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الألعاب اللغوية في استيعاب مادة اللغة العربية بوسيلة كتاب دروس اللغة العربية لطلبة معهد جامعة الرانيري (دراسة تجريبة بمعهد جامعة الرانيري الإسلامية الحكومية) Jufriadi
'ARABIYYA: JURNAL STUDI BAHASA ARAB Vol. 10 No. 02 (2021): Arabiyya: Jurnal Studi Bahasa Arab
Publisher : Sekolah Tinggi Agama Islam Negeri (STAIN) Teungku Dirundeng Meulaboh Aceh Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47498/.v10i02.736

Abstract

لقد احتيج في عملية التعليم بعض العناصر التي توصل إلى الأهداف التعليمية منها الطرق والوسائل والتقويم وغيرها. وكان هذا البحث يبحث عن استخدام الوسائل التعليمية بمعهد الجامعة لجامعة الرانيري أثناء عملية تعليم اللغة العربية. ورأى الباحث أن كتاب دروس اللغة العربيةالذي يعتمد عليه المعهد لم يأت بتأثير بالغ عليهم. لذا أراد الباحث استخدام الألعاب اللغوية مستندة إلى ذلك الكتاب المستخدم. وأهداف البحث المرموزة هي التعرف على فعالية استخدام الألعاب اللغوية من خلال كتاب دروس اللغة العربية في تعليم اللغة العربية ومدى استجابة الطلاب خلال استخدامها. واستعمل الباحث في بحث هذه الرسالة طريقة تجريبية وهي طريقة تطبيق المتغيرة (أ) إلى المتغيرة (ب)نظراً إللا الآثار منها. وكان الاختبار البعدي والاستبانة من أدوات جمع البيانات. وأما نتائج البحث فمنها أن استخدام الألعاب اللغوبة من خلالكتاب دروس اللغة العربية في تعليم اللغة العربية فعال. ودل على ذلك أن نتيجة ت-الحساب أكبر من نتجية ت-الجدول (19،3>2،02). وصارت استجابة الطلاب باستخدام الألعاب اللغوبة من خلالكتاب دروس اللغة العربية في تعليم اللغة العربية إيجابية. ودل على ذلك أن نتيجة محصولة من حساب نتيجة الاستبانة الكلية هي 3،92 (جيد جداً).
Faktor-Faktor Penyebab Pertumbuhan Hunian Liar Disekitar Sungai Pampang Kelurahan Panaikang Kecamatan Panakkukang Kota Makassar Waroka, Desy; Latief, Rudi; Jufriadi
Journal of Urban Planning Studies Vol 4 No 1 (2023): Journal of Urban Planning Studies, November 2023
Publisher : Fakultas Teknik Universitas Bosowa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35965/jups.v4i1.477

Abstract

This study aims to identify and determine the factors causing the growth of wild dwellings around the Pampang River, Panaikang Village, Panakkukang District, Makassar City. This study uses quantitative methods while the variables in this study consist of four of them: (1) Length of Stay; (2) Economics; (3) Infrastructure; (4) Land Status. This research analysis tool uses chis-square analysis methods and profit contingency tests to determine the correlation between variables in concluding to determine the level of relationship measured with the Likert Scale scoring system. This study's results show that economic factors are very influential factors in the growth of wild dwellings at the research site.
Logika Fuzzy dengan Metode Mamdani dalam Menentukan Tingkat Peminatan Tipe Motor Honda Jufriadi
Jurnal Informatika Ekonomi Bisnis Vol. 3, No. 1 (March 2021)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.44 KB) | DOI: 10.37034/infeb.v3i1.60

Abstract

Honda motorcycles are in demand by the public as a cheap means of land transportation. CV Hayati is the main motorcycle dealer company in Padang. In carrying out its activities, CV Hayati needs to consider several factors when selling motorcycles that are in demand by consumers. However, CV Hayati still uses manual means in looking at the interest in the motor that will be purchased by consumers. To solve the problem, a system is needed that can help with decision-making by consumers in purchasing motors according to their interests. In this study, the decision to buy a motor that consumers were interested in was done using the fuzzy logic of mamdani method. With the decision-making system in motor interest, it is expected to help and facilitate consumers in determining the motor they are interested in buying. The results of this study can be viewed using the PHP programming language and MySQL database, with the fuzzy logic of the mamdani method. Where in the fuzzyfication process consider several input variables namely: price, oil fuel tank capacity, engine speed, baggage capacity and vehicle weight. So that by defuzzification can be determined the recomedation of motors that are in demand by consumers.
Digital Game in Enhancing Pupils’ English Vocabulary in Islamic Elementary School Itami Idrus, Andi Yuni; Asmid, Masruddin; Jufriadi
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.v12i2.5442

Abstract

This thesis discusses increasing English vocabulary through digital games on the Wordwall application for students at Al-Hikmah Islamic Elementary School, Palopo City. This research aims to determine students' ability to improve their vocabulary using digital games on the Wordwall application. Classroom action research (CAR) is the term for this type of research. This research consists of 2 cycles, where there were four stages, namely; planning, implementation, observation and reflection. The subjects of this research were 22 class 5.B students. The results of the research showed that there was an increase in students' vocabulary skills from cycle 1 to cycle 2. In cycle 1 it was stated that there had not been a significant increase because there were results where 13 students in the undeveloped category or (59%), 9 students in the category had started developing or (41%), and 0 students were included in the category developing as expected or in the category developing very well. In Cycle 2, the increase in students' English vocabulary skills through digital games on the Wordwall application experienced an increase where there were 0 students who were in the undeveloped category or (0%), 4 students were in the starting to develop category or (15%), 12 students were in the category developing as expected or (62%), and 6 students were in the category developing very well or (23%). From the results of this data, Cycle 1 got an average score of 6 (33%) or undeveloped, while cycle 2 got an average score of 12 (67%) or developed according to expectations, which means research on improving students' English skills through digital games in Al-Hikmah Islamic Elementary School, Palopo City, was declared complete.
Effectiveness of Implementing Tgt-Type Cooperative Model Assisted By Baamboozle Media on Student Learning Outcomes Adelia Febryanti; Jufriadi
Indonesian Journal of Islamic Educational Review Vol. 2 No. 3 (2025): October 2025
Publisher : South Sulawesi Education Development

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/ijier.v2i3.430

Abstract

This study aims to determine the effectiveness of implementing the Teams Games Tournament (TGT) cooperative model assisted by Baamboozle media on student learning outcomes in Islamic Religious Education and Character Education for eighth-grade students at SMPN 2 Lamasi. This research employs a quasi-experimental design with a pre-test/post-test nonequivalent control group design. The population comprises all eighth-grade students at SMPN 2 Lamasi in the 2024/2025 academic year. Purposive sampling was utilized, yielding 52 students divided into experimental (26 students) and control groups (26 students). Data collection employed validated instruments including pre-tests and post-tests, analyzed through descriptive and inferential statistics using SPSS. Results demonstrated significant improvement in the experimental group's post-test scores (mean: 85.77) compared to the control group (mean: 74.23), representing increases from pre-test scores of 57 and 56 respectively. The independent sample t-test revealed a significance value of 0.000 < 0.05, confirming H₀ rejection and H₁ acceptance. This indicates that the TGT cooperative model assisted by Baamboozle media is significantly more effective than conventional learning methods in enhancing Islamic Religious Education and Character Education learning outcomes.
UPAYA MENINGKATKAN HASIL BELAJAR PESERTA DIDIK MELALUI METODE PEMBELAJARAN MODEL PROBLEM BASED LEARNING (PBL) PADA MATERI SALING MENGHARGAI DALAM KERAGAMAN Jufriadi
Al-Minhaj : Jurnal Pendidikan Islam Vol 6 No 3 (2024): Al-Minhaj : Jurnal Pendidikan Islam
Publisher : Pascasarjana IAIN Sultan Amai Gorontalo

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

Abstract

Penelitian ini bertujuan Untuk mengetahui apalah penerapan model Problem Based Learning (PBL) Dapat meningkatkan hasil belajar pada materi indahnya saling berbagi dalam keberagaman pada siswa kelas V SD Inpres Onto kabupaten Bantaeng. Teori yang dipakai terdiri dari teori metode pembelajaran model problem Based Learning dan teori hasil belajar. Penelitian ini menggunakan pendekatan kualitatif dan jenis penelitian PTK. Sampel penelitian yaitu peserta didik kelas V yang terdiri dari 13 orang peserta didik. penerapan metode Problem Based Learning pada materi saling menghargai dalam keberagaman peserta didik kelas V SDNInpres Onto dapat meningkatkan hasil belajar peserta didik ke arah yang lebih baik, dikarenakan faktor tersedianya alat-alat dan fasilitas yang memadai, membantu peserta didik menemukan sendiri cara penyelesaian masalah yang dihadapi saat belajar. Pada siklus I terdapat 4 peserta didik yang belum meningkat hasil belajarnya, jadi hasil rata-rata kemampuan peserta didik pada materi saling menghargai dalam keberagaman secara klasikal mencapai 75%, sehingga kemampuan belajar peserta didik secara klasikal pada siklus I sudah tercapai namun belum maksimal. Pada siklus II rata-rata kemampuan peserta didik dalam materi saling menghargai dalam keberagaman meningkat menjadi 90%. Dengan demikian dapat dikatakan metode pembelajaran metode pembelajaran model problem Based Learning sangat berperan dalam meningkatkan kemampuan peserta didik dalam memecahkan masalah pembelajaran.
Digital Game in Enhancing Pupils’ English Vocabulary in Islamic Elementary School Itami Idrus, Andi Yuni; Asmid, Masruddin; Jufriadi
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.v12i2.5442

Abstract

This thesis discusses increasing English vocabulary through digital games on the Wordwall application for students at Al-Hikmah Islamic Elementary School, Palopo City. This research aims to determine students' ability to improve their vocabulary using digital games on the Wordwall application. Classroom action research (CAR) is the term for this type of research. This research consists of 2 cycles, where there were four stages, namely; planning, implementation, observation and reflection. The subjects of this research were 22 class 5.B students. The results of the research showed that there was an increase in students' vocabulary skills from cycle 1 to cycle 2. In cycle 1 it was stated that there had not been a significant increase because there were results where 13 students in the undeveloped category or (59%), 9 students in the category had started developing or (41%), and 0 students were included in the category developing as expected or in the category developing very well. In Cycle 2, the increase in students' English vocabulary skills through digital games on the Wordwall application experienced an increase where there were 0 students who were in the undeveloped category or (0%), 4 students were in the starting to develop category or (15%), 12 students were in the category developing as expected or (62%), and 6 students were in the category developing very well or (23%). From the results of this data, Cycle 1 got an average score of 6 (33%) or undeveloped, while cycle 2 got an average score of 12 (67%) or developed according to expectations, which means research on improving students' English skills through digital games in Al-Hikmah Islamic Elementary School, Palopo City, was declared complete.
The The Effect Of Using ChatGPT Application To Improve Students' Speaking Ability At The Eleventh Grade Students Of SMAN 9 Mandau Jufriadi
Jolly Journal of English Education Vol. 2 No. 1 (2024): Jolly: Journal of English Education
Publisher : Unit Penelitian dan Pengabdian Masyarakat Sekolah Tinggi Agama Islam Hubbulwathan, Duri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63435/jjee.v2i1.87

Abstract

This study was a quantitative approach with quasi-experimental research design. The descriptive quantitative methods was applied to describe the data. The research population was all class eleventh grade students, totaling 291 students consisting of 9 classes. Due to the large number of population, the researcher took a sample of 54 students. In this research, it was found that the mean of pre-test score in experimental class was 62.07 and in control class was found 60. Meanwhile, the mean of post-test score which found in experimental class was 74.86 and in control class was 68. It can be concluded that there were differences in the average of the students’ speaking ability at the time of pretest and posttest. It meant there was significant effect on students’ speaking ability by ChatGPT Application.