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Google Site-Based Interactive Electronic Module as Basic Writing Media Jusriati, Jusriati; Kurniadi, Wisnu; Azizah, Andi; Nawawi, Nurhidayah
Ethical Lingua: Journal of Language Teaching and Literature Vol. 10 No. 2 (2023): Volume 10 No 2 2023
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/25409190.633

Abstract

This research aims to develop electronic module-based Google Site for learning basic writing in the English Language Education study program at Muhammadiyah University of Palopo. The results of the e-module that has been developed are then analyzed for its feasibility level through a validation process. This research uses Research & Development with the ADDIE development model which focuses on four stages, namely define, design, develop and disseminate. The results of this research reveal that the module that has been developed can be categorized as very feasible after carrying out a validation process by the validators in terms of media and material. Furthermore, after all aspects of both media and material in this research were declared very feasible, it can be concluded that the product can be tested on a small scale with students. In this small-scale test students are asked to access the e-module application and are then asked to use it. After that students are then asked to provide responses related to the use of the e-module. The questionnaire focuses on linguistic aspects, presentation of material, usefulness and graphics. There were 20 students involved in this small-scale testing and the results were 81%, so it can be concluded that these students claimed that the e-module that had been developed was very good.
Rancang Bangun Aplikasi Virtual Tour Wisata Bukit Kambo Highland Berbasis Web Kurniadi, Wisnu; Jusriati, Jusriati; H, Fahrul; Mukassaf, Mukassaf
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 2 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

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Abstract

This research aims to design and develop a web-based virtual tour application that will provide users with an interactive experience in exploring the Bukit Kambo Highland tourist destination. This application is the focus of research because of its great potential in promoting and simplifying the experience of tourists who are interested in the charm of Bukit Kambo Highland. In the development process, the Multimedia Development Live Cycle (MDLC) approach was used which includes six important stages: Concept, Design, Material Collection, Manufacturing, Testing, and Distribution. The design stage is an important moment in the development of this application, where the Unified Modeling Language (UML) is used to clearly describe the structure and flow of interaction between the user and the system. This application is equipped with various features, such as interactive map navigation, playback of explanatory videos about interesting locations, and a user-friendly interface. Application testing was carried out using the Black Box Testing method, which produced very positive results in terms of functionality, performance, compatibility and interface. With satisfactory test results, this application is expected to be an effective promotional tool for Bukit Kambo Highland, providing users with an immersive virtual tour experience, and overcoming physical limitations in exploring tourist destinations. It is also hoped that this application will make a positive contribution to tourism promotion and the development of web-based technology, enriching the tourist experience and supporting the growth of the tourism industry.
Rancang Bangun Aplikasi Virtual Tour Wisata Bukit Kambo Highland Berbasis Web Kurniadi, Wisnu; Jusriati, Jusriati; H, Fahrul; Mukassaf, Mukassaf
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 2 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to design and develop a web-based virtual tour application that will provide users with an interactive experience in exploring the Bukit Kambo Highland tourist destination. This application is the focus of research because of its great potential in promoting and simplifying the experience of tourists who are interested in the charm of Bukit Kambo Highland. In the development process, the Multimedia Development Live Cycle (MDLC) approach was used which includes six important stages: Concept, Design, Material Collection, Manufacturing, Testing, and Distribution. The design stage is an important moment in the development of this application, where the Unified Modeling Language (UML) is used to clearly describe the structure and flow of interaction between the user and the system. This application is equipped with various features, such as interactive map navigation, playback of explanatory videos about interesting locations, and a user-friendly interface. Application testing was carried out using the Black Box Testing method, which produced very positive results in terms of functionality, performance, compatibility and interface. With satisfactory test results, this application is expected to be an effective promotional tool for Bukit Kambo Highland, providing users with an immersive virtual tour experience, and overcoming physical limitations in exploring tourist destinations. It is also hoped that this application will make a positive contribution to tourism promotion and the development of web-based technology, enriching the tourist experience and supporting the growth of the tourism industry.
Application of the 'English Grammar' Application in improving student Grammar Nesa, Nesa; Sari, Puspa; Jusriati, Jusriati
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 11 No. 2 (2023): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v11i2.3717

Abstract

In this research, researchers make grammar and applications as the focus of research to improve students' abilities in learning grammar. This study used an experimental method with a quasi-experimental design. Participants in this study were divided into two groups, namely the control group and the experimental group. Based on the data processing, it can be concluded that improving the grammar skills of this English grammar application has a positive impact on improving students' English grammar skills.
Building up Students’ Reading Comprehension Through Strategy Using Authentic Materials at Senior High School Jihad, Nurul; Nasriandi, Nasriandi; Jusriati, Jusriati
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 11 No. 2 (2023): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v11i2.3721

Abstract

Building up Students’ Reading Comprehension through Peer Review Strategy using Aunthentic Materials at SMP Negeri 10 Palopo. The objective of this research was to find out the effectiveness of Peer Review Strategy using Aunthentic Materials in teaching reading comprehension at SMP Negeri 10 Palopo. The researcher applied pre-experimental design. The population of this research was the eighth grade students of SMP Negeri 10 Palopo. The total number of population was 247 students. In determining the sample, the researcher used cluster random sampling technique and the researcher took 24 students as sample. The instrument of this research were reading test. The result of the research shows that the use of Peer Review strategy using Authentic materials is effective in teching reading comprehension. It is proven that the mean score of the pre-test is 53.08 and the mean score of the post-test is 70.96. The standard deviation of pre-test is 16.795 and the standard deviation of post-test is 15.730. While t-test = 0,000, (α) = 0.05. It means that t-test is smaller than (α), so there is a significant different between pre-test and post-test of students reading comprehension before and after the researcher gave the treatment. It is showed that the null hypothesis (Ho) is rejected, while the alternative hypothesis (H1) is accepted. Therefore, it can be conculded that Peer Review Starategy in Authentic Materials is effective in teaching reading comprehension. 
The Use of Hallo Application as Supporting Teaching Media in Enhancing Students` Speaking Skill Huda, Muhammad Saiful; Jusriati, Jusriati; Aliah, Husnani
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 11 No. 2 (2023): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v11i2.3810

Abstract

This research was aimed in increasing students` speaking skill by using Hallo Application based on android smartphone which the students able to use it everywhere. The research used pre-experimental design which used one group pre-test and post-test. The research was planned by using of hallo application as instrument and learning support. In implementation, the researcher made planning, treatment, evaluating and reflecting in every meeting.  The result of this research from paired sample test showed the result of the analytical comparisons using t-test. The output shows the average before and after the test (-20,900), standard deviation (4,773), mean standard error (0,871). The bottom difference (-22.682), while the top difference (-19,117). The result of the t test = (-23,983) with a df of 29 and a significance of 0,000. Mean score were higher after teaching using Hallo Application. This means that Ha is accepted and Ho is rejected. In conclusion, the use of Hallo Application is an effective strategy that will use to teach class XI of Senior High School Students.
The Implementation of Word Find Game to Improve Students’ English Vocabulary Ratna, Ratna; Nasriandi, Nasriandi; Jusriati, Jusriati
Edumaspul: Jurnal Pendidikan Vol 7 No 2 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v7i2.5907

Abstract

This research is Quasi Experimental Research. The objective of this research is to investigate the process of improving students’ English vocabulary by using word find game. The respondents in this research are the eleventh grade students of MAN Bantaeng, consist of 30 students which divided into two group of class where 15 students from MIA 2 as experiment class and 15 students from MIA 1 as a control class. In collecting data, this research used pre-test and post-test. Data calculation using SPSS v.20. The independent variable of this research is word find game and the dependent variable of this research is students’ english vocabulary. This research used random sampling technique. The results of the research showed that score test on pre-test in experiment class was 74.33 and score test pre-test in control class was 65.00. The score post-test in experiment class was 92.67 and score post-test in control class was 76.73. The results of the research showed that the implementation of word find game can increase students' English vocabulary.