Claim Missing Document
Check
Articles

Found 15 Documents
Search

Antusiasme dan Kreativitas Siswa Kelas X Sekolah Penggerak dalam Menulis Cerpen melalui Meniru dan Memodifikasi Nurjamin, Asep; Mulyanto, Agus; Nurjamin, Lucky R.; Fajriah, Yustika Nur
Anufa Ikaprobsi Vol 3 No 1 (2025): Juni
Publisher : Ikaprobsi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63629/anufa.v3i1.106

Abstract

Rendahnya antusiasme dan kreativitas siswa kelas X dalam menulis cerpen, bahkan di Sekolah Penggerak yang seharusnya menjadi pusat inovasi pembelajaran, menunjukkan adanya permasalahan serius dalam strategi pengajaran sastra. Banyak siswa kesulitan memulai tulisan, mengembangkan alur, serta mengekspresikan ide secara orisinal, yang mengakibatkan rendahnya kualitas karya. Penelitian ini bertujuan menguji keefektifan model meniru dan memodifikasi dalam meningkatkan antusiasme dan kreativitas siswa menulis cerpen. Metode penelitian yang digunakan adalah eksperimen dengan pendekatan kualitatif-kuantitatif, melibatkan siswa kelas X di satu Sekolah Penggerak sebagai subjek penelitian. Data dikumpulkan melalui observasi, wawancara, tes menulis cerpen, dan dokumentasi karya siswa, kemudian dianalisis secara deskriptif dan komparatif untuk melihat perubahan sebelum dan sesudah penerapan model. Hasil penelitian menunjukkan bahwa tahap peniruan terhadap teks teladan memberikan stimulus awal yang efektif, sementara tahap modifikasi mendorong siswa mengintegrasikan ide pribadi ke dalam kerangka cerita yang telah dipahami. Peningkatan terlihat pada aspek kohesi, koherensi, kekayaan kosakata, serta variasi ide cerita. Selain itu, antusiasme siswa meningkat signifikan, tercermin dari partisipasi aktif dalam diskusi dan kolaborasi kreatif. Kesimpulan penelitian menegaskan bahwa model meniru dan memodifikasi efektif sebagai strategi pembelajaran menulis cerpen, sekaligus relevan dengan prinsip Kurikulum Merdeka yang menekankan pembelajaran kreatif, kontekstual, dan berpusat pada siswa.
GAMERIK Simulation Model Improves Students’ Computer Assembly Skills: Model Simulasi GAMERIK Meningkatkan Keterampilan Perakitan Komputer Siswa Nuryadi, Adi; Darmawan, Deni; Rahadian, Dian; Nurjamin, Asep; Jamilah, Jamilah; Maulani, Galih Abdul Fatah
Indonesian Journal of Innovation Studies Vol. 26 No. 4 (2025): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v26i4.1572

Abstract

General Background: Practical technical learning such as computer assembly often faces challenges due to low student motivation and limited practice facilities. Specific Background: At SMAN 2 Garut, conventional methods have proven less effective in improving computer assembly skills. Knowledge Gap: Few gamification-based simulation learning models have been tested to significantly enhance technical skills. Aims: This study aims to develop and evaluate the effectiveness of the GAMERIK (Gamification of Computer Assembly) learning model using the PC Creator 2 simulation to improve Grade X students’ computer assembly skills. Results: Using an R&D approach with the ADDIE model, data were collected through observation, questionnaires, interviews, pretests, and posttests. A paired sample t-test showed a significant increase in students’ motivation, conceptual understanding, and assembly skills (p < 0.05). Novelty: The integration of PC Creator 2’s automated assessment algorithm within the gamification model provided immediate feedback, accelerating the learning process. Implications: GAMERIK offers an innovative solution for practice-based learning in schools with limited facilities and is relevant to the development of simulation- and gamification-based informatics learning media. Highlights: Enhances motivation and skills in technical learning. Uses simulation with automated assessment for feedback. Offers solutions for schools with limited practice facilities. Keywords: GAMERIK, Gamification, PC Creator 2, Computer Assembly Skills, Simulation
Integrating Generative Artificial Intelligence (AI)-Based Multimodal Learning in Education to Enhance Literacy Aligned with Sustainable Development Goals (SDGs) Nurjamin, Asep; Nurjamin, Lucky Rahayu; Fajriah, Yustika Nur; Nurjamin, Aisyah Khoerunnisa; Firdaus, Hijrin Ahmad
ASEAN Journal of Educational Research and Technology Vol 5, No 1 (2026): (ONLINE FIRST) AJERT: VOLUME 5, ISSUE 1, March 2026
Publisher : Bumi Publikasi Nusantara

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

Abstract

This study aimed to investigate the integration of artificial intelligence (AI)-based multimodal learning in education to enhance students’ literacy in alignment with Sustainable Development Goals. A quasi-experimental design was employed with elementary students who participated in lessons supported by teacher modelling and AI scaffolding. The intervention was implemented through literacy tasks focusing on descriptive writing and multimodal expression. The results indicated that students improved in their ability to construct coherent descriptive texts enriched with visual elements, demonstrating progress in vocabulary use and multimodal literacy. These findings are significant because the combination of teacher guidance and AI feedback strengthened the learning process by connecting linguistic concepts with meaningful tasks. The study highlights the impact of aligning educational innovations with Sustainable Development Goals (SDGs), showing that AI-assisted multimodal learning can foster student-centered pedagogy, improve literacy development, and provide sustainable pathways for integrating digital technologies into education.
KAJIAN STRUKTUR DAN NILAI PUISI NADOMAN DI LINGKUNGAN PESANTREN KECAMATAN SINGAJAYA KABUPATEN GARUT Sudrajat, Aan Ansor; Hasim, Abdul; Nurjamin, Asep
Salingka Vol 19, No 2 (2022): SALINGKA: Edisi Desember 2022
Publisher : Balai Bahasa Sumatra Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26499/salingka.v19i2.736

Abstract

Pengkajian dan penelitian terhadap puisi nadoman dilatarbelakangi karena terdapat makna yang mendalam dari setiap baitnya. Tujuan penelitian ini yaitu untuk mengetahui struktur dan nilai-nilai puisi nadoman. Objek penelitian yaitu puisi nadoman “Maot teh Ngadodoho dan Siksa Kubur”. Metode penelitian yang digunakan dalam penelitian yaitu metode deskriptif kualitatif. Berdasarkan hasil analisis struktur puisi nadoman “Maot teh Ngadodoho” dan “Siksa Kubur”, rima yang terdiri dari asonansi dan aliterasi didominasi oleh pengulangan bunyi vokal /a/. Irama ketika dilantunkan oleh penutur, irama yang terdengar memang terdengar sama pada pelafalan setiap barisnya, namun ada perbedaan jumlah ketukan yang terdapat setiap kata pada setiap barisnya. Gaya bahasa yang terdapat meliputi: majas personifikasi, sinekdok pars prototo, metafora, hiperbola, antripomorfisme, disfemisme, inversi, repetisi, dan pararelisme. Puisi nadoman “Maot teh Ngadodoho” bertema kematian. Puisi nadoman “Siksa Kubur” bertema Siksa Kubur. Nilai-nilai yang ditemukan meliputi nilai pendidikan aqidah, ibadah dan akhlak.Kata kunci  : Struktur, Nilai, Puisi Nadoman
Mobile Cipta Puisi: An Innovative Application for Learning Poetry Writing Kartini, Ari; Sunendar, Dadang; Sumiyadi, Sumiyadi; Yulianeta, Yulianeta; Nurjamin, Asep; Maulana, Cepri
International Journal of Language Education Vol. 9, No. 3, 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijole.v1i1.77397

Abstract

This study aims to describe the utilization of innovative media in learning to write poetry developed in the form of a mobile application. This research uses the Research and Development (R&D) method by adopting the R2D2 model, which focuses on three main stages: (a) determination, (b) design and development, and (c) dissemination. The research approach used was descriptive quantitative, with data obtained through the assessment of media experts, material experts, and 105 student users of the application using a Likert scale questionnaire. Data analysis was carried out using the Gregory matrix technique and the calculation of the response scale. The results of this study show that: (1) Validation by media experts and material experts with the Gregory matrix resulted in a score of 1.0, which was interpreted as ‘very high’ validity; (2) User assessment of the MCP application obtained a score of 3.575, which fell into the ‘Very Good’ category; (3) Input from experts and users generally includes aspects of completeness of instructions for use, visual appearance, material enrichment, and provision of poetry anthologies from contemporary poets. The success of this application is due to the application of good instructional design and usability principles so that appearance and navigation are considered optimal. In addition, the utilization of technology that meets user needs also supports the high validity of the media. Meanwhile, the material is highly valid based on theoretical studies, fulfillment of user needs, and expert involvement in the development process. Thus, this research significantly contributes to improving the effectiveness of poetry learning while encouraging innovation in the development of digital learning media.