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Penggunaan Game (Wordwall) Dalam Mata Kuliah Matematika Informatika Bagi Mahasiswa Jurusan Teknik Elektro Yesaya, Mey Chyntia; Persulessy, Sylvia Irene
Scholars: Jurnal Sosial Humaniora dan Pendidikan Vol. 1 No. 1 (2023): SCHOLARS: Jurnal Sosial Humaniora dan Pendidikan
Publisher : P3M POLITEKNIK NEGERI AMBON

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

Abstract

Advances in technology have proliferated in this global world, not only in big cities but also in small towns. In the last 10 years, electronic games or so-called online games have proliferated. There's a lot of game centers popping up. The game center itself is not like an Internet cafe, they have more regulars than any cafes. This is what makes the game center almost always bustling with visitors. Online games also have a major impact on the development of both the child and the soul of the individual, which dominates the online game playing by students. The purpose of this study is to know the enormous impact online games have on learning to improve the study of student electrical engineering at ambon state. The result of this research is that 88 % of students are very active in multiplation and are particularly enthusiastic when playing the infomratika math game created through word word online media. This can encourage their curiosity when a game is not finished and tend to be keen to try it at all times. It is this curious nature that will change their interest in learning, so that their study too will increase. With such a learning method expected to enhance student math achievement.Keywords: game, learning outcomes, mathematics, Wordwall
Pengembangan Model Pembelajaran Problem Based Learning Berbasis Etnomatematika pada Mata Kuliah Matematika Terapan untuk Mahasiswa di Politeknik Negeri Ambon Yesaya, Mey Chyntia; Patimahu, Angel Merlyn; Tehuayo, Dirk Berly; Persulessy, Sylvia Irene; Mbitu, Elisabeth Tansiana
Journal of Health, Education, Economics, Science, and Technology (J-HEST) Vol. 7 No. 1 (2024): Journal of Health, Education, Economics, Science, and Technology
Publisher : Journal of Health, Education, Economics, Science, and Technology (J-HEST)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36339/

Abstract

Pembelajaran kreatif dan inovatif dilakukan melalui pembelajaran berbasis budaya yang sangat relevan karena menggunakan objek kontekstual dari budaya daerah yang erat kaitannya dengan materi pembelajaran. Hal ini membuat proses pembelajaran menjadi lebih menarik dan menyenangkan. Pembelajaran yang kreatif dan inovatif, bila dikombinasikan dengan kegiatan yang bermuatan budaya, membuat siswa lebih aktif dan menikmati belajar.  Etnomatematika adalah pendekatan pembelajaran matematika yang menghubungkan konsep matematika dengan budaya wilayah tertentu. Salah satu model pembelajaran yang dapat dikombinasikan dengan etnomatematika adalah Model Problem Based Learning (PBL). Model ini membantu mahasiswa memperoleh pengetahuan baru dengan menggunakan analisis berbagai pengetahuan dan pengalaman belajar yang dimiliki, dan menghubungkannya dengan permasalahan yang diberikan oleh dosen. Pengembangan model pembelajaran problem Based Learning dapat meningkatkan hasil belajar mahasiswa yang terlihat dari nilai tes awal dan nilai tes akhir Nilai rata-rata tes awal mahasiswa kelas A dan B dengan nilai kelas A adalah 51,08 dan kelas B adalah 59,03 dan nilai rata-rata tes akhir kelas A sebesar 71,95 sedangkan kelas B sebesar 76,15 terdapat kenaikan dari kelas A yaitu 20,87 dan kelas B 17,12.
Affinity and Adverse the Contemporary Comprehension of the Disposition of Transactional and Transformational Leadership Nikijuluw, Reynold Pieter Jordan Vigeleyn; Persulessy, Sylvia Irene; Jakob, Juvrianto Chrissunday
Scholars: Jurnal Sosial Humaniora dan Pendidikan Vol. 2 No. 2 (2024): SCHOLARS: Jurnal Sosial Humaniora dan Pendidikan
Publisher : P3M POLITEKNIK NEGERI AMBON

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31959/js.v2i2.2665

Abstract

This research, explores the interaction between two dominant leadership styles—transactional and transformational leadership—in modern organizational contexts. The study examines the affinities where these styles complement each other and the adversities that arise from their inherent differences. Through a detailed analysis of existing literature, this research highlights how transactional leadership is effective in ensuring operational stability and short-term goal attainment, while transformational leadership drives innovation, employee engagement, and long-term organizational change. The findings suggest that a synergistic approach, combining both leadership styles, can yield optimal results in complex environments. However, challenges arise when leaders switch between these contrasting approaches, leading to potential conflicts in motivation and employee satisfaction. This research concludes that leaders who can navigate both styles with flexibility are better equipped to meet the demands of contemporary organizations. The study offers insights into leadership development, emphasizing the need for adaptability in managing both structured tasks and inspiring change
How Does Technology-Assisted Language Learning (TALL) Influence Elementary School Students Learning? Jakob, Juvrianto Chrissunday; Hindri Febri Ana Sari; Mouren Wuarlela; Persulessy, Sylvia Irene; Sammy Saptenno; Hizkia Nussy; Ralph Javier; Salawaney, Valy Silas
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 12 No. 2 (2024): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v12i2.5860

Abstract

The new era confronts teachers with new tasks and obligations. The use of advanced technology has greatly improved the tradition of teaching English. Technology offers several options, such as making teaching more exciting and efficient. Technology is one of the most powerful drivers of social and linguistic change. As a result, it is necessary to use a learning medium that encourages students to be more enthusiastic about studying. This study intends to apply learning media with technology-assisted to students of SD Negeri Rutong, while also describing assessment media from professionals and users. The development approach utilized is Design and Development with the ADDIE research model (Analyze, Design, Development, Implementation and Evaluation). The results obtained in this research are 1) Interactive multimedia named "Oxford Let’s Go for Young Learners"; 2) Media expert assessment 89,5%, material experts 91,7%, learning experts 92,4% based on the three assessments then the developed media belongs to the category of "Excellent"; 3) The assessment of 21 students gets a percentage of 74.8% in the category of "Good" which shows students satisfied with the developed media as a medium in learning English. However, further research is needed to determine the usefulness of multimedia use as a learning tool.
Pengaruh Game Matematika yang Kreatif dan Inovatif untuk Meningkatkan Minat Mahasiswa pada Mata Kuliah Aljabar Linier Prodi Teknik Informatika Yesaya, Mey Chyntia; Persulessy, Sylvia Irene
SAINTIFIK Vol 11 No 2 (2025): Saintifik: Jurnal Matematika, Sains, dan Pembelajarannya
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/saintifik.v11i2.606

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan game matematika yang kreatif dan inovatif terhadap peningkatan minat mahasiswa dalam mengikuti mata kuliah Aljabar Linier pada Program Studi Teknik Informatika di Politeknik Negeri Ambon. Permasalahan rendahnya minat mahasiswa terhadap mata kuliah ini berdampak pada hasil belajar yang kurang optimal. Metode penelitian yang digunakan adalah kuantitatif dengan desain eksperimen semu (quasi experiment). Subjek penelitian terdiri dari dua kelas, yaitu kelas eksperimen yang diberi perlakuan menggunakan media game matematika dan kelas kontrol yang menggunakan metode konvensional. Instrumen yang digunakan berupa angket minat belajar dan lembar observasi. Hasil analisis data menunjukkan adanya perbedaan signifikan antara minat belajar mahasiswa yang menggunakan media game dibandingkan dengan yang tidak. Game matematika yang dirancang dengan pendekatan kreatif dan inovatif terbukti mampu menciptakan suasana pembelajaran yang lebih menyenangkan, interaktif, dan memotivasi mahasiswa untuk lebih aktif dalam memahami konsep-konsep Aljabar Linier. Dengan demikian, penggunaan media game matematika dapat menjadi alternatif strategi pembelajaran yang efektif dalam meningkatkan minat mahasiswa terhadap mata kuliah matematika di pendidikan tinggi vokasi.
How Does Technology-Assisted Language Learning (TALL) Influence Elementary School Students Learning? Jakob, Juvrianto Chrissunday; Hindri Febri Ana Sari; Mouren Wuarlela; Persulessy, Sylvia Irene; Sammy Saptenno; Hizkia Nussy; Ralph Javier; Salawaney, Valy Silas
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 12 No. 2 (2024): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v12i2.5860

Abstract

The new era confronts teachers with new tasks and obligations. The use of advanced technology has greatly improved the tradition of teaching English. Technology offers several options, such as making teaching more exciting and efficient. Technology is one of the most powerful drivers of social and linguistic change. As a result, it is necessary to use a learning medium that encourages students to be more enthusiastic about studying. This study intends to apply learning media with technology-assisted to students of SD Negeri Rutong, while also describing assessment media from professionals and users. The development approach utilized is Design and Development with the ADDIE research model (Analyze, Design, Development, Implementation and Evaluation). The results obtained in this research are 1) Interactive multimedia named "Oxford Let’s Go for Young Learners"; 2) Media expert assessment 89,5%, material experts 91,7%, learning experts 92,4% based on the three assessments then the developed media belongs to the category of "Excellent"; 3) The assessment of 21 students gets a percentage of 74.8% in the category of "Good" which shows students satisfied with the developed media as a medium in learning English. However, further research is needed to determine the usefulness of multimedia use as a learning tool.
Penerapan Pembuatan Video Pembelajaran Bahasa Inggris dalam Meningkatkan Motivasi Belajar Siswa Nikijuluw, Reynold P. J. Vigeleyn; Persulessy, Sylvia Irene; Jakob, Juvrianto Chrissunday; Nusi, Ahmad; Sari, Hindri Febri Ana
Scholars: Jurnal Sosial Humaniora dan Pendidikan Vol. 1 No. 1 (2023): SCHOLARS: Jurnal Sosial Humaniora dan Pendidikan
Publisher : P3M POLITEKNIK NEGERI AMBON

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31959/js.v1i1.1761

Abstract

Learning videos are interactive media that are currently commonly used in learning, especially in English subjects in recent times. Providing a positive impact on students' motivation in learning English is one of the benefits obtained from the application of this learning media. English learning videos made by involving students as actors in it are expected to foster their motivation in learning English. As for the purpose of this study, it was found that from the research data it was found that students were more motivated by learning English in class using the videos they participated in. Focusing on research methodology, descriptive quantitative research is applied to obtain research objectives. The results of the research obtained in this study are narrated in descriptive form.Keywords: learning videos, student motivation, English learning
Affinity and Adverse the Contemporary Comprehension of the Disposition of Transactional and Transformational Leadership Nikijuluw, Reynold Pieter Jordan Vigeleyn; Persulessy, Sylvia Irene; Jakob, Juvrianto Chrissunday
Scholars: Jurnal Sosial Humaniora dan Pendidikan Vol. 2 No. 2 (2024): SCHOLARS: Jurnal Sosial Humaniora dan Pendidikan
Publisher : P3M POLITEKNIK NEGERI AMBON

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31959/js.v2i2.2665

Abstract

This research, explores the interaction between two dominant leadership styles—transactional and transformational leadership—in modern organizational contexts. The study examines the affinities where these styles complement each other and the adversities that arise from their inherent differences. Through a detailed analysis of existing literature, this research highlights how transactional leadership is effective in ensuring operational stability and short-term goal attainment, while transformational leadership drives innovation, employee engagement, and long-term organizational change. The findings suggest that a synergistic approach, combining both leadership styles, can yield optimal results in complex environments. However, challenges arise when leaders switch between these contrasting approaches, leading to potential conflicts in motivation and employee satisfaction. This research concludes that leaders who can navigate both styles with flexibility are better equipped to meet the demands of contemporary organizations. The study offers insights into leadership development, emphasizing the need for adaptability in managing both structured tasks and inspiring change
PENGEMBANGAN POTENSI PRODUK LOKAL SEBAGAI UPAYA PEMBANGUNAN PARIWISATA YANG BERBASIS MASYARAKAT Wahyudi, Indra; Rahman, Aliah; Ollong, Emy; Persulessy, Sylvia Irene
Jurnal Maneksi (Management Ekonomi Dan Akuntansi) Vol. 12 No. 1 (2023): Jurnal Maneksi (Management Ekonomi Dan Akuntansi)
Publisher : Politeknik Negeri Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31959/jm.v12i1.1214

Abstract

Maluku as an archipelagic province has natural beauty that can be utilized to improve the economy and welfare of the Maluku people. With the characteristics of beautiful islands, strong culture and local wisdom of the population, if maximized for the use of business opportunities, it is business development in the tourism sector. Blue economy is a new idea in development that is oriented towards the marine sector. The country of Morella is located along the coast with varying heights above sea level. The condition of the village which is located on the clean coast makes the country of Morella has many coastal tourist locations that are often visited by tourists, both local, national and foreign tourists. Besides being cheap, beach tourism is famous for its underwater beauty, which is the best diving and snorkeling spot. The problem that exists in the coastal tourist locations of Morella Village is that they have inadequate infrastructure so that it affects tourist attractions. In addition, there are no sales of local products as souvenirs typical of the country of Morella. The purpose of this research is to improve the community's economy by developing knowledge and skills of human resources in the production and marketing process, to improve the welfare of the community. The solution offered is to make a draft policy which is submitted to the Village/State party for further making a State Regulation that is made together with the Village Saniri.