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Penanganan Keterlambatan Berbicara Melalui Dongeng Fabel Menggunakan Media Boneka Jari Rosida, Sisi; Ritonga, Ristra Sandra; Losi, Rizky Vita
Jurnal Kiprah Vol. 11 No. 1 (2023): Jurnal Kiprah
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

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Abstract

Masalah terlambat berbicaraipada anak prasekolah saat ini menjadi momok utama setiap orang tua. Setiap tahunnya, kasus keterlambatan bicara dipastikan mengalami peningkatan. Anakiyangimengalamii lambat bicara akan menghadapi beberapa hambatan pada iproses ibelajarnya pada sekolah, idiantaranya  kesulitan  belajar, membaca, imenulis, serta rangkaian problematika kecerdasan. Adapun upaya yang dilakukan buat mengatasi konflik tersebut melalui dongeng fabel memakai boneka jari. Penelitian ini bertujuan mengetahui proses penggunaan dongeng fabel memakai boneka jari dalam menangani keterlambatan bicara di anak. iPenelitian inii memakai metode penelitian lapangan yangi sifatnya naratif kualitatif. Hasil penelitian mendeskripsikan upaya yang dimplementasikan pendidik mengatasi keterlambatan bicara anakiyaitu memakai metode fabel melalui boneka jari. Pemberian ransangan dengan “bermain peran” memakai boneka jari sebagai media yang menumbuhkan rasa percaya diri si anak, melahirkan interaksii secara ilangsung antara anak serta guru yang menganyam komunikasi serta stimulus pada anak. iPerlahan anak yang mengalami iketerlambatan bicara mulai membukai dirinya, mengucapkan kata-kata singkat meskipun ia masih terbata-bata.
SISTEM APLIKASI KEHADIRAN STAFF DESA BERBASIS WEB DENGAN MENGGUNAKAN PHP DAN MYSQL: STUDI DESA BESILAM KECAMATAN PADANG TUALANG Putra, Eka; Losi, Rizky Vita; Harahap, Sutan Putra Nauli
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 4 No. 2 (2023): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v4i2.1472

Abstract

This research aims to design a website-based staff attendance application system using PHP and MySQL. This research was conducted at the Besilam Village Office, Padang Tualang District. This research uses qualitative methods with observational data collection techniques and literature studies. The process of storing attendance data for Besilam village staff still uses manual methods. Data storage like this can lead to insecure data. Therefore, researchers will create a computerized village staff attendance application system that is quite adequate web-based where php as the programming language and mysql xampp as the database. From the problems that have been obtained so that researchers can get a solution to their handling by implementing a web-based application for the presence of Besilam village staff. It can be concluded that the application made by researchers can help the village process staff attendance data quickly and safely
Literacy Using Food Truck Media in Writing Procedure Texts (Teaching Assistance Program in Educational Units) Rosida, Sisi; Losi, Rizky Vita; Fitriani, Eka Surya
INTERACTION: Jurnal Pendidikan Bahasa Vol. 10 No. 2 (2023): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

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Abstract

The teaching assistance program requires literacy learning activities carried out by students collaboratively with lecturers and teachers. The lack of students' ability to write procedural texts is due to a lack of familiarity with students' literacy activities that support their learning activities. This condition is seen from the students' lack of understanding in analyzing the general structure of the text, resulting in difficulties in creating procedural texts that are good and correct and can be utilized by readers. To overcome this problem, socialization was held which aimed to maximize writing procedural texts using Food Truck literacy media. This Community Service is located at Putra Anda Binjai Vocational School, where the Education Unit Teaching Assistance program is implemented. The methods used in this training are lectures, discussions and demonstrations. The results of the training show that food truck literacy learning can be used as an alternative in improving the ability to write procedural texts, this increases students' creativity in writing creative and useful procedural texts. During the activity, students played an active role in socializing fun learning literacy using Food Truck media "very well". Student activity was implemented by understanding online ordering, work procedures, and practicing making sweet martabak as a fun learning experience.
The Persuasive Strategies Found in Beauty Products Slogans on Instagram Losi, Rizky Vita; Meliala, Moses Hirja; Izar, Julisah
Best Journal of Administration and Management Vol 2 No 2 (2023): Best Journal of Administration and Management
Publisher : International Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56403/bejam.v2i2.138

Abstract

Language is essential to be used to advertise products. This study purposed to find the persuasive strategies used in beauty products slogans on Instagram. This study used descriptive qualitative as the research design and textual analysis was used to analyze the data. There were 50 data which were taken from the slogans of Wardah product advertisements. Based on the data analysis, it was found that there were ethos (16 data), pathos (11 data) and logos (11 data). The findings on the use of ethos became the most used strategy in the slogans. The advertisement used pathos to persuade the consumers’ feeling or emotion to be attractive to buy the products.
Improving Students’ English Language Skills through Digital Gamification-based Learning : An Action Research Study Losi, Rizky Vita; Panggabean, Hanna Maria; Harahap, Ahmad Fadli; Hamdanur, Roobby; Tanjung, Rovidatul Hikmah
Indonesian Research Journal on Education Vol. 5 No. 6 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i6.3724

Abstract

This study investigates the effectiveness of gamification-based applications in improving students' English language skills, including speaking, listening, reading, and writing. The Cake application, used for speaking and listening skills, and the Wordwall application, used for reading and writing skills, were implemented to enhance student proficiency. Pre-test and post-test analyses revealed significant improvements across all skills. The average speaking skill score increased by 15.5 points, indicating a notable enhancement in students' confidence and fluency. In listening skill, students' post-test score averaged 85.75, a significant increase from 61.5 in the pre-test, showing that gamification effectively boosts listening comprehension. For reading skill, the Wordwall app led to an average post-test score of 85.8, up from 61.1, demonstrating gamification’s role in increasing student motivation and reading comprehension. Similarly, in writing skill, students showed an average post-test score of 86.4, a substantial rise from 60.3 in the pre-test, highlighting the positive impact of interactive writing tasks. The findings support the research of Cheng et al. (2025), Rodríguez et al. (2023), Matyakhan et al. (2024), and Ibrahim et al. (2024), confirming that gamification enhances student engagement, motivation, and academic performance. This study provides strong evidence that gamification-based learning is highly effective in improving English language skills at the vocational level, suggesting that its implementation in higher education can significantly support students' language development and prepare them for professional careers.