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Development of Pop-Up Book Media to Teach Vocabulary for Mental Retardation Special School Ainaul Mardliyah; Widiarini Widiarini; Ahmad Saifudin; Siti Rofi'ah
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.v6i1.157

Abstract

This research was carried out based on the results of observations on mentally retarded students at SLB Jatiwiratama Selopuro in the vocabulary subject. This study aims to develop learning media in the form of pop-up book and find out how the level of feasibility of the media. This research was conducted on mentally retarded children at special school. The research method used is Research and Development (R & D) which adopted from Borg and Gall where researchers take 4 stages of the existing 10 stages. The stages include (1) Need analysis, (2) Product development, (3) Product testing, (4) Product revision. Determination of eligibility is done by validate the learning experts, and media experts. After that, the researcher do product testing. Research and development produces pop-up book media that are suitable for use based on the assessment of (1) Media expert validators get an assessment of 95.5% (2) Learning expert validators received a 9% rating. Assessment of student responses gets an assessment percentage of 91.5% which is means that the media can be accepted by students. The reason for choosing this research is because the development of pop-up book media for mentally retarded children has never been researched before.
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 Flashcards Learning Media to Teach Grammar in Recount Texts for Tenth Grade Oryzanda Oryzanda; Ahmad Saifudin; Widiarini Widiarini
Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP Vol 9, No 2 (2022)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jo-elt.v9i2.6346

Abstract

Language plays a crucial part in the foundation of communication in daily life and academic activity. Learning an additional language such as English in school is very important. Mastery of English grammar is required to compose a word or sentence in English.  It takes grammar proficiency to create words or phrases in English. Students in class X IIK 2 MA Bustanul Muta'allimin comprise the study's sample population. Most of the students in this class had trouble putting simple sentences together. According to the results of the needs analysis, the result of the questionnaires, 77% of the students had difficulties constructing their simple sentences in English. Furthermore, 80% of the 13 samples indicated they wished to learn using engaging media. This research was conducted aiming to develop learning media in teaching grammar. The ADDIE model design, created by Dick and Carry in 1996, is used in this research process, known as research and development (R&D). There are five steps in this development that are following the ADDIE model, that is Analysis, Design, Development, Implementation, and Evaluation. The result of media expert validation and material expert validation achieved scores of 80.26% and 68.05%, respectively. A score of 76% was obtained when the questionnaire about using learning media was completed by student respondents. Flashcard media have a level of validity that makes them appropriate for usage, according to the result of expert validation and student response. As a result, this learning media is used effective tool for increasing students' interest in studying.
Pengembangan Alat Latihan L Pada Cabang Olahraga Sepak Takraw untuk Meningkatkan Latihan Drill Smash dan Service di Puslatcab Kabupaten Blitar Ade wiki Pratama; Istina Atul Makrifah; Ahmad Saifudin
Patria Educational Journal (PEJ) Vol 2 No 4 (2022): Volume 2 Nomor 4 Desember 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v2i4.344

Abstract

Media merupakan alat dan bahan untuk mendorong proses latihan. Berdasarkan wawancara yang di lakukan oleh peneliti kepada salah satu pelatih di puslatcab kabupaten Blitar mengatakan bahwa puslatcab kabupaten Blitar mengalami kemrosotan prestasi di karenakan kurangnya produktifitas dalam smash dan service. Tujuan penelitian ini untuk meningkatkan latihan drill smash dan service agar bisa menjadi produktif saat pertandingan berlangsung. Penelitian ini menggunakan 5 tahap model dari reseacrh and development ( R&D ) 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, 5) uji coba pemakaian dan produksi masal. Teknik pengumpulan data menggunakan angket ahli alat dan ahli desain. Penelitian ini diperoleh validasi ahli alat diperoleh persentase 89% dengan sangat valid, validasi ahli desain diperoleh persentase 95% dengan sangat valid. Respon atlet terhadap alat ini dari puslatcab mendapatkan persentase sebesar 94% dengan kategori SANGAT VALID dan respon dari atlet sepak takraw dari SMA kota blitar mendapatkan respon sebesar 93% dan menghasilkan kategori SANGAT VALID. Alat latihan L ini mendapatkan respon yang bagus sehingga alat ini sangat layak digunakan untuk melatih drill smash dan service.Abstract: Media is a tool and material to encourage the training process. Based on interviews conducted by the researcher to one of the trainers at the Blitar Regency Puslatcab said that the Blitar Regency Puslatcab experienced a decline in achievement due to a lack of productivity in smash and service. The purpose of this study is to improve drill smash and service exercises so that they can be productive during the match. This study uses a 5-stage model of research and development (R&D) 1) potential and problems, 2) data collection, 3) product design, 4) design validation, 5) trial use and mass production. The data collection technique used a questionnaire from a tool expert and a design expert. This study obtained expert validation of tools obtained by a percentage of 89% with a very valid, design expert validation obtained a percentage of 95% with a very valid. The athlete's response to this tool from the puslatcab got a percentage of 94% in the VERY VALID category and the response from sepak takraw athletes from Blitar city high school got a response of 93% and resulted in a VERY VALID category. This L training tool gets a good response so this tool is very suitable to be used to train smash drills and service.
Pengembangan Modul Pembelajaran Renang Gaya Dada berbasis QR Code Mukhammad Nur Aziz; Widiarini Widiarini; Ahmad Saifudin; Peni Nohantiya
Patria Educational Journal (PEJ) Vol 2 No 4 (2022): Volume 2 Nomor 4 Desember 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v2i4.522

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menghasilkan modul renang gaya dada berbasis QR Code pada kelas X SMK Nahdlatul Ulama Donomulyo. Pada penelitian ini menggunakan metode penelitian dan pengembangan atau Research and Development (R&D) dari Borg & Gall. Subjek penelitian ini adalah satu ahli bahasa, satu ahli materi, satu ahli media, untuk uji kelompok kecil berjumlah 6 peserta didik dan untuk uji produk utama berjumlah 32 peserta didik. Objek penelitian ini adalah modul pembelajaran renang gaya dada berbasis QR Code pada kelas X SMK Nahdlatul Ulama Donomulyo. Instrumen pengumpulan data berupa angket. Data yang diperoleh kemudian dianalisis dengan teknik analisis data kualitatif dan teknik analisis data kuantitatif. Hasil validasi ahli bahasa 92,50% (sangat valid), ahli materi 97,14% (sangat valid), ahli media 92,00% (sangat valid). Hasil uji praktikalitas pada uji kelompok kecil 75,55% (praktis) dan uji lapangan produk utama 87,73% (sangat praktis). Hasil dari penelitian ini dapat disimpulkan bahwa pengembangan modul pembelajaran renang gaya dada berbasis QR Code yang di dalamnya terdapat teks, gambar dan video yang tertaut pada link barcode dan terhubung ke aplikasi youtube telah sangat valid dan sangat praktis sehingga dapat digunakan dalam proses pemelajaran.
Development of vocabulary card in learning english vocabulary for 7th grade students at MTs Ma’arif Gandusari Yogi Dayana Buana Maharani; Siti Rofi’ah; Ahmad Saifudin
Patria Educational Journal (PEJ) Vol 3 No 1 (2023): Volume 3 Nomor 1 Maret 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v3i1.851

Abstract

English has an important role in the international world. Vocabulary is the key of the four English skills. Need mastery the vocabulary to facilitate the delivery of the material. This research was conducted to develop subject matter in the form of vocabulary cards as learning media in class VII. The object of this research is 24 students of MTs Ma'arif NU Gandusari for the academic year 2020/2021. This research is a research and development model by (Borg & Gall : 2003) modified by researcher based on the needs and context of the research. There are eight steps in this development: (1) conducting needs analysis, (2) determine the specific material, (3) product design, (4) design validation, (5) design revision, (6) product testing, (7) usage testing, (8) dissemination and implementation. Questionnaire was applied to get the data. The results of media expert validation showed that the illustration got a score of 83% and the student response was 95%. The results of the validation of the material, media, and student responses can be said that this Vocabulary card has a “valid” level of validity to be used. Therefore, this learning media deserves to be an effective learning media for students.
Pengembangan sarung tangan refleksi untuk peregangan pemain e-sport mobile legends di Kota Blitar Kamas Yudha Arianto; Ahmad Saifudin; Istina Atul Makrifah
Patria Educational Journal (PEJ) Vol 3 No 1 (2023): Volume 3 Nomor 1 Maret 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v3i1.852

Abstract

Latar belakang pengembangan Sarung Tangan Refleksi untuk Peregangan Pemain E-sport Mobile Legends di Kota Blitar adalah minimnya alat peregangan untuk pemain e-sport dan pemain sering mengalami kaku pada jari dan cedera, sarung tangan refleksi adalah solusi untuk menunjang kenyamanan pemain dalam bermain game. Penelitian pengembangan ini bertujuan untuk mengembangkan sarung tangan refleksi dan untuk mengetahui kelayakan sarung tangan refleksi sehingga dapat menghasilkan produk sarung tangan yang valid dan layak sehingga dapat digunakan untuk peregangan sebelum bermain game. Metode penelitian ini menggunakan model pengembangan research and development (R&D). Model research and development (R&D) yang digunakan peneliti dalam mengembangkan produk yaitu menggunakan model Borg and Gall dengan prosedur pengembangan 7 tahapan pengembangan produk. Tahap validasi produk dilakukan oleh validator. Responden penelitian pemain e-sport. Instrumen yang digunakan, Wawancara, Observasi, Lembar Validasi Produk, dan Lembar Kuesioner responden. Hasil Uji validitas mendapatkan skor 92% (Sangat Valid) dan 88% (Sangat Valid) bertujuan untuk menilai kevalidan, untuk penilaian responden pemain e-sport mendapat skor 87% (Sangat Layak) bertujuan untuk menilai kelayakan produk. Simpulan penelitian sarung tangan refleksi menunjukkan hasil penilaian memenuhi kriteria “Valid”, dan kategori penilaian “Layak” dan “Sangat Layak” sehingga dapat dijadikan alat peregangan untuk pemain e-sport Mobile Legends di Kota Blitar
DEVELOPING POCKET BOOK AS LEARNING MEDIA TO TEACH PRONUNCIATION ON SPEAKING SKILLS FOR SEVENTH GRADE STUDENTS IN SMPQ AL-KHUSNA PONGGOK Muhammad Wildan Kholid; Siti Rofi'ah; Ahmad Saifudin
PROJECT (Professional Journal of English Education) Vol 6, No 3 (2023): VOLUME 6 NUMBER 3, MAY 2023
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/project.v6i3.p533-544

Abstract

This research was carried out based on process and the results of observation at SMPQ Al-Khusna Ponggok. This research was aimed to develop of pocket book to improve speaking skill students. The researcher founded problems in the learning process of the student about the student was difficult of mastering English especially pronunciation. Besides, the student has used conventional book from government and the students was unfamiliar with pronunciation. The subject of the research was carried out by eighteen students of SMPQ Al-Khusna Ponggok. The research method used is R&D method where researcher conducted seven steps. The steps include: need analysis, planning, product development, validation, revision, product trial, and evaluation . The researcher was used seven instruments: (1) need analysis, (2) planning, (3) product development, (4) validation, (5) revision, (6) product trial (7) evaluation. Based on the result was carried out, the results obtained by material was 75%, the media were 93.1% and the student response was 86,6%. The results of the validation of media experts, material experts and student responses can be said that The development media of pocket book to improve speaking skill students of 7th grade SMPQ Al-Khusna Ponggok has feasible level of validity. Keywords:  Pocket Book; Speaking Skill; R&D Method 
DEVELOPING SCRAMBLE GAME MEDIA TO TEACH VOCABULARY SKILL ON DESCRIPTIVE TEXT FOR VII GRADE STUDENTS OF MTS SYEKH SUBAKIR 2 SUMBERASRI Yuli Anjar Wati; Ahmad Saifudin; Istina Atul Makrifah
PROJECT (Professional Journal of English Education) Vol 6, No 3 (2023): VOLUME 6 NUMBER 3, MAY 2023
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/project.v6i3.p545-553

Abstract

This study aims to the developing scramble game media to teach vocabulary skill on descriptive text. Base on the result of interviews with English teacher and students are lacking in vocabulary. The researcher used the R&D model by ADDIE because ADDIE model. The ADDIE research and development procedure basically consists of five stages, namely analysis, design, development, implementation and, evaluation. The research instruments and data collection techniques in this study used  filed notes, interview guideline, and questionnaires. The results of the research show that used scramble game is powerful for adding vocabulary to MTs Syekh Subakir 2 Sumberasri. This is evidenced by the results of the questionnaires distributed to students after using scramble game media in descriptive lessons to get a total score of 96% from the results of a questionnaire of 21 students, which means that this media is very good for used in increasing English vocabulary. Students find it easier to remember the meaning of new vocabulary and could improve learning activities, especially in adding English vocabulary. Keywords:  ADDIE; Vocabulary; Scramble Game
DEVELOPING INTERACTIVE PPT AS LEARNING MEDIA FOR WRITING SKILL IN ELEVENTH GRADE MIA CLASS AT MA BUSTANUL MUTAALIMIN Kanti Rahayu; Tyas Alhim Mubarok; Ahmad Saifudin
PROJECT (Professional Journal of English Education) Vol 6, No 3 (2023): VOLUME 6 NUMBER 3, MAY 2023
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/project.v6i3.p523-532

Abstract

Computer-based media has been widely known and used as learning media in the classroom, it has proven effective in supporting teachers in conveying learning. One of them is PowerPoint media which is created according to the creativity and needs of the teacher. However, the lack of motivation in the classroom can make students less interested in understanding learning objectives. This can be seen from the lack of enthusiasm of students in learning English so that they are weak in these subjects, especially in writing skills. This project aims to develop an Interactive PPT to facilitate students' continuous learning and train students' activeness, especially in writing skills in class, so that learning English can take place optimally. This study uses the Research and Development (R&D) method with the ADDIE model which is a development of the Dick and Carrey model. In collecting data in research, researchers used questionnaires when observing students, structured interviews with subject teachers, validation questionnaires, and also student response questionnaires. Keywords:  English Language Teaching; Interactive PPT; Learning Media; Writing Skill