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Journal : EDUMATIC: Jurnal Pendidikan Informatika

Evaluasi Hasil Pembelajaran Ejaan Bahasa Indonesia Sesuai EYD dan KBBI dengan Adopsi Teknologi Chanifah Indah Ratnasari; Siti Latifah Mubasiroh
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6 No 2 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i2.6714

Abstract

The average writing ability of SMPN 1 Yogyakarta students needs to be improved in terms of the Enhanced Spelling of the Indonesian Language (Indonesian: Ejaan Bahasa Indonesia yang Disempurnakan, EYD) and the Kamus Besar Bahasa Indonesia (KBBI). Therefore, the learning process is carried out with a practical approach using technology adoption (the cek-ejaan.com system and teaching videos). The purpose of this study is to evaluate the learning outcomes of Indonesian spelling according to EYD and KBBI with the adoption of technology, so that it can be determined whether the use of technology helps students improve their abilities. The subjects of this study were eighth-grade students at SMPN 1 Yogyakarta. This study is both qualitative (essay analysis) and quantitative. The data collected is in the form of pretest and posttest answers submitted by students via Google Forms. The pretest and posttest data were corrected, processed, analyzed, and visualized. The results showed that at all stages, the majority of students improved their scores (pretest < posttest), and the average posttest score was higher than the pretest average score. Therefore, it can be concluded that there is an increase in students' abilities after the learning process (even though it is fully online), and technology adoption plays an important role in this process.
Sinau: Javanese Educational Games for Early Childhood as an Effort to Preserve Javanese Heritage Pratama, Nanda Zakir Shihab; Ratnasari, Chanifah Indah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 8 No 2 (2024): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v8i2.27889

Abstract

Preserving the Javanese language is a collective responsibility to safeguard Indonesia's cultural heritage. This study aims to develop Sinau, a Javanese language learning game for early childhood (ages 4–8), focusing on vocabulary and unggah-ungguh (Kromo and Ngoko) with correct pronunciation. Utilizing the Game Development Life Cycle (GDLC) and Guided Discovery methods, the game was designed to facilitate active learning both at home and school. GDLC encompassed pre-production (concept, teaching methods, and prototype development), production (game creation with Unity, incorporating educational content, visuals, and sound), and post-production phases. Testing involved 10 second-grade students and 2 teachers, with observations despite the game's primary target being younger children. Participants evaluated the game by playing it and completing a 10-question Likert-scale questionnaire. Usability was measured using the System Usability Scale (SUS), resulting in a score of 74.17, indicating an acceptable level with a good adjective rating. These results demonstrate that Sinau is well-received and effective for Javanese language learning. While the study did not directly test early childhood learning outcomes, the findings suggest the game's potential for educational use, with recommendations for improving user experience and content to enhance its effectiveness further.