions conceptually as a strategic bridge to narrow this gap, transforming non-formal education into a center for skills development and professional networking that is aligned with the needs of the digital industry. This model emphasizes that reducing digital unemployment depends on creating an accessible, community-driven environment that facilitates peer interaction and real-world project experience. Conclusion: TerasDigital is expected to serve as an effective and sustainable strategy to address competency disparities, enhance Generation Z’s competitiveness, and reduce unemployment amid the massive digital transformation. Novelty/Originality of this article: This study introduces TerasDigital as an innovative community-based digital education model that combines digital literacy, professional mentoring, and project-based learning to directly align Generation Z’s skills with the evolving needs of the digital economy.