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Gamification on Netboard: The Students’ Perceptions of its Practice in ESP Classroom Fauzul Etfita; Sri Wahyuni; Estika Satriani; Asnawi Asnawi; Fermita Yuliasma
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 4 (2023): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i4.3380

Abstract

Gamification is a learning approach that uses element from games to motivate students in the learning process and enhance feelings of enjoyment and engagement with the learning process This research aimed to investigate the students’ perception toward gamification as applied in English Language Education. This research was conducted at a private university in Riau, and the sample was 47 students of the sixth semester. This research used descriptive-quantitative approach, and the instrument is questionnaire. The questionnaire consists of 35 questions, divided into 7 indicators. The results of this study were processed quantitatively using the Likert scale formula. The result of this research indicates that students were dominant agreed with the 35 statements of 7 indicators about gamification. The research found that the 1st indicator agreed with index 68.65%, the 2nd indicator agreed with index 71.47%, the 3rd indicator agreed with index 68.65%, the 4th indicator agreed with index 67.16%, the 5th indicator agreed with index 71.1%, the 6th indicator agreed with index 71.7%, and 7th indicator agreed with index 70.8%. Therefore, gamification is a platform that suitable for teachers and students in the learning process, especially in learning English for specific purposes.
Design of Material Needs Profile in Reading Learning Textbooks based Riau Malay Folklore Asnawi Asnawi; Muhammad Muhkhlis; Ayu Rusmani; Mukminati Zulfa
Jurnal Paedagogy Vol 11, No 2: Jurnal Paedagogy (April 2024)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v11i2.11145

Abstract

This study aims to identify the needs for the content of textbooks for learning to read which contain texts from Riau Malay folklore. The approach used in this research was qualitative with a descriptive method. The data collection techniques were questionnaires and interviews. Based on an analysis of the content aspects of textbooks for learning to read, there are several conclusions. First, students want textbook material that includes depth of material and examples of material to facilitate learning; second, students want the accuracy of textbook material which includes examples of material so that it is easy to understand; third, students want up-to-date textbook material and in accordance with the psychological development of students; fourth, students want noble values in textbooks to benefit their readers; and fifth, students want to use cliche language in the content of Riau Malay folklore which is taught in textbooks, so that they can increase their knowledge of the cliché language used in Riau Malay folklore. In addition, students also want the text of Riau Malay folklore in textbooks to add new knowledge about this folklore.
GAMBARAN WATAK TOKOH UTAMA DALAM NOVEL BRING ME TO JANNAH KARYA NUR HOIRIAH Oki Diana Gesti Ayua; Asnawi Asnawi
SASTRANESIA: Jurnal Program Studi Pendidikan Bahasa dan Sastra Indonesia Vol 11, No 4 (2023): DESEMBER 2023
Publisher : STKIP PGRI Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32682/sastranesia.v11i4.3387

Abstract

Novel dalam penelitian ini berjudul “Bring Me to Jannah”. Novel ini bercerita tentang perempuan yang dijodohkan oleh kedua orang tuanya dengan anak sahabat mereka yakni Farhan. Tujuan penelitian ini adalah untuk mengidentifikasi karakter atau watak tokoh “Bring Me to Jannah” karya Nur Huroirah secara analitik dan dramatik. Metode yang digunakan dalam penelitian ini adalah pendekatan kualitatif yang bersifat deskriptif. Temuan penelitian menunjukkan bahwa perwatakan tokoh Nafisa Humairah Azzahra memiliki watak cuek, keras kepala ,kesal, jujur, geer, ceplas-ceplos, dan percaya diri. Perwatakan tokoh tersebut digambarkan pengarang secara analitik dan dramatikal. Novel Bring Me to Jannah sangat baik dijadikan bahan bacaan dan referensi bahan ajar, karena novel tersebut mengandung banyak nilai-nilai kehidupan yang positif dan baik jika dijadikan sebagai pengalaman dan teladan. Hasil penelitian dapat dijadikan sebagai bahan bacaan dan referensi bahan ajar dalam pengajaran sastra.
Pelatihan Aplikasi ENFORCE dalam Mempromosikan Independent Learning bagi Siswa Jurusan Manajemen Perkantoran SMKS Budi Dharma Dumai Sri Wahyuni; Estika Satriani; Fauzul Etfita; Asnawi Asnawi
Jurnal Pengabdian UNDIKMA Vol. 4 No. 1 (2023): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v4i1.6610

Abstract

This service aims to increase the knowledge and capability of SMKS Budi Dharma Dumai students regarding the application of ENFORCE in promoting independent learning. This service method employed training with three stages: first, the pre-activity stage; second, the core activity stage; and third, the evaluation stage. The number of participants in this dedication was nine tenth-grade students majoring in Office Management. The instrument for evaluating this activity used a questionnaire and was analyzed descriptively. The results of this dedication showed that most students favorably responded that ENFORCE was very useful in learning English for office because the material was presented in an exciting and precise manner. From personalization, authenticity, and connectivity, this application is easily accessible, provides original resources, and provides opportunities for self-study. After participating in this training, students stated that they would use this application as an additional learning reference at school and home.
Gamification on Netboard: The Students’ Perceptions of its Practice in ESP Classroom Fauzul Etfita; Sri Wahyuni; Estika Satriani; Asnawi Asnawi; Fermita Yuliasma
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 4 (2023): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i4.3380

Abstract

Gamification is a learning approach that uses element from games to motivate students in the learning process and enhance feelings of enjoyment and engagement with the learning process This research aimed to investigate the students’ perception toward gamification as applied in English Language Education. This research was conducted at a private university in Riau, and the sample was 47 students of the sixth semester. This research used descriptive-quantitative approach, and the instrument is questionnaire. The questionnaire consists of 35 questions, divided into 7 indicators. The results of this study were processed quantitatively using the Likert scale formula. The result of this research indicates that students were dominant agreed with the 35 statements of 7 indicators about gamification. The research found that the 1st indicator agreed with index 68.65%, the 2nd indicator agreed with index 71.47%, the 3rd indicator agreed with index 68.65%, the 4th indicator agreed with index 67.16%, the 5th indicator agreed with index 71.1%, the 6th indicator agreed with index 71.7%, and 7th indicator agreed with index 70.8%. Therefore, gamification is a platform that suitable for teachers and students in the learning process, especially in learning English for specific purposes.
TINDAK TUTUR EKSPRESIF PADA AKUN YOUTUBE MATA NAJWA YANG BERJUDUL AHOK SOAL JOKOWI, PRABOWO DAN JAKARTA HARI INI Vannesa Cahya Bening; Asnawi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7497

Abstract

Tujuan penelitian ini untuk mengeksplorasi dan mengelaborasi fungsi tindak tutur ekspresif yang muncul dalam percakapan pada akun YouTubeMata Najwa. Penelitian ini menggunakan pendekatan kualitatif dengan metode Analisis isi (ContentAnalysis). Data dalam penelitian ini adalah seluruh tuturan yang mengandung fungsi tuturan ekspresif pada akun YouTubeMata Najwa. Sumber datanya adalah tuturan ekspresif yang terdapat pada akun YouTubeMata Najwa. Teknik pengumpulan data adalah teknik dokumentasi, teknik simak dan catat. Teknik analisis data dalam penelitian ini adalah pemberian kode, klasifikasi data, menginterpretasikan temuan penelitian dan penarikan kesimpulan. Teknik keabsahan data dalam penelitian ini adalah credibilty(kredibilitas), transferability(keteralihan), dependability(keterandalan), dan confirmability(keterbuktian). Hasil dari penelitian ini didapatkan 102 tindak tutur ekspresif terdiri dari tindak tutur ekspresif yang berfungsi meminta maaf sejumlah 3 tuturan, berterima kasih 7 tuturan, memuji 18 tuturan, mengkritik 35 tuturan dan sindiran 39 tuturan. Maka dapat di simpulkan bahwa fungsi tindak tutur ekspresif yang paling banyak adalah fungsi tindaktuturekspresif sindiran.
EUFEMISME DALAM EDITORIAL SURAT KABAR TRIBUN PEKANBARU Sri Lestari; Asnawi
Fon: Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol 18 No 1 (2022)
Publisher : Pendidikan Bahasa dan Sastra Indonesia Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/h98gfa94

Abstract

Eufemisme merupakan bentuk ungkapan untuk memperhalus kata-kata yang dirasa kasar atau tidak pantas diucapkan atau didengar oleh orang lain. Eufemisme sangat erat hubungannya dengan bahasa yang ada pada setiap kehidupan manusia dan telah menjadi tata krama atau kesantunan dalam berbahasa. Eufemisme ini juga sering kita jumpai dalam berbagai media massa salah satunya yaitu surat kabar. Rumusan masalah penelitian ini, yaitu Bagaimanakah eufemisme dalam editorial surat kabar harian Tribun Pekanbaru: kajian studi semantik? Teori yang digunakan dalam penelitian ini, yaitu teori-teori yang berhubungan dengan eufemisme dalam bentuk metafora. Penelitian ini menggunakan metode deskriptif. Penelitian ini dilakukan dengan tujuan untuk mendeskripsikan, menganalisis, menginterpretasi, dan menyimpulkan eufemisme yang terdapat dalam editorial surat kabar harian Tribun Pekanbaru: kajian studi semantik. Manfaat penelitian ini diharapkan dapat menambah pengetahuan pembaca mengenai kajian semantik terutama pada aspek eufemisme bentuk metafora. Metode yang digunakan dalam penelitian ini, yaitu deskriptif. Hasil penelitian yang diperoleh peneliti, yaitu dari 23 editorial dalam surat kabar Tribun Pekanbaru edisi September 2020 peneliti menemukan 14 data eufemisme kajian semantik.
PEMBENTUKAN KARAKTER SISWA MELALUI PERMAINAN TRADISIONAL M. Fransazeli Makorohim; Alficandra Alficandra; Asnawi Asnawi; Zulkifli Zulkifli; Kamarudin Kamarudin; Leli Haryani; Oki Fhutu Parakes
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2025): Volume 6 No. 1 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i1.41685

Abstract

Permainan tradisional Indonesia adalah bagian integral dari kekayaan budaya bangsa yang diwariskan dari generasi ke generasi. Berbagai permainan ini tidak hanya menjadi sarana hiburan, tetapi juga mengandung nilai-nilai edukatif, sosial, dan kultural yang tinggi. Setiap daerah di Indonesia memiliki permainan tradisionalnya sendiri, mencerminkan keragaman budaya dan kearifan lokal yang ada di nusantara. Permainan tradisional biasanya melibatkan aktivitas fisik dan interaksi sosial yang intens, menjadikannya media yang efektif untuk membangun kebersamaan dan memperkuat ikatan komunitas. Berdasarkan permasalahan yang dihadapi mitra dari kesepakatan tim pengabdian Kepada Masyarakat solusi yang ditawarkan adalah (1) Memberikan pehaman tentang peranan permainan tradisional dalam pembentukan karakter di sekolah dasar. Metode yang dilakukan dalam kegiatan ini yaitu Ceramah, Demonstrasi, Diskusi, dan Evaluasi. Hasil dari kegiatan Pengabdian Kepada Masyarakat tersebut, para peserta mendapatkan dan meningkatnya pengetahuan tentang peran permainan tradisional serta mendapatkan cara-cara yang dapat dilakukan guna media pembentukan karakter anak di sekolah dasar.
Technology-Infused Project-Based Language Learning: A Conceptual Framework for Academic Writing Instruction Sri Wahyuni; Nur Hidayanto Pancoro Setyo Putro; Anwar Efendi; Asnawi Asnawi; Putri Asilestari
JADEs Journal of Academia in English Education Vol. 7 No. 1 (2026): JADEs Journal of Academia in English Education
Publisher : Tadris Pendidikan Bahasa Inggris IAIN Langsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32505/jades.v7i1.14491

Abstract

For Generation Z learners, academic writing presents a paradox in higher education. While it offers valuable benefits, it also poses notable challenges (e.g., limited development of critical thinking skills, insufficient academic literacy, and a lack of familiarity with scientific writing conventions). In response to this paradox, project-based language learning (PBLL) and learning technologies offer innovative avenues to improve students’ writing products and processes. This article aims to develop and articulate the Technology-Infused Project-Based Language Learning (TIPBLL) model as a conceptual framework for academic writing instruction. Methodologically, this article employs a qualitative conceptual analysis through a structured synthesis of literature on PBLL, technology-enhanced language learning, academic writing pedagogy, and digital technology integration, particularly artificial intelligence. The TIPBLL model integrates PBLL principles, digital technology infusion, and academic writing pedagogy into a unified framework. This article analyses significant learning theories and pedagogical perspectives, including sociocultural theory, the Zone of Proximal Development (ZPD), the dual focus of writing (form and function), and PBLL within the PLATE framework. The findings of the conceptual synthesis highlight conceptual deficiencies in the literature, particularly the tendency to treat projects, technology, and writing as separate components. TIPBLL is then introduced as a learning model that positions technology as an integral component embedded across the stages of project-based academic writing. The article also discusses TIPBLL’s future directions for research and pedagogical practice. Overall, TIPBLL offers a potential framework for building academic writing instruction that is more authentic, collaborative, reflective, and aligned with the demands of 21st-century digital literacy.
Desain Materi Ajar Interaktif Teks Berita Bagi Siswa Kelas XI ATP 2 SMKN Pertanian Terpadu Ardila Ardila; Asnawi Asnawi
JP-BSI (Jurnal Pendidikan Bahasa dan Sastra Indonesia) Vol 11, No 1 (2026): VOLUME 11 NUMBER 1 MARCH 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jp-bsi.v11i1.8085

Abstract

Penelitian ini memiliki tujuan untuk merancang materi  ajar  mengenai teks berita yang sesuai dengan karakteristik siswa kelas XI ATP 2 SMKN Pertanian Terpadu Kota Pekanbaru, yang selama ini mengikuti pembelajaran dengan metode tradisional dan kurang berpartisipasi secara aktif. Penelitian ini menggunakan metode Research and Development dengan model ADDIE sebagai landasan pengembangan, yang terdiri dari berbagai tahap seperti analisis kebutuhan, perancangan materi, pelaksanaan, dan penilaian terhadap produk. Data dikumpulkan melalui observasi, kuesioner, dan wawancara untuk mengetahui kebutuhan siswa dari segi konten, penggunaan bahasa, tampilan grafis, serta media belajar. Hasil penelitian menunjukkan bahwa siswa memerlukan bahan ajar digital yang interaktif, mencakup contoh berita yang relevan dengan kehidupan sehari-hari mereka, serta dilengkapi dengan elemen multimedia seperti gambar, suara, dan video. Hal ini menegaskan bahwa penggunaan materi ajar interaktif sejalan dengan teori belajar desain digital dan dapat mendorong proses pembelajaran yang lebih partisipatif di lingkungan sekolah kejuruan. Penelitian ini diharapkan dapat menjadi acuan dalam pengembangan bahan ajar berbasis teknologi untuk pelajaran bahasa Indonesia.