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EFL Students' Voices of Blended Collaborative Learning in Completing Digital Comic Projects Utomo, Dias Tiara Putri; Ahsanah, Finaty; Ryandini, Elda Yulia
Journal of English Education Program Vol 5, No 1 (2024)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v5i1.71928

Abstract

Advances in technology have made it possible to conduct collaborative learning online via the Internet. Blended collaborative learning combines online knowledge with on-site meetings to allow students to complete tasks and projects together in a group. This research aimed to elaborate voices of freshmen EFL students toward blended collaborative learning including perceived benefits, challenges, and how the students overcame the challenges, especially in completing digital comic projects. This phenomenological study was conducted at a private university in Indonesia. A total of 18 students participated in this study. They were interviewed face-to-face to obtain the data. The data were analyzed by qualitative data analysis by preparing the data, coding, and generating themes. The findings indicate the perceived benefits which included academic improvement, social and psychological benefits, and digital technology mastery. Additionally, challenges were found in terms of having different perceptions and ideas, lack of motivation and low responsibility to participate, and digital technology barriers. To tackle the problems, some efforts were made including building effective communication via collaborative tools, distributing various and equal roles, and learning from various sources.
Faktor-Faktor Yang Mempengaruhi Adopsi Pembayaran QR Code (QRIS) di Toko Fisik Jundy Kumoro, Chowal; Ryandini, Elda Yulia; Samin, Nurdin
Journal of Innovation in Management, Accounting and Business Vol. 3 No. 2 (2024)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jimab.v3i2.865

Abstract

In the digital transformation era, Quick Response Code Standar Indonesia (QRIS) has emerged as a highly effective solution for facilitating payment transactions in Indonesia. With millions of users and a substantial increase in transaction volume, QRIS plays a crucial role in the ongoing digitization of the financial sector. The prevalent use of mobile phones, reaching 67.88%, further supports the trend of non-cash transactions through e-wallets, e-money, and mobile banking. This quantitative descriptive study with 85 QRIS users in Surabaya aims to analyze perceived usefulness, relative advantage, perceived ease of use, social influence, behavioral intention, and QRIS adoption. The findings indicate that perceived usefulness, relative advantage, perceived ease of use, and social influence significantly influence the behavioral intention to use QRIS, which subsequently leads to its adoption. Users are confident in the benefits of QRIS, perceiving it as an innovative and advantageous digital payment method compared to traditional cash payments. This confidence is reinforced by the ease of use and quick learning associated with QRIS, along with social recommendations. To enhance QRIS adoption, collaboration with new merchants, attractive incentives, and expanding domestic and international usage are recommended. Offering tangible benefits to merchants can further stimulate QRIS ecosystem growth, increase market presence, and drive usage expansion. However, the study's limitation lies in its sample size and focus on specific variables, urging caution in generalizing the findings to the entire population.
IMPROVING BASIC ENGLISH LANGUAGE IN ENTREPRENEURSHIP AND LITERACY PRACTICES USING LITERACY CLOUD: PENINGKATAN BERBAHASA INGGRIS DASAR ENTREPRENEURSHIP DAN PRAKTIK LITERASI MENGGUNAKAN LITERACY CLOUD Ryandini, Elda Yulia; Novianti, Rini; Gibran, Sultan Rasya Naga; Riyadi, Anindhita Abidah
Darmabakti Cendekia: Journal of Community Service and Engagements Vol. 7 No. 1 (2025): JUNE 2025
Publisher : Faculty of Vocational Studies, Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/dc.V7.I1.2025.81-88

Abstract

Background: In education, it is vital for teachers to motivate students to engage their English skills through interactive speaking activities. Market day events, where students sell products using English, alongside digital platforms like literacy cloud, can significantly enhance interest in literacy. Objective: This initiative aims to equip first-grade students with foundational English language skills in entrepreneurship and literacy practices through the innovative literacy cloud platform. Method: Hosted at MI Wachid Hasjim in Surabaya, this activity involved 72 enthusiastic first-graders. The session kicked off with a lively sing-along of the English alphabet, followed by students introducing themselves by spelling their names. The curriculum included vocabulary relevant to entrepreneurship, an introduction to literacy cloud, and engaging reading practices with a selection of book titles. Results: The majority of students successfully pronounced and spelled their names in English, though some encountered difficulties with the letters "R," "A," "E," and "I." They understood and pronounced various entrepreneurial expressions well, with all students expressing that Literacy Cloud was exciting and enjoyable. Conclusion: In summary, the students participated with enthusiasm in the English-speaking activities, demonstrating a passion for learning that is sure to flourish in the future.
Mobile-Assisted Project-Based Learning using Plotagon Digital Animation for Teaching English to Nursing Students Utomo, Dias Tiara Putri; Ryandini, Elda Yulia
Teaching English as Foreign Language, Literature and Linguistics Vol. 5 No. 1 (2025): TEFLICS
Publisher : Program Studi Pendidikan Bahasa Inggris,, Fakultas Ilmu Pendidikan, Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/teflics.v5i1.9150

Abstract

In the modern healthcare environment, nurses must be proficient in both spoken and written English to achieve better career prospects and ensure successful participation in continuing professional development. However, teaching English to nursing students in Indonesia has presented significant challenges like low motivation, lack of exposure, and lack of confidence in communication. The current research aims to students’ experiences and perceptions regarding the implementation of mobile-assisted project-based learning using Plotagon digital animation app. The phenomenological research was carried out in a Nursing Department in March-April 2025, involving fifteen students. The data were obtained through in-depth interview and analyzed by using data analysis spiral. The results indicated that the students perceived mobile-assisted project-based learning using Plotagon can encourage interactive and enjoyable learning, develop their language skills, facilitate creativity and critical thinking, promote group collaboration & engagement, and provide accessibility & flexibility. However, they also noticed possible improvement in terms of project implementation such as limited time to do the project and required reflection or discussion session once the project completed. By refining these aspects, Plotagon-based learning can further maximize student engagement, language proficiency, and creativity in English education.
Mobile-Assisted Project-Based Learning using Plotagon Digital Animation for Teaching English to Nursing Students Utomo, Dias Tiara Putri; Ryandini, Elda Yulia
Teaching English as Foreign Language, Literature and Linguisticss Vol. 5 No. 1 (2025): TEFLICS
Publisher : Program Studi Pendidikan Bahasa Inggris,, Fakultas Ilmu Pendidikan, Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/teflics.v5i1.9150

Abstract

In the modern healthcare environment, nurses must be proficient in both spoken and written English to achieve better career prospects and ensure successful participation in continuing professional development. However, teaching English to nursing students in Indonesia has presented significant challenges like low motivation, lack of exposure, and lack of confidence in communication. The current research aims to students’ experiences and perceptions regarding the implementation of mobile-assisted project-based learning using Plotagon digital animation app. The phenomenological research was carried out in a Nursing Department in March-April 2025, involving fifteen students. The data were obtained through in-depth interview and analyzed by using data analysis spiral. The results indicated that the students perceived mobile-assisted project-based learning using Plotagon can encourage interactive and enjoyable learning, develop their language skills, facilitate creativity and critical thinking, promote group collaboration & engagement, and provide accessibility & flexibility. However, they also noticed possible improvement in terms of project implementation such as limited time to do the project and required reflection or discussion session once the project completed. By refining these aspects, Plotagon-based learning can further maximize student engagement, language proficiency, and creativity in English education.
Digital-Based Learning for Writing Using MakeBeliefsomix Cartoon Application Ryandini, Elda Yulia; Utomo, Dias Tiara Putri; Indasari, Nur Laili
Journal of Digital Learning and Education Vol. 4 No. 3 (2024): DECEMBER
Publisher : MO.RI Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52562/jdle.v4i3.1283

Abstract

In teaching and learning process, the use of digital tools urges the educators to integrate them as the use of innovative technology. The implementation of digital tools in learning definitely can bring various experiences for students when they mix up with the new tools in learning. Students can be more interested in involving in the learning activity since they are familiar with the media used in daily activity. Teachers can make use of digital-based learning for writing activity such as using MakeBeliefsComix cartoon application to motivate students to write in English. Foreign learners always encounter difficulties in writing as they need to comprehend some aspects such as mechanic, grammar, and sentence error. This study aims to analyze students’ writing result using digital comic of MakeBeliefsComix and their perceptions using digital comic for writing activity. Researchers employed qualitative approach with 15 documents from Management students’ writing results and 10 students as the interviewees. The results show that students mostly encounter writing difficulties in mechanics of punctuation and capitalization; and grammar in the case of translation sentence; question sentence; the use of verb 1, verb 2, and verb 3; modal verb, and the application of article ‘a’ although they do not really affect the writing ideas. From those difficulties in writing, students still get motivated to write using MakeBeliefsComix application identified from their perception that the use of digital comic or digital-based learning for writing were interesting, not boring, giving them new experience, and fun. It motivated them to write and could develop their writing.