Claim Missing Document
Check
Articles

Found 29 Documents
Search

PENGEMBANGAN BUKU DIGITAL CREATIVE WRITING: BLENDED LEARNING BERBASIS PROYEK TERINTEGRASI KECAKAPAN 6C Levandra Balti; Winda T Trisnwati; Tiara Monika
Jurnal Muara Pendidikan Vol. 8 No. 2 (2023): Jurnal Muara Pendidikan, Vol 8 No 2, Desember 2023
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v8i2.1510

Abstract

This development aims to develop and evaluate digital books with a blended learning approach that is integrated with 6C skills in the English creative writing: drama and theater course. This course aims to improve students' ability to write drama and theater scripts in English while developing important skills that are relevant in a language-learning context. This research design is a research and development design that uses a 4D model. The stages of this research are the define stage, design stage, develop stage, and disseminate stage. The results of this research show that digital blended learning books with a project approach and integration of 6C skills have a positive impact on students' ability to write drama and theater scripts in English. Students also demonstrated improvements in developing 6C skills, including the ability to collaborate, communicate effectively, and think critically. This research provides recommendations for further development in the use of digital blended learning books in the English Creative Writing Drama and Theater courses, as well as increasing the integration of 6C skills in language learning contexts. The findings of this research can be an important contribution to the development of more innovative curricula and teaching methods in English education and the development of student skills.
PRACTICALITY TEST: INTEGRATED AUGMENTED REALITY IN ENGLISH FOR CULINARY BOOK Nurzahra Fathiyanabila Wicaksono; Levandra Balti; Anggita Pebrianti
Jurnal Muara Pendidikan Vol. 9 No. 2 (2024): Jurnal Muara Pendidikan, Vol 9 No 2, Desember 2024
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v9i2.2432

Abstract

This research aims to test the practicality of using Augmented Reality (AR) integrated in the book "English for Culinary" using descriptive quantitative methods. The research instrument, a practicality questionnaire, was distributed to lecturers and students of the Culinary Arts Education Study Program. The assessment is carried out based on four main indicators: usable, easy to use, appealing, and cost-effective. The results of the practicality test completed by the lecturer showed that the usable indicator obtained a score of 85, easy to use 80, appealing 86, and cost-effective 84, with an overall average score of 83.7, which is classified in the "very practical" category. Meanwhile, the results from students showed scores for usable indicators of 83, easy to use 81, appealing 85, and cost-effective 82, with an overall average of 83.7, which is in the "very practical" category. Based on these results, it can be concluded that the integration of AR in the book "English for Culinary" is very practical for both lecturers and students in the learning process.
PELATIHAN PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS TEKNOLOGI PADA GURU SMA N 18 TEBO Winda Trisnawati; Renda Lestari; Nur Habibah; Diana Oktavia; Levandra Balti; Ridho Kurniawan; Cenby Rosella Agustin Ellbas
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 3 No 2 (2022): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Volume 3, No 2 Oktober 2022
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v3i2.836

Abstract

Training on the learning media - based technology for teachers at SMA N 18 Tebo which aims to improve the ability of teachers to develop learning media -based technology in the form of learning videos. This training implementation method is carried out using a team-based project method, teachers work on projects in the form of interactive and interesting learning videos. The learning video is then uploaded to the YouTube channel. YouTube is one of the social media platforms that are often used by children today. This is considered effective as well as changing the mindset of students that the use of the internet and social media also helps in the learning process and becomes fun. In practice, the service team will conduct training for 4 weeks, in order to provide tutorials and evaluations to teachers at SMA N 18 Tebo.
E-FLIPBOOK: ENGLISH E-MODULE SEBAGAI MEDIA PEMBELAJARAN DI ERA DIGITAL UNTUK KELOMPOK KERJA GURU BAHASA INGGRIS Winda Trisnawati; Nur Habibah; Renda Lestari; Ridho Kurniawan; Levandra Balti; Sonya Enjelika
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 5 No 1 (2024): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 5 No 1 (2024)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v5i1.1822

Abstract

The activity on developing the flipbook e-module for Bungo Dani English KKG teachers is a positive and useful step in educational development. Through the flipbook e-module, Bungo Dani English KKG teachers can improve their knowledge and teaching skills. It could help understand more modern and effective teaching methods. The use of technology in the form of e-module flipbooks shows adaptation to current developments and provides easier access for teachers to obtain the latest materials. This socialization activity can allow teachers to collaborate, share experiences, and exchange ideas. Flipbook e-modules can help teachers prepare lesson plans in a more structured and efficient way. It could save teachers time preparing material and optimize the teaching and learning process. The conclusion is that the socialization activity for developing flipbook e-modules for Bungo Dani English KKG teachers has great potential to improve the quality of education and teaching methods and enrich the learning experience for teachers and students.
PELATIHAN PENGEMBANGAN MEDIA PEMBELAJARAN BAHASA INGGRIS UNTUK ANAK-ANAK PADA GURU KKG BUNGO DANI Diana Oktavia; Nur Habibah; Winda Trisnawati; Levandra Balti; Rahayu Sartika
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 5 No 1 (2024): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 5 No 1 (2024)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v5i1.1915

Abstract

Implementing the Merdeka Curriculum in elementary school motivates this community service program. The implementation of this curriculum highlighted English teaching in Elementary school. Based on the initial need analysis study, it was found that the Elementary schools in Bungo Dani need training in teaching media development to support teaching English to young learners. This training involved 25 Elementary school teachers as the participants. Those participants were introduced and trained to prepare and develop the teaching media.
PELATIHAN DESAIN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY UNTUK GURU SMP NEGERI 18 TEBO Winda Trisnawati; Levandra Balti; Gita Dhia Fadhila
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 6 No 2 (2025): Jurnal Pengabdian Pendidikan Masyarakat (JPPM), Vol 6 No 2 (Oktober 2025)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v6i2.3614

Abstract

The training activity was carried out to equip teachers with the knowledge and practical skills in creating interactive learning media based on augmented reality. The training was carried out in several stages, starting from an introduction to the basic concepts of augmented reality, demonstrations of the use of supporting applications, to direct practice in media creation and assistance in designing learning content. This activity took place periodically and was carried out in a participatory manner so that teachers could develop skills gradually. The results of the activity showed that the training had a positive impact on improving teacher competence in utilizing technology as a teaching aid. Teachers were able to produce more interesting and interactive learning media, and demonstrated high motivation in implementing this technology in the classroom. This activity concluded that training on augmented reality-based media is a strategic step in improving the quality of learning and encouraging educational innovation in the school environment.
Digital Literacy:The Freedom of Speech to FaceSociety 5.0 Levandra Balti; Winda Trisnawati
Journal Of Language Education and Development (JLed) Vol. 3 No. 2 (2021): Vol 3 No 2 July (2021): Journal of Language Education and Development (JLed)
Publisher : Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jled.v3i2.703

Abstract

Digital literacy, which is also known as computer literacy is one component in media literacy skills which is a proficiency in the use of computers, the Internet, telephones, and other digital devices.The development of digital technology is one aspect that effect the future life. It is known as society 5.0. Society 5.0 is a concept of a human-centered and technology-based Society. By Society 5.0, artificial intelligence (AI) will transform Big Data collected through the Internet of Things (IoT) into new wisdom. Society 5.0 also give knowledge for human in communication aspect.it is the understanding of networks performance and communications in digital world.
THE ANALYSIS OF TENSE CHOICE IN NATIONAL COLUMN IN THE JAKARTA POST NEWSPAPER Nur Habibah; Levandra Balti
Journal Of Language Education and Development (JLed) Vol. 4 No. 1 (2021): Journal of Language Education and Development (JLed)
Publisher : Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jled.v3i2.798

Abstract

The purpose of this research is to know what are the tense used in Jakarta Post newspaper in National column and to know what is the most and the less tense that used in the Jakarta Post newspaper in National column. Tense is a unit consisting of verbs that explain and emphasize information, which amounts to 16 tenses, the four main points of these tenses are past tense, present tense, future tense, and past future, then accompanied by four kinds of activities including simple, continuous, perfect and perfect continuous. The source data of this research is Jakarta Post newspaper in the national column and the secondary data are books, journal that supporting the main data in doing the research. This research is qualitative descriptive research that used library research. The result of this research is there are 9 tenses that used in National column in the Jakarta post newspaper they are 47 of simple present, 4 of present continuous, 31 of present perfect, 132 of simple past, 1 of past continuous, 2 of past perfect continuous, 7 of simple future, 12 of past future and 13 of past perfect. The most tense that used in National column in the Jakarta Post newspaper is simple past and the less tense that use in the Jakarta Post newspaper is past continuous.
Exploring Student’s English Learning Experience by Using Quizwhizzer in English Class at Muhammadiyah Muara Bungo University Tesa Febri Dwi Utami; Levandra Balti; Renda Lestari
Jurnal Intelek Insan Cendikia Vol. 3 No. 9 (2026): SEPTEMBER 2026
Publisher : PT. Intelek Cendikiawan Nusantara

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

Abstract

Advancements in digital technology have transformed the way people learn English. The use of technology-based learning media can provide a more engaging and interactive learning experience for students. However, students' experiences in learning English through digital platforms that integrate game elements warrant further investigation, particularly within higher education settings. QuizWhizzer is a digital learning platform that combines instructional content with game elements, visuals, text, audio, and interactive activities. Accordingly, this study aims to investigate students' experiences learning English using QuizWhizzer in English classes at Universitas Muhammadiyah Muara Bungo. This study employs a qualitative approach using a case study design. The research subjects consisted of four students at Universitas Muhammadiyah Muara Bungo who had participated in English lessons utilizing QuizWhizzer. The researcher served as the primary instrument, and data were collected through semi-structured interviews. The interview data were manually transcribed and analyzed through a process involving data reduction, data presentation, and conclusion drawing. The findings indicate that students perceived the learning experience as more helpful and interactive due to the use of QuizWhizzer. Visual features played a role in helping students comprehend the lessons and provided guidance for answering questions. The combination of text and images helped students connect information and improve their understanding. Furthermore, multimedia elements such as audio facilitated the English learning process, while game-like features stimulated interaction and helped students maintain focus throughout the learning activities. Based on the research conducted, it can be concluded that the use of QuizWhizzer provides a more engaging and beneficial English learning experience for students. Students not only use QuizWhizzer to answer questions but also utilize its various features to aid in understanding English content. The integration of visual elements, text, multimedia, and game-like aspects enhances the students' learning experience in the English classroom. Therefore, QuizWhizzer serves as a digital learning tool that supports Technology-Enhanced Language Learning (TELL) through the application of integrated and interactive technology within the educational process