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Politeness Maxims Used in English Classroom Interaction of Fourth Semester at STKIP Taman Siswa Bima Ningsi, Fitri; Nurbaya, Nurbaya; Irawati, Ika; Nurhidayat, Nurhidayat
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 5 No. 7 (2022): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (565.306 KB) | DOI: 10.54371/jiip.v5i7.709

Abstract

The The aims of this research is to find out the used types of politeness maxims and the function of most dominant type of politeness maxims used in English classroom interaction during the learning process. The reason why the researcher did this research because the research wanted to provide more sources or references about the types of politeness maxims and the function of most dominant type of politeness maxim that was hopefully be useful for the institution where the researcher study, for other students, other researchers, or readers in general. This research used descriptive qualitative method. Descriptive qualitative method is intended to describe everything related to the type of politeness maxims in classroom interaction.  There were three videos which used as a source of data.  Those videos showed the activity of the learning process in the classroom interactions.  In collecting the data, the researcher would transcribe the videos into written data accurately and classify the data based on types of politeness maxim in order the data would be easily in identified and analyzed.  After all the data collected, the researcher analyzed the data and drawed the conclusion. The results of this research can be seen as follows: (1) There were 96 data  of politeness maxim appeared in 3 of videos, which consist of 68 data of tact maxim, 14 data of approbation maxim, 10 data of agreement maxim, 2 data of sympathy maxim, 1 data of generosity maxim and 1 data of modesty maxim. (2) Based on the research, tact maxim was the dominant type and the function that can be concluded for several function as declarative, interrogative, imperative and apology function that appeared during the learning process to espouse the spirit of students with the  factor of context of situation and participant.
Students’ Perception and Motivation toward English E-Learning during Covid-19 Pandemic of Eleventh Grade Students at SMAN 1 Monta Irawati, Ika; Ningsi, Fitri; Nurhidayat, Nurhidayat
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 5 No. 10 (2022): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (504.35 KB) | DOI: 10.54371/jiip.v5i10.958

Abstract

This research aimed at knowing the students' perception towards English E-Learning during Covid-19 pandemic at SMA N 1 Monta. This research generally answered two questions as follows: (1) What are students’ perceptions towards English E-Learning during Covid-19 pandemic? (2) How are students’ motivation towards English E-Learning during Covid-19 pandemic? The data was collected through a questionnaire and interviews. There were 31 students of MIPA-2 in eleventh graders at SMA N 1 Monta participated in this research. Since this research explored the students' perception and motivation which coming from the students' experiences during Covid-19 pandemic, descriptive research by using qualitative techniques was considered as an appropriate approach as a type of research. The result of this research was presented descriptively in order to reveal the students' perception and motivation comprehensively. The researcher found E- learning gets positive perception because it is flexible and effective. Meanwhile, its flexibility makes some students motivated but some are being lazy in doing it and choose to procrastinate the assignments.
An Analysis of Implicature in SMP Negeri 4 Soromandi Irawati, Ika; Sulastri, Sulastri; Meirawan, Deddy
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 5 No. 12 (2022): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (499.927 KB) | DOI: 10.54371/jiip.v5i12.1305

Abstract

The purpose of this study is to determine the types of implicatures and the function of implicatures used by teachers when interacting with students in the classroom during the learning process. The reason for this research is because it wants to provide sources of information or references regarding the types of implicatures and the functions of implicatures that are expected to be useful for the institution where the researcher conducts the study, for teachers, for other students, other researchers or readers. This study used descriptive qualitative method. There are two videos that are used as a source of research data. The videos show the activities of the learning process in the classroom and the interactions between teachers and students. Collecting research data, the researcher transcribes the videos accurately in written form, and then classifies the transcription data based on the types of implicatures and implicature functions so that the data can be easily identified and analyzed. After all the data has been collected, the researcher analyzes the data and draws conclusions. The results of this study indicate that: (1) There are 13 types of implicatures and there are 96 implicature functions used by teachers in the videos used as research data. Implicature types are divided into 2 conventional types and 11 unconventional types. Meanwhile, the implicature functions are divided into 36 assertive functions, 29 directive functions, 28 expressive functions, and 3 commissive functions.
Pengembangan Media Permainan Act-Poly Untuk Meningkatkan Pengucapan (Pronounciation) Pada Kemampuan Berbicara (Speaking) Siswa Kelas X SMA Muhammadiyah Kota Bima Irawati, Ika; Nurnaningsih
JURNAL PENDIDIKAN BAHASA Vol 9 No 1 (2019): JURNAL PENDIDIKAN BAHASA
Publisher : STKIP Taman Siswa Bima

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Abstract

Penelitian ini bertujuan untuk mengembangkan permainan Act-Poly untuk meningkatkan pengucapan (Pronunciation) pada kemampuan berbicara (Speaking) siswa kelas X SMA Muhammadiyah Kota Bima. Penelitian pengembangan atau Research and Development (R&D) ini diadaptasi dari model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Teknik pengumpulan data menggunakan instrument tes dan kuesioner. Tes berupa soal dalam kartu permainan Act-Poly untuk menilai pronunciation siswa.Tanggapan siswa diukur dengan membagikan kuesioner, sedangkan lembar validator diberikan kepada ahli media dan ahli materi. Hasil penilaian dari 3 orang ahli materi menunjukkan nilai total produk awal adalah 158, sedangkan untuk produk akhir adalah 219 dari total maksimal 240. Hasil penilaian dari 1 orang ahli media menunjukkan nilai total produk awal adalah 40, sedangkan untuk produk akhir adalah 59 dari total maksimal 64, jadi bisa disimpulkan jika materi dan permainan Act-Poly layak untuk diimplementasikan. Hasil analisis angket siswa juga menunjukkan total porsentasi rata-rata adalah 93.5%, dan berada pada level sangat tinggi. Berdasarkan hasil rata-rata peningkatan pronunciation siswa adalah pada pre-test, porsentase rata-rata hasil jawaban siswa adalah 45.34% pada kategori “Cukup” dan tingkatan kesulitan soal dirasa “Cukup sulit” oleh siswa, sedangkan pada posttest, porsentase rata-rata jawaban siswa adalah 71.92% pada kategori “Baik” dan tingkatan kesulitan soal dirasa “Mudah” oleh siswa.
Efektifitas Penggunaan Aplikasi Eclipse Crossword (Teka Teki Silang) Pada Peningkatan Hasil Belajar Siswa Kelas VI SD Negeri 56 Tolobali Kota Bima Irawati, Ika; Haryati, Ica; Meirawan, Deddy
JURNAL PENDIDIKAN BAHASA Vol 10 No 2 (2020): JURNAL PENDIDIKAN BAHASA
Publisher : STKIP Taman Siswa Bima

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Abstract

Penelitian ini bertujuan untuk mengetahui: peningkatan hasil belajar siswa kelas VI SD Negeri 56 Kota Bima yang diajar menggunakan media teka teki silang Eclipse crossword dan yang diajar menggunakan media konvensional, dan keefektifan penggunaan media teka teki silang Eclipse crossword. Penelitian ini merupakan quasi experimental, jenisnya nonequivalent control group. Populasi Penelitian ini adalah seluruh siswa kelas VI SD Negeri kecamatan Rasana’E Barat yang berjumlah 11 sekolah dengan jumlah siswa 600 orang. Berdasarkan teknik purposive sampling, dipilihlah SD Negeri 56 Kota Bima sebagai tempat penelitian dan kelas VIA sebagai kelas eksperimen dan kelas VIB sebagai kelas kontrol, sehingga jumlah keseluruhan sampel sebanyak 60 siswa. Hasil penelitian menunjukkan bahwa t hitung sebesar 8,486 lebih besar dari t-tabel sebesar 2,021 dengan taraf signifikansi 0,05 dan db=58. Hal ini menunjukkan nilai thitung (th) lebih besar daripada nilai ttabel (tt) yang berarti ada perbedaan peningkatan hasil belajar antara kelas eksperimen dan kelas kontrol. Nilai rata-rata akhir peserta didik kelas eksperimen sebesar 74,17 lebih besar daripada nilai peserta didik kelas kontrol yaitu 54,17. Hal ini berarti bahwa penggunaan aplikasi teka teki silang Eclipse Crossword lebih efektif daripada media konvensional. Bobot keefektifan sebesar 53,73%. Implikasi dari penelitian ini adalah aplikasi teka teki silang Eclipse Crossword dapat digunakan.
Peningkatan Literasi Teknologi Guru melalui Pelatihan E-Evaluation Berbasis HOTS di SMAS Muhammadiyah Kota Bima: Dampak pada Efektivitas Evaluasi Pembelajaran irawati, Ika; Annisah, Annisah; Ilyas, Ilyas; Meirawan, Deddy
Jurnal Gema Ngabdi Vol. 6 No. 3 (2024): JURNAL GEMA NGABDI
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jgn.v6i3.495

Abstract

The implementation of E-evaluation based on Higher Order Thinking Skills (HOTS) in private high schools remains limited. Observations from the Community Service Team revealed several issues, including the minimal use of E-evaluation in Muhammadiyah High Schools. Interviews with the principal and several teachers indicated that evaluations are still predominantly paper-based. In 4.0 era, it is essential for both teachers and students to adapt the technological advancements, especially in the evaluation process. E-evaluation serves as an effective tool for assessment at the high school level. The goals of this initiative are to: 1) enhance the technological skills of teachers at partner private schools, 2) improve teachers' understanding of E-evaluation, 3) develop HOTS-based E-evaluation products, and 4) increase teachers’ knowledge about crafting questions that promote Higher Order Thinking Skills. The methods used include presentations, demonstrations, and hands-on practice. The proposed steps for working with teachers are: 1) FDG, 2) training and mentoring, 3) monitoring, and 4) evaluation. The outcomes of this activity include: (1) 90% teacher participation, (2) 80% teachers grasping how to formulate HOTS-based questions, (3) 90% understanding the use of E-evaluation, (4) 90% of students gaining familiarity with courses in Human and Computer Interaction, Teaching Strategies, and Learning Evaluation, (5) the creation of an E-evaluation module/guidebook, (6) certificates for teachers who develop E-evaluation questions, (7) visual materials such as posters, (8) published articles in the Abdi Insani journal, (9) media coverage of activities in online platforms, and (10) activity videos uploaded to the STKIP Taman Siswa YouTube channel. So, the practical significance for teachers is improving the quality of education using E-evaluation Technology in Private schools
Implementation of Wordwall-Based Interactive Games on Early Reading Skills: A Case Study at SDN Talabiu Bima Fibriana, Fira; Irawati, Ika; Haryadi, Didit
Journal of Educational Sciences Vol. 9 No. 4 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.4.p.2049-2059

Abstract

The objectives of this study are: (1) To evaluate the extent of the effectiveness of Wordwall games on improving students' beginning reading skills (2) to examine the effect of using Wordwall-based interactive games on students' beginning reading skills. This study used a quantitative approach with a quasi-experimental method and a one group pretest-posttest design. this research was conducted in class II of SDN Talabiu. Data collection techniques used in this study include questionnaires that have proven their validity and reliability through the use of data analysis methods such as normality tests, descriptive tests and Paired Sample T-Test tests conducted using the SPSS 25 program. The results showed that there was an increase in scores from 53.32 in the pretest to 79.52 in the posttest significance level of  0.000 which indicates that the use of wordwall games has a significant effect on improving students' beginning reading skills. Thus, this study proves that the use of Wordwall interactive game media is effective and has a significant effect on students' beginning reading skills.
Implementation of Ibis Pain X Application in Fashion Design Learning Based on Students' Learning Interests Raudatul Jannah; Fitriati, Ita; Irawati, Ika; Fitrianingsih, Nur; Nurhairunnisah
INOVTEK Polbeng - Seri Informatika Vol. 10 No. 2 (2025): Juli
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/661f3e36

Abstract

This study aims to examine the use of the Ibis Paint X application in fashion design learning to enhance the interest and learning outcomes of Grade X Fashion Design students at Vocational High School 1 Monta. This research is the first study to directly implement Ibis Paint X in the context of fashion design education at a vocational school. The study is motivated by the low student interest in manually drawing designs and the limited availability of digital learning media. The research employed an experimental method with a One-Group Pretest -Posttest design, involving 9 purposively selected students. Data were collected through observation, pretest, posttest, and a Likert scale questionnaire. The paired sample t-test results showed a significant improvement (p = 0.000 < 0.05), with the average pretest score of 51.1 and posttest score of 91.1. A Cohen’s d value of 4.00 indicates a very large effect. The average score of the learning interest questionnaire was 4.45, indicating a high category. These findings demonstrate that Ibis Paint X is effective in increasing student engagement, motivation, and learning outcomes. The results encourage vocational school teachers to integrate Ibis Paint X into the fashion design software syllabus as an innovative and contextual digital learning medium.
The Influence of the CoComelon Songs in Vocabulary Mastery at 4th Grade Students of SDN Runggu Nurmahdania, Nurmahdania; Annisah, Annisah; Irawati, Ika
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 5 No. 3 (2025): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2025 (3)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v5i3.1785

Abstract

The presence of the CoComelon channel has brought several positive impacts, especially through its English songs that help increase children's interest in learning the English language. This study was conducted to measure the effectiveness of CoComelon songs in English language learning, particularly in vocabulary mastery among fourth-grade students at SDN Runggu, Indonesia. In this research, the researcher applied a pre-experimental method using a quantitative approach. The subjects of the study were fourth-grade elementary school students aged between 10 and 11 years old. The students listened to and learned English vocabulary through selected CoComelon songs as part of the learning material. The main focus of this study is how CoComelon songs affect the English language skills of elementary school students at SDN Runggu, particularly in vocabulary usage. Data were collected through four stages: pre-test, treatment,  post-test, and data analysis. The design used in this study was a one-group post-test design. The results of this study indicate that the use of CoComelon songs in the learning process is effective in improving vocabulary mastery among fourth-grade students at SDN Runggu.
Penerapan Google Sites untuk Meningkatkan Keterampilan Penggunaan  Perangkat Lunak Dasar Siswa SMP Ainun, Ainun; Nurfitrianingsih, Nurfitrianingsih; Irawati, Ika
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 5 No. 4 (2025): EduTIK : Agustus 2025
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/mv6zfa63

Abstract

Perkembangan teknologi informasi dan komunikasi menuntut siswa untuk menguasai keterampilan perangkat lunak dasar sebagai bekal menghadapi era digital. Penelitian ini bertujuan untuk menilai efektivitas Google Sites sebagai media pembelajaran berbasis web dalam meningkatkan keterampilan penggunaan perangkat lunak dasar di kalangan siswa kelas VIII SMP Negeri 8 Donggo. Metode yang digunakan dalam penelitian ini adalah kuantitatif  pre-eksperimen dengan desain one-group pretest-posttest. Sampel penelitian terdiri dari 21 siswa yang dipilih menggunakan teknik total sampling. Instrumen penelitian berupa tes keterampilan penggunaan perangkat lunak dasar, angket respons siswa, dan lembar observasi. Data dianalisis menggunakan uji paired sample t-test dengan bantuan Microsoft Excel dan SPSS. Hasil analisis menunjukkan bahwa rata-rata skor meningkat dari 46,67 pada pretest menjadi 68,81 pada posttest, dengan rata-rata kenaikan sebesar 22,14 poin. Uji paired sample t-test menghasilkan nilai t-hitung sebesar 14,84 dan p-value sebesar 0,000 (p < 0,05), yang menunjukkan bahwa peningkatan tersebut signifikan secara statistik. Temuan ini menunjukkan bahwa penggunaan Google Sites sebagai media pembelajaran berbasis web efektif dalam meningkatkan keterampilan siswa dalam penggunaan perangkat lunak dasar seperti Microsoft Word, Excel, dan Power Point.