Claim Missing Document
Check
Articles

Found 4 Documents
Search

Evaluation of Implementing the Video in University for Online Learning Amid Covid-19 Pandemic Lia Amalia
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 2 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (555.061 KB) | DOI: 10.35445/alishlah.v14i2.1949

Abstract

This study aims to determine the results of the evaluation of the implementation of video at universities related to online learning during the Covid-19 pandemic. This study uses a qualitative approach with the evaluation method of the Stufflebeam model, namely CIPP (Context, Input, Process, Product). Data were collected through documentation, observation, and interviews. The data were analyzed through the stages of data reduction, data presentation and concluding. The results of the study concluded that the use of videos at universities during online learning activities was good. The shortcomings found were in the input aspect to improve the digital competence of lecturers in mastering the latest technology as a learning medium. The learning process must be improved again to stimulate students to be more active during discussions. Meanwhile, the product aspect related to learning outcomes also shows a decrease in student achievement and attitudes in motivating themselves to learn. The results of this study have implications for the understanding of lecturers and universities about the readiness of facilities and technology for online learning activities.
THE INFLUENCE OF USING SHORT STORY TOWARD READING ABILITY AT THE EIGHT GRADE MADRASAH TSANAWIYAH NURUL HUDA, BAROS-SERANG Lia Amalia
Journal of English Language Teaching and Literature (JELTL) Vol 2 No 1 (2019): journal of English Language Teaching and Literature
Publisher : FKIP, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/jeltl.v2i1.542

Abstract

Method of the research used quantitative research by using quasi experimental design.has both pre and posttests and experimental and control groups, but no random assignment of subjects. To collect the data, the writer used pre-test and post-test. Pre-test given to students before treatment. Post-test is a test that given to students after treatment. After collecting the data, the writer qualifies it based on its kind. To analyze data, the writer uses twoapproaches. To compare the result of research between experimental class and control class.From the calculation of data, the writer got the result as follow: from control class: (1) Mean score of pre-test (My1) 61,8 and post-test score (My2) 72,0. It means that average score of control class got increase 10,2. Whereas mean score from experimental class for pre-test (Mx1) 57,9 and post-testscore (Mx2) 78,3. It means that average score from experimental class got increase 20,4 and it got higher increase than from control class. (2) The percentage from control class is 34% and experimental class is 67%, so both average and percentage score both of control class and experimental class got increase but control class got relatively little increase than experimental class. (3) “t” observation is 6,41 and 70.
TRANSLATION EQUIVALENCE OF SONG LYRICS FOR THE REST OF MY LIFE AND REFLECTION Deri Fauzi; Fadilla Oktaviana; Lia Amalia
Journal of English Language Teaching and Literature (JELTL) Vol 5 No 1 (2022): Journal of English Language Teaching and Literature
Publisher : FKIP, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/jeltl.v5i1.1563

Abstract

This research focuses are to analyze the ttranslation equivalence and types of equivalence which occur in the song lyrics For the Rest of My Life and Reflection from English into Indonesian language. The writer uses documentation as the data of the research and uses content analysis as the research design. The result of research, as follows (1) For the song lyrics For The Rest of My Life, the meaning of equivalence with the different meaning category (FM) which is as much as 17 or 68%, there is no result value for rising meaning (RM) category, and for down meaning category (DM) as much as 6 or 24% appearances. Meanwhile, for non-equivalent, the missing meaning (MM) category as much as 1 or 4%; and for different meaning category (DM) as much as 17 or 68% appearances. Therefore, it can be concluded that the most appearance occurs on the different meaning (DM) category. (2) For the song lyrics Reflection, meaning of equivalence with the down meaning category (FM) which is as much as 15 or 51,7%, meanwhile there is no result value for full and rising meaning (RM) category. Meanwhile For non-equivalent, the missing meaning (MM) category as much as 1 or 3,4%, and for different meaning category (DM) as much as 13 or 44,8% appearances. Therefore, it can be concluded that the most appearance occurs on the down meaning (DM) category. In short, based on the data of analysis, either from the song lyrics For The Rest of my Life and Reflection then types of equivalence that occurs on the translation result on two the song are Dynamic Equivalence.
THE IMPACT OF VIDEO GAMES ON READING ABILITY AS AN EARLY INDICATION OF DYSLEXIA Aa Qonaatun; Rifki Mulyana; Lia Amalia
Jurnal Cinta Nusantara (JCN) Vol. 3 No. 2 (2025): JURNAL CINTA NUSANTARA
Publisher : CV. Bunda Ratu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63754/jcn.v3i2.88

Abstract

The objectives of this study was conducted to know; physiological factors from the impact of playing video games on reading ability as an early indication of dyslexia, intellectual factors from the impact of playing video games on reading ability as an early indication of dyslexia, environmental factors from the impact of playing video games on reading ability as an early indication of dyslexia, and psychological factors from the impact of playing video games on reading ability as an early indication of dyslexia. This study used qualitative research with descriptive approach. Qualitative research involves the use of data collection techniques such as document analysis, observation, and interviews. Then analyzed using triangulation analysis techniques. The data analysis methodology for this study is based on the 'Reading Ability' model put forward by Lamb and Arnold in 1976. They emphasized that reading ability has four factors, namely physiological factors, intellectual factors, environmental factors, and psychological factors. The result showed that the impact of playing video games can cause a decrease in reading ability, this is due to physiological factors in which students experience problems with their vision. This may indicate early symptoms of dyslexia. The intellectual factor in playing video games has an impact on their intelligence abilities, however, if it is not balanced with the learning process carried out through written media it can cause problems in writing words which results in their understanding of letters interfering with their reading abilities. And if left untreated, this could indicate dyslexia. Environmental factors can have an impact on children playing video games which can lead to children's lack of reading ability which is at risk of being categorized as an early indication of dyslexia. Children's psychological factors resulting from playing games can cause children's motivation and interest in learning to read to decrease, this is because children's emotional stability is disturbed to the point that they can limit themselves in socializing with peer groups. Keywords: Reading Ability, Video Games, Dyslexia