Rizky Nur Hidayah
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Efektivitas Media Game Geometry Maze Untuk Meningkatkan Kemampuan Pemecahan Masalah Pada Siswa Sekolah Dasar Rizky Nur Hidayah; Wahyudi
Jurnal Sekolah Dasar Vol 5 No 1 (2020): Jurnal Sekolah Dasar
Publisher : LPPM Universitas Buana Perjungan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36805/jurnalsekolahdasar.v1i1.893

Abstract

The purpose of this research is to know about the effectiveness of geometry maze games media on problem skills in elemantary school students. This research is a pre-experimental using in group, pretest and posttest desaign. Data collection method is interview, questionnaire, and test. The effectiveness of media from maze games seen from the results of the pretest and posttest problem solving ability by means of a test Paired SamplesT-Test with helped by SPSS 25.0 for windows. The results is significant value (2-tailed) equals 0,000 pretest and posttest. From Paired Samples T-Test game geometry maze media towards probleam solving skilss
STUDENT PERCEPTION ON THE USE OF DIGITAL COMIC IN LEARNING VOCABULARY: A CASE STUDY AT ONE TEACHER TRAINING INSTITUTIONS Rizky Nur Hidayah; Nunung Fajaryani; Nely Arif
JELT (Jambi-English Language Teaching) Vol. 8 No. 1 (2024): Vol. 8 No. 1 (2024)
Publisher : Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jelt.v8i1.30223

Abstract

The purposes of this qualitative research are to explore how EFL learners perceive the use of Digital Comics in learning Vocabulary and explain how Digital Comics are used for learning Vocabulary. In doing the research, the researcher used a case study approach for the design to provide a rich source of data on individuals’ experiences. Four participants participated in this research and they met the inclusive criteria for the research, including the Active students of Universitas Jambi in English education Study program who used Digital Comic beyond the Classroom, students who used Digital Comic in English version (not in Bahasa), and willing to voluntarily participate in the research. In collecting the data, the researcher employed semi-structured interviews. The researcher used the Qualitative Data analysis by Miles and Huberman (1984) to analyze the data from participants. Miles and Huberman (1984) identified three subsequent steps in data analysis: Data reduction, Data display, and Conclusion. The results indicated that four themes in how EFL learners perceive the use of Digital Comics in learning Vocabulary were identified, including, 1) Comic as Entertaining Media; 2) Flexibility of Digital Comic; 3) Affordable cost of Comic use, and 4) Positive Attitude towards Digital Comic Engagement. This Research also revealed that there were five identified strategies used by EFL students in learning vocabulary through Digital Comic, including, 1) Learning through Visuals; 2) Guessing the Word; 3) Integration with Language Apps; 4) Students acquire informal vocabulary; 5)Note taking; 6) Word practicing in daily activities.