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Micro Learning for Undergraduate Students’ Writing Ability: An Effect on Writing English Text Desna Fauziah; Erna Nawir; Susi Susanti; Robeeyah Bueraheng; Wahyu Ridhoni; Wenny Elsara
Lectura : Jurnal Pendidikan Vol. 14 No. 2 (2023): Lectura: Jurnal Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/lectura.v14i2.14463

Abstract

One of the factors that generate lack of students’ writing competence is the teaching methods used by the lecturer which is less desirable by the students. Micro learning comes as one of the alternatives to deliver the knowledge to the students which became the focus of this study on seeing the significance of the strategy in improving students’ ability to write English text. This is an experimental research involving 64 participants which was done in Universitas Muhammadiyah Sumatera Barat (UM Sumbar). The population of this study consisted of 124 students distributed across 4 classes. The sample selection was done using cluster random sampling, which resulted in one class being assigned as the experimental group and another class as the control group The data was gained by determining whether students have improved their writing scores (through writing rubric) by implementing micro teaching through pre-test and post-test. The researchers look for the statistical t-value with a significance level of <0.05. Furthermore, the researchers conduct further analysis through descriptive analysis using SPSS 24. The results of this research were obtained through a t-test with a significance level of 5% (0.05), yielding an observed t-value of 2.975, while the critical t-value was 2.306. These findings indicate that students' achievement in writing texts improved. Therefore, it can be concluded that micro-learning is an effective instructional method for enhancing the writing skills of English Education students at Universitas Muhammadiyah Sumatera Barat.
PEMBANGUNAN APLIKASI MOBILE UNTUK PENCATATAN DAN LAPORAN PRE-ORDER UMKM KULINER Wahyu Ridhoni; Meta Agustina Anggraini
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 8, No 3 (2023)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v8i3.4640

Abstract

UMKM Kuliner yang berjualan dengan sistem pre-order lebih merasa kesulitan dalam pencatatan pesanan dibandingkan yang berjualan dengan sistem ready stock. Namun aplikasi pencatatan penjualan yang tersedia seperti point of sale atau aplikasi kasir lebih diperuntukkan untuk transaksi penjualan Ready stock, dimana kurang sesuai untuk pencatatan pesanan Pre-order. Penelitian ini bertujuan untuk membangun aplikasi mobile pencatatan pesanan yang dirancang khusus dengan sistem penjualan Pre-Order. Metode penelitian merupakan RD dengan menggunakan kerangka Creative Critical Canvas. Subjek yang dilibatkan pada tahap mengurai problem yaitu UMKM Kuliner di Banjarmasin sebanyak 11 orang dan Barito Kuala sebanyak 34 orang, dan pada tahap pengujian aplikasi sebanyak 30 orang dari UMKM Kuliner dari Banjarmasin. Respon diperoleh dengan kuesioner dan analisis data menggunakan Technology Acceptance Model dengan SmartPLS. Hasil temuan menunjukkan Aplikasi yang telah dibangun dinilai mudah digunakan sehingga mampu mengatasi kesulitan pencatatan pre-order pada UMKM Kuliner di Kalimantan Selatan.
Pengembangan Aplikasi Mobile Kuis Kosakata Text-to-Speech Bahasa Inggris dengan User-generated Content Ridhoni, Wahyu; Tri Asmara, Linda; Romadoni, Jiki
Jurnal Sains dan Informatika Vol. 10 No. 2 (2024): Jurnal Sains dan Informatika
Publisher : Teknik Informatika, Politeknik Negeri Tanah Laut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34128/jsi.v10i2.866

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi Mobile Kuis Kosakata Text-to-Speech Bahasa Inggris dengan fitur User-Generated Content yang memungkinkan pengguna menambah kosakata sesuai kebutuhan. Pengujian User Experience dilakukan menggunakan instruman UXD FLIP dengan tiga aspek: Mudah, Ramah, dan Indah. Hasil uji menunjukkan bahwa aspek Mudah memperoleh nilai 83,4, Aspek Ramah 82,4, dan aspek Indah 78,3. Secara keseluruhan, aplikasi ini memperoleh nilai akhir 81,4 yang tergolong sangat valid. Pengujian statistik menggunakan Wilcoxon Signed Rank Tes terhadap 107 partisipan menghasilkan nilai Z sebesar -8,79 Dengan p < 0,05, menunjukkan perbedaan signifikan antara nilai pre-test dan post-test. Dengan hasil ini, aplikasi dinyatakan efektif dan dapat digunakan dalam pembelajaran bahasa Inggris
Insights of Using Mobile Application to Assess Creative and Creative Thinking of Indonesian Students Ridhoni, Wahyu; Prigel Kaloka, Tesdiq; Setyosari, Punaji; Kuswandi, Dedi; Ulfa, Saida
EduLine: Journal of Education and Learning Innovation Vol. 5 No. 1 (2025)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.eduline3561

Abstract

World education organizations such as UNESCO and OECD have determined that creative and critical thinking are core 21st-century skills essential for students to master. Indonesia also views these two skills as very important, thus formulating creative and critical thinking into two of the six dimensions of the Pancasila Learner Profile. This study analyzes the data we collected during a creative and critical thinking assessment experiment with university students using the CC Thinker android application. The investigation was conducted on 46 participants with three assessment sessions. The research results showed that Creative Thinking in men showed a higher value than women. The Critical Thinking of men is more consistent than women. Creative Thinking of undergraduate students is more consistent than D3 students. However, the Critical Thinking of undergraduate students has increased. Creative Thinking of exact students is higher than non-exact students. In Critical Thinking, exact students develop as continuous exams are carried out. Creative thinking of students outside Java or Java is equal but in critical thinking Javanese students are better than students outside Java.
User Experience Design Tes Berbasis Mobile sebagai Link and Match Lowongan Kerja Industri dengan Politeknik di Kalimantan Selatan Ridhoni, Wahyu; Aufar, Yazid; Aurum, Emma Valensia
Journal of Practical Computer Science Vol. 4 No. 1 (2024): Mei 2024
Publisher : DPPM Universitas Pelita Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37366/jpcs.v4i1.4634

Abstract

Link and Match antara Perguruan Tinggi Vokasi dengan Industri di Kalimantan Selatan dinilai masih jauh dari harapan. Terdapat kesenjangan karena standar capaian pembelajaran belum sesuai dengan standar yang diinginkan dari industri. Selain itu serapan lulusan untuk bekerja masih rendah. Penelitian ini bertujuan membangun Platform tes lowongan kerja berbasis mobile dalam rangka mempererat sinergi antar Politeknik dengan industri di Kalimantan Selatan. Berfokus pada User Experience Design dengan membangun prototipe dan mengujinya. Perusahaan tinggal memilih program studi apa saja yang bisa mengikuti tes suatu lowongan pekerjaan dan secara langsung informasi diterima oleh masing-masing lulusan Program Studi. Platform mobile merupakan pilihan yang paling memungkinkan karena di Indonesia perangkat mobile lebih banyak digunakan. Selain itu tidak seperti website dan program desktop, pada aplikasi mobile dapat dilakukan pembatasan untuk keperluan yang spesifik agar tes berlangsung bebas dari kecurangan. User Experience Design dilaksanakan dengan kerangka kerja UXD FLIP dan menggunakan tool desain Figma. Hasil pengujian User Experience Design menunjukkan bahwa prototipe yang sudah dikembangkan telah valid dengan nilai 80,5, sehingga dinyatakan telah fix dan dapat dijadikan acuan dalam proses coding.
An Analysis of The Acceptance of Mobile-based Assessment for Student’s Creative and Critical Thinking Ridhoni, Wahyu; Setyosari, Punaji; Ulfa, Saida; Kuswandi, Dedi
Edutechnium Journal of Educational Technology Vol. 2 No. 2 (2024): Edutechnium Journal of Educational Technology
Publisher : CV. Edutechnium Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71365/edujet.v2i2.49

Abstract

Creative and critical thinking are two very important abilities to 21st Century. Previous mobile-based assessments have been carried out, but nothing has been used to measure creative and critical thinking. The Technology Acceptance Model (TAM) is used to see the acceptability of mobile-based assessments for creative and critical thinking. In this research, TAM is used at the prototype stage, where it is important to see the initial response of prospective users. One external variable is added to the main TAM version, namely Skill to use a smartphone. The sample of this research was 71 Informatics Engineering students. The results obtained are: (1) Mobile-based assessment for creative and critical thinking can be accepted by prospective users, (2) Skill to use a smartphone can be ignored, considering that this variable is not significant for acceptance. In other words, even though their skills are low or high, participants will still accept technology, (3) Perceived Ease to Use must be of concern because this variable is the one that has the greatest influence in the acceptance model. How to design applications that are clear, easy to understand, and have a good interaction experience will drive user acceptance.