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Developing of Android Based Educational Games as a Supplementary Media For Vocabulary of Junior High School Students Pantrisia Surtika Sari; Widiarini Widiarini; Siti Rofi'ah; Istina Atul Makrifah
Journal of Development Research Vol. 6 No. 1 (2022): Volume 6, Number 1, May 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jdr.v6i1.161

Abstract

The problem in learning English is almost all students have difficulty in learning vocabulary and the students lack of mastery of English vocabulary, another problem is that students' interest in learning vocabulary is very low because they think it is very difficult to memorize it. In addition, teachers do not use media to help the vocabulary learning process. So, the students need media to help learn vocabulary. The aim of this study is to develop the android based educational games and to know the result of develop the android based educational games. This type of study is Research and Development (R&D) used the Borg and Gall procedure which uses 6 stages out of 10 stages of development. There are need analysis, product design, product validation, product revision, product testing, and revise the product. The subject of the research is seventh grade students in SMPI Hasanuddin Kesamben. The feasibility of the media based on the results of the percentage of expert validation, namely: 92% media experts with Valid/Very Decent categories, material experts 81.25% with Valid/Very Decent categories. Furthermore, the results of student satisfaction were 89% with the product category "Valid / Very Decent". Based on these results, it can be concluded that the Android-based educational game media for vocabulary is very interesting to use as a supplementary media.
Developing Audio Media on Listening Skill Using Microsoft Sways and T2S Application for Junior High School Ziyad Muhamad Iqbal; Ahmad Saifudin; Widiarini Widiarini; Siti Rofi’ah
Journal of Development Research Vol. 6 No. 2 (2022): Volume 6, Number 2, November 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jdr.v6i2.162

Abstract

Considering the limitation of use learning media in English subjects in junior high school the use of learning media to hone listening skills has never been given to students. Even though audio media is needed to make easy for teacher to hone the student listening skill and to make easy for student to understand English pronunciation and conversation. Therefore, researchers developed Audio Media in English Subjects for 7th grade. This study aims to develop learning media in the form of Audio or Mp3 and see how the feasibility of the media in order to produce valid, effective and responsive media. The data research survey was to use observation, unstructured interviewed and questionnaire for research and development of Audio Media which was suitable to use by media experts, material experts, English teachers and student responses. This research uses Research and Development methods. The development procedure follows the Borg and Gall in Sugiyono (2015) procedure carried out by involving the ten main steps however this research is simply to use six stages. The results of this research found that media audio have good feasibility according to media experts get a proportion of 82%, material experts 82%, teachers’ assessment 77% and students’ responses 71% which means that this Learning Media is "Good /Valid" to use.
Developing Question Items Through Quizizz in Grade X MAN 1 Blitar Endang Lestari Rahayu; Istina Atul Makrifah; Widiarini Widiarini; Tyas Alhim Mubarok
Journal of Development Research Vol. 6 No. 1 (2022): Volume 6, Number 1, May 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jdr.v6i1.164

Abstract

This study aims to develop question items through quizizz application for students of class X Religious 1. Based on the results of interviews with 21 students. Learning english in the classroom during the pandemic many students have difficulty in reading skills because students cannot practice it directly with their teacher and friends. In addition to being a student, which makes students bored with monotonous lesson. This research and development refers to the Borg and Gall design. The data collection instrument used was a questionnaire. The data collection techniques were interviews and observations.The Process of developing question items through quizizz application is research and development steps are: (1) Potential and problem, (2) Data collection, (3) Product design, (4) Design validation, (5) Design revision, (6) Product testing, (7) Trial use, and (8) Product revision. The results of developing question items through quizizz application is the researcher analyzed the data from a questionnaires by presenting it and then comparing it with the validity criteria, the data obtained was 70.3% from media expert and 63% from material expert, which means valid or feasible to use. From the teacher have 79% is valid and feasible to be more active in learning. After being tested for effective and practical development products, this is evidenced by the analysis of students satisfaction questionnaires which is used as the main reference for product feasibility. The data results show 76.6% which means students are very helped and motivated by the help of learning media application from the product.
Pengembangan media pembelajaran aplikasi badminton lessons untuk siswa madrasah tsanawiyah Indra Surya Setiawan; Sumarno; Japhet Ndayisenga; Widiarini Widiarini
Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan Vol 10 No 2 (2022)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wd.v10i2.14001

Abstract

Penelitian ini termasuk ke dalam penelitian dan pengembangan (RnD) yang bertujuan untuk mengembangkan media pembelajaran Pendidikan Jasmani Olahraga Dan Kesehatan (PJOK) materi pembelajaran bulutangkis berbasis aplikasi Articulate Storyline yang dapat digunakan dengan mudah secara Mobile menggunakan Smarphone Android. Metode penelitian yang digunakan adalah menggunakan ADDIE Model. Subjek dalam penelitian ini adalah siswa MTsN 6 Blitar. Penentuan subjek dalam penelitian ini menggunakan metode Purposive Random Sampling. Hasil validasi ahli media didapatkan hasil 91.7% dan dari ahli materi didapatkan hasil sebesar 93.3%. Kemudian dalam tahap Small Group Trial mendapatkan hasil 82% dengan kategori baik, lalu dalam tahap Field Test mendapatkan hasil 88% dengan kategori sangat layak. Dengan hasil dari beberapa tahapan validasi ahli, Small Group Trial, Field Test lebih dari 80% maka dapat disimpulkan jika penelitian pengembangan ini merupakan produk baru dalam pengembangan media pembelajaran di MTsN 6 Blitar, berdasarkan hasil tersebut maka dapat dinyatakan bahwa aplikasi Badminton Lessons ini dapat digunakan dengan kategori sangat baik.   Development of badminton lessons application learning media for madrasah tsanawiyah students.   Abstract: This research is included in research and development (RnD), which aims to develop learning media for Physical Education Sport and Health (PJOK) badminton learning materials based on the Articulate Storyline application, which can be used easily on mobile using an Android smartphone. The research method used is the ADDIE Model. The subjects in this study were students of MTsN 6 Blitar. Determination of subjects in this study using a purposive random sampling method. The validation results of media experts obtained results of 91.7%, and material experts obtained results of 93.3%. Then in the Small Group Trial stage, it gets 82% results in a good category, then in the Field Test stage, it gets 88% results in a very decent category. With the results of several stages of expert validation, Small Group Trial, Field Test of more than 80%, it can be concluded that this development research is a new product in the development of learning media at MTsN 6 Blitar, based on these results it can be stated that the Badminton Lessons application can be used very good category.
Pendampingan Belajar Bahasa Inggris bagi Siswa Kelas VI MI Perwanida Kota Blitar Siti Rofi'ah; Widiarini Widiarini; Istina Atul Makrifah; Tyas Alhim Mubarok; Fitri Arini; Ririn Pratiwi Suharto
Jurnal Abdimas UNU Blitar Vol 4 No 2 (2022): Volume 4 Nomor 2, Desember 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jppnu.v4i2.133

Abstract

Pengabdian ini dilaksanakan pada siswa kelas VI di MI Perwanida Kota Blitar. Fokus pengabdian ini dilaksanakan agar siswa mampu menguasai bahasa Inggris dengan baik dan menyenangkan. Latar belakang dilaksanakan pengabdian ini adalah (1) motivasi belajar bahasa Inggris siswa yang rendah; (2) media pembelajaran dan metode pengajaran yang kurang bervariatif dan (3) anggapan siswa bahwa bahasa Inggris adalah mata pelajaran yang sulit dipelajari. Dalam pelaksanaan pengabdian ini siswa dibimbing dan diajarkan materi bahasa Inggris dengan mengaplikasikan media pembelajaran dan variasi metode mengajar yang menyenangkan untuk meningkatkan kemampuan speaking, listening, reading dan writing. Hasil dari pengabdian yang dilakukan menunjukkan peningkatan motivasi dan pemahaman dalam pembelajaran bahasa Inggris.
Pelatihan Penggunaan Communication Strategies dalam Mengatasi Masalah Berbicara Siswa Widiarini Widiarini; Fitri Arini
Jurnal Abdimas UNU Blitar Vol 4 No 2 (2022): Volume 4 Nomor 2, Desember 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jppnu.v4i2.134

Abstract

Kemampuan berbicara Bahasa inggris sangat krusial sebagai alat komunikasi global pada abad 21 ini. Namun, setelah bertahun-tahun belajar Bahasa Inggris, siswa belum dapat berkomunikasi secara lancar dan benar, seperti halnya siswa MAN Kota Blitar yang tinggal di Pondok Nurul Iman. Masalah yang dihadapi siswa disebabkan oleh (1) kurangnya kemampuan kebahasaan (bahasa Inggris) yang meliputi grammar dan kosakata; (2) afektif faktor seperti rendahnya rasa percaya diri, dan (3) kemampuan turn-taking. Berdasarkan permasalahan tersebut perlu dilakukan pelatihan penggunaan Comunication Strategies (CSs) untuk mengatasi masalah komunikasi siswa. Sehubungan dengan adanya banyak jenis CSs yang dikemukakan oleh para ahli bahasa, namun beberapa diantara strategi tersebut menyebabkan tidak berkembangnya kemampuan bahasa (fossilized language) pengguna strategi, maka tujuan pelatihan adalah memberikan pelatihan positif CSs untuk mengatasi masalah berbicara siswa yang sekaligus strategi tersebut dapat mengembangkan kemampuan berbicara siswa. CSs yang digunakan dalam pelatihan dikategorikan menjadi compensatory strategies, cooperative strategies, dan paraphrase. Pelatihan dilakukan dengan tiga tahap, yaitu persiapan, pelaksanaan, dan evaluasi. Berdasarkan hasil evaluasi secara klasikal diketahui bahwa siswa merasa senang mendapat pelatihan penggunaan positif CSs. Materi yang disampaikan dalam pelatihan menambah pengetahuan dan pengalaman praktek berbicara yang belum pernah diajarkan di kelas.
Influential Factors Affecting Students’ Achievement in Higher Education Institution System Widiarini Widiarini; Achmad Supriyanto; Asep Sunandar
Journal of Development Research Vol. 7 No. 1 (2023): Volume 7, Number 1, May 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jdr.v7i1.307

Abstract

Instead of focusing on institution ranking, HEI should consider the students’ achievements because new students’ admission regulation allotted 20% of students registered by using achievement evaluation. In addition, every HEI must report student management, including students’ achievements through SIMKATMAWA. Bear in mind, the importance of student management and students’ achievement, the aim of this study is to investigate the relationship of factors affecting students’ achievement such as new students’ state university admission, students’ achievement motivation, students’ services, reward system, and students’ achievement. The researcher used a non-experimental quantitative approach i.e., correlational research. The sample of this study was 78 students of Brawijaya University (UB) who have high achievements. Structural equation modeling (SEM) was chosen as an analytical technique. This study showed a positive relationship between new students’ admission, students’ service, reward system, and students’ achievement. Those variables had a direct relationship. In addition, there was no significant positive relationship between new students’ admission for students’ achievement motivation, as well as students’ service for students’ achievement motivation. In sum, this study showed that UB had a good students management system, so that the students can get achievements.
Graphic Organizer Sebagai Strategy Persiapan Monolog Speaking: Sebuah One-Shot Case Study Pada Mata Kuliah Basic Speaking Widiarini Widiarini; Fitri Arini; Winda Khoirun Nisak
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 3 No 1 (2023): Volome 3, Nomor 1, Februari (2023)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v3i1.816

Abstract

Speaking merupakan keterampilan yang sangat kompleks. Kemampuan speaking dipengaruhi oleh faktor pengusaan linguistic, faktor lawan bicara, dan faktor afektif (Widiarini, 2019). Sehingga mahasiswa perlu strategi untuk membantu speaking khususnya dalam mengelola ide dan kosa kata. Dalam hal ini GO digunakan sebagai strategy untuk membantu speaking mahasiswa. Tujuan penelitian ini adalah mengetahui proses penggunaan Graphic Organizer untuk mengorganisasikan ide siswa dalam berbicara monolog serta bagaimana kemampuan mengorganisasikan ide siswa dalam berbicara monolog ketika Graphic Organizer diimplementasikan dalam pembelajaran Speaking. Penelitian ini merupakan peneitian kuantitatif dengan menggunakan one shot case study. Sampel penelitian merupakan sampel jenuh yaitu seluruh mahasiswa semester 1 pada prodi Pendidikan Bahasa Inggris. Hasil penelitian ini menunjukkan bahwa GO diajarkan kepada mahasiswa untuk membantu mereka pada tahap persiapan speaking performance. Hasil nilai mahasiswa setelah menggunakan GO 2 mahasiswa (7,14%) yang mendapat nilai very good, 5 mahasiswa (17,85%) memperoleh nilai good, 11 mahasiswa (39,28%) masuk dalam kategori fair, 5 mahasiswa (17,85%) memperoleh nilai poor, dan 5 mahasiswa (17,85%) masuk dalam kategori very poor. Mahasiswa mempunyai persepsi bahwa GO sangat praktis (85,43%) digunakan pada tahap persiapan speaking performance.
THE DEVELOPMENT OF SPINNING WHEEL MEDIA TO TEACH VOCABULARY AT JUNIOR HIGH SCHOOL Ayu Fatma Mufida; Widiarini Widiarini; Tyas Alhim Mubarok
PROJECT (Professional Journal of English Education) Vol. 7 No. 5 (2024): VOLUME 7 NUMBER 5, SEPTEMBER 2024
Publisher : IKIP Siliwangi

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

Abstract

This study focuses on the development of a spinning wheel media  for English vocabulary learning, employing the systematic Borg and Gall Research and Development (R&D) model. The spinning wheel media is designed to enhance vocabulary acquisition and address the vocabulary poverty prevalent among students. The research methodology follows the stages outlined in the Borg and Gall R&D model, including needs assessment, media development, expert validation, pilot testing, and final evaluation. Throughout these phases, data are collected, analyzed, and iteratively refined to ensure the efficacy and validity of the spinning wheel media. Initial findings from the needs analysis reveal More than 70% (21 out of 30 students) at MTs Nurul Huda Ngadirejo demonstrate shortcomings in vocabulary, affecting their proficiency in learning English. To address this issue, it's imperative to integrate additional interactive learning tools to stimulate students' engagement and elevate their participation levels. Drawing upon pedagogical theories and instructional design principles, the spinning wheel media is developed to engage students actively in vocabulary learning. The result of expert validation media and material achieved 82.55 and 95%  as a result spinning wheel media is appropriate for usage in vocabulary learning. The result of students satisfaction analysis indicates that spinning wheel is effective to increase students interest in learning vocabulary.
Development Local Culture Story Book to Teach Reading Comprehension for Junior High School Enggar Wahyu Muji Saputri; Widiarini Widiarini; Istina Atul Makrifah; Tyas Alhim Mubarok
Journal of Development Research Vol. 7 No. 2 (2023): Volume 7, Number 2, November 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jdr.v7i2.171

Abstract

This research was used to develop a local culture story book to teach reading comprehension for grade 8 at SMPI Hasanuddin Kesamben Blitar. The subjects used in this study were 20 8th grade students. Based on the results of the needs analysis, it was found that 100% of students' answers did not have any special books that support their learning apart from materials from the government. Furthermore, based on these findings, the research developed a local culture storybook to teach reading comprehension for eighth graders at SMPI Hasanudin Kesamben. The method used in this study was adopted from Borg and Gall by taking some steps that includes: (1) observation and data collection, (2) Planning , (3) Product Development, (4) Validation the Product, (5) Revision stage I, (6) Trials Product, (7) Revision Stage II, (8) Product Improvement. In this study, there are two kinds of validation used to assess the product. The first validation is a material expert who got the result of 80%, its mean that the product is valid category. The second, the validation of media experts got the results of 83,75%, meaning that the product is valid. After the product was validated, then the product was tested on students and obtained student satisfaction responses with the total of 90% which was categorized that the product was Good/Valid.