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All Journal Journal of Education and Learning (EduLearn) JOIV : International Journal on Informatics Visualization Getsempena English Education Journal Dinamisia: Jurnal Pengabdian Kepada Masyarakat IJISTECH (International Journal Of Information System & Technology) Journal on Education Jurnal Review Pendidikan dan Pengajaran (JRPP) ScientiCO : Computer Science and Informatics Journal INTERACTION: Jurnal Pendidikan Bahasa Getsempena English Education Journal Akrab Juara : Jurnal Ilmu-ilmu Sosial IJISTECH Indonesian Journal of English Teaching Edu Research : Jurnal Penelitian Pendidikan Jurnal Pengabdian Masyarakat Bhinneka Journal of Artificial Intelligence and Digital Business Cakrawala: Jurnal Pengabdian Masyarakat Global Ekalaya: Jurnal Pengabdian Kepada Masyarakat Indonesia Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat J-DEPACE (Journal of Dedication to Papua Community) Jurnal Pengabdian Masyarakat Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian Indonesia Bergerak: Jurnal Hasil Kegiatan Pengabdian Masyarakat Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan Jurnal Kemitraan Masyarakat Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian Kepada Masyarakat Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat Masyarakat Berkarya: Jurnal Pengabdian dan Perubahan Sosial Pelayanan Unggulan: Jurnal Pengabdian Masyarakat Terapan Masyarakat Mandiri: Jurnal Pengabdian Dan Pembangunan Lokal Jurnal Pengabdian Kepada Masyarakat INTERACTION: Jurnal Pendidikan Bahasa
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BEGAL-PERILAKU MENYIMPANG MASYARAKAT YANG DILAKUKAN OLEH REMAJA (Studi Kasus tentang Begal-Perilaku Menyimpang Masyarakat, Yang Dilakukan Oleh Remaja, di Kota Sorong, Papua Barat) Natasya Virginia Leuwol; Lulu Jola Uktolseja
Jurnal Akrab Juara Vol 4 No 3 (2019)
Publisher : Yayasan Akrab Pekanbaru

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

Abstract

The increasing crime rates of violent motorcycle theft, especially by teenagers, is no longer a juvenile delinquency, but a juvenile crime. This paper will evaluates cases of violent motorcycle theft by teenager and identifies the cause by juvenile delinquency theories. By comparing the cases using 10 causes of juvenile delinquency shifting into juvenile crime by United Nation. As the result, I found that adolescent’s transition without self-acceptance; behavior reinforcement and social support system let them into sadistic criminal. Thus, the development system should be corrected to focus on adolescent’s psychological welfare.
Design of Housing Marketing Information System KPR Putra Residence Web-Based Melda Agnes Manuhutu; Lulu Jola Uktolseja; Arik Novitaningsih; Yerrynaldo Loppies
IJISTECH (International Journal of Information System and Technology) Vol 3, No 2 (2020): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (935.614 KB) | DOI: 10.30645/ijistech.v3i2.51

Abstract

The progress and development of information technology in this globalization era is growing rapidly, one of which is the internet. Internet can facilitate the public in getting information in various ways, one of which is information about housing promotion. Home is a primary need which must be fulfilled by every human being, family and even an organization. The purpose of this study is to design a website-based mortgage promotion information system (case study: PT. Mulia Indah Permatasari). The development model of this system is waterfall model. As for the workings of the system created, the components that support the making of this system is this system uses the XAMPP software as a local server, MySQL as the database and the programming language used is PHP.
A Contrastive Analysis Between English and Indonesian Kinds of Sentences Lulu Jola Uktolseja; Hamim Sujaja; Mario Fridolin Matinahoru
IJET (Indonesian Journal of English Teaching) Vol. 8 No. 1 (2019): (July)
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (506.473 KB) | DOI: 10.15642/ijet2.2019.8.1.54-61

Abstract

The difference between English and Indonesia language become one of the hardest things to learn and to be understood. It could be seen by the grammar of the language and the system of communication between both languages. The aim of this study is to identify the difference and the similarity sentence between English and Indonesia Language and analysis contrastive between both languages. This study used a qualitative descriptive approach to find out the contrast between both of them. the sample in this study were 20 students of English Department Students in Victory University, especially the 2nd Semester. The result of this study was the main error of the students was in Declarative Sentence (DS), Negative Sentence (NS), Interrogative Sentence (IS) and Exclamatory Sentence (ES) i.e 92.86%. Based on the research, we found out that the students did those errors because the pattern of those sentences are different whereas the Imperative Sentence (IMS) has the same pattern with English.
Impact of the Use of Dikti Edu Tablets on Students’ Achievement in Computer Assisted Language Learning Class Tagor Manurung; Melda Agnes Manuhutu; Lulu Jola Uktolseja; Sherly Gaspersz; Abraham Manuhutu
IJISTECH (International Journal of Information System and Technology) Vol 6, No 2 (2022): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (506.959 KB) | DOI: 10.30645/ijistech.v6i2.241

Abstract

The purpose of this research is to determine the impact of using the Dikti Edu Tablet on student achievement in the Computer Assisted Language Learning Class. Through this research, of course, researchers can find out the relationship between the independent variable, namely the use of Dikti Edu tablets, and the dependent variable, namely achievement. The research method is a quantitative research model using a survey in the form of distributing questionnaires to 20 students of the English Education Program. After collecting data, the data were analyzed quantitatively through SPSS 22 and the statements in the study used a Likert scale of 1-4. Based on the research that has been done, it is found that there is an increase in the learning achievement of English Education students at Victory Sorong University. This is evidenced by the value of the relationship between Edu Dikti Tablets and Student Achievement in English Language Education is 56%, while achievement is 44% which may be influenced by other factors not examined in this study. With the Edu Dikti Tablet, students are able to learn independently, creatively and innovatively so that they become educators who are ready to compete in the community
Impact of the Use of Dikti Edu Tablets on Students’ Achievement in Computer Assisted Language Learning Class Tagor Manurung; Melda Agnes Manuhutu; Lulu Jola Uktolseja; Sherly Gaspersz; Abraham Manuhutu
IJISTECH (International Journal of Information System and Technology) Vol 6, No 2 (2022): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i2.241

Abstract

The purpose of this research is to determine the impact of using the Dikti Edu Tablet on student achievement in the Computer Assisted Language Learning Class. Through this research, of course, researchers can find out the relationship between the independent variable, namely the use of Dikti Edu tablets, and the dependent variable, namely achievement. The research method is a quantitative research model using a survey in the form of distributing questionnaires to 20 students of the English Education Program. After collecting data, the data were analyzed quantitatively through SPSS 22 and the statements in the study used a Likert scale of 1-4. Based on the research that has been done, it is found that there is an increase in the learning achievement of English Education students at Victory Sorong University. This is evidenced by the value of the relationship between Edu Dikti Tablets and Student Achievement in English Language Education is 56%, while achievement is 44% which may be influenced by other factors not examined in this study. With the Edu Dikti Tablet, students are able to learn independently, creatively and innovatively so that they become educators who are ready to compete in the community
Development of 2D Animation-Based Folklore As Learning Media Leonardo Parabang; Melda Agnes Manuhutu; Abraham Manuhutu; Natasya Virginia Leuwol; Lulu Jola Uktolseja; Jalmijn Tindage
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.275

Abstract

Multimedia is currently experiencing developments, not only for entertainment only through audio and visuals. In today's competitive economy, multimedia has a big role in marketing and advertising products and services in order to attract people to use and buy products and services. Multimedia has many types such as video, audio, text, and even animation. 2D animation is currently classified as a type of multimedia that is difficult to make but has excellent results in the teaching and learning process, therefore in this paper, we will create 2D animation about Tambrauw folklore in the learning process. This 2D animation tool used is Adobe software, starting from audio management (Adobe Audition), vector creation (Adobe Illustrator), moving objects (Adobe After Effect), and editing (Adobe Premiere Pro) to the rendering stage (Adobe Media Encoder). The expected result of making the 2D animation of Tambrauw folklore as a medium of learning is to make the learning process more effective. In addition, another goal of making the 2D animation of Tambrauw folklore as a learning medium so that folk tales originating from the land of Papua do not die from being swallowed up by the times because they are not documented.
Development of 2D Animation-Based Folklore As Learning Media Leonardo Parabang; Melda Agnes Manuhutu; Abraham Manuhutu; Natasya Virginia Leuwol; Lulu Jola Uktolseja; Jalmijn Tindage
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.275

Abstract

Multimedia is currently experiencing developments, not only for entertainment only through audio and visuals. In today's competitive economy, multimedia has a big role in marketing and advertising products and services in order to attract people to use and buy products and services. Multimedia has many types such as video, audio, text, and even animation. 2D animation is currently classified as a type of multimedia that is difficult to make but has excellent results in the teaching and learning process, therefore in this paper, we will create 2D animation about Tambrauw folklore in the learning process. This 2D animation tool used is Adobe software, starting from audio management (Adobe Audition), vector creation (Adobe Illustrator), moving objects (Adobe After Effect), and editing (Adobe Premiere Pro) to the rendering stage (Adobe Media Encoder). The expected result of making the 2D animation of Tambrauw folklore as a medium of learning is to make the learning process more effective. In addition, another goal of making the 2D animation of Tambrauw folklore as a learning medium so that folk tales originating from the land of Papua do not die from being swallowed up by the times because they are not documented.
PENGUATAN MINAT BACA DAN KOSA KATA BAHASA INGGRIS MELALUI STORY TELLING PADA ANAK DITAMAN BACA INOVATOR ROBERT FOULTON KOTA SORONG Sherly Gaspersz; Lulu Jola Uktolseja; Natasya Virginia Leuwol; Melda Agnes Manuhutu
Ekalaya: Jurnal Pengabdian Kepada Masyarakat Indonesia Vol. 2 No. 1 (2023): Ekalaya Journal
Publisher : Nindikayla Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (716.656 KB) | DOI: 10.57254/eka.v2i1.28

Abstract

Language is known as a communication tool that can be used by one person or more in spoken or written forms. Efforts to support the presence of language as a means of communication need to be proven with language skills such as: reading, listening, writing, and speaking. One of the problems that exist in the environment of the Robert Fulton Reading Park Km. 9.5 The city of Sorong is still lacking in terms of increasing children's interest in reading and mastering English vocabulary. Therefore, the Community Serving Movement Team (GRAMMAR) is here to provide encouragement and enthusiasm for children through the methods used to try to strengthen children's interest in reading and English vocabulary with the story telling method. This activity begins with the processes of initial observation, permits, implementation of activities, and reports and evaluation of those activities. The results of the activities carried out provide enthusiasm and encouragement for children in an effort to strengthen interest in reading through a commitment to reflection sessions, which are packaged in one unit of these community service activities. It is hoped that the efforts that have been implemented will continue to synergize in efforts to support the national education goal of educating the lives of the nation’s children
The Role Of Gamification In English Language Teaching: A Literature Review Ni Putu Wulantari; Azhariah Rachman; Mike Nurmalia Sari; Lulu Jola Uktolseja; Agus Rofi'i
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3328

Abstract

This literature review examines the impact of gamification in English language teaching (ELT) on motivation, engagement, and learning outcomes. Gamification, the integration of game elements into education, has gained attention as a promising approach to enhance language learning. The findings reveal that gamification positively influences student motivation in ELT. Elements like points, leaderboards, and rewards create a sense of achievement and intrinsic motivation. Engaged students are more likely to persist and participate actively in language learning. Gamification promotes active learning and engagement, with interactive activities involving vocabulary acquisition, grammar practice, and language production. It provides a safe space for students to experiment, apply knowledge, and develop linguistic skills. Collaboration and social interaction are fostered through gamification, encouraging teamwork and peer feedback. This enhances language and interpersonal skills. Immediate feedback and progress tracking in gamification offer valuable learning opportunities. Students receive real-time feedback and monitor their progress, enabling adjustments in learning strategies. However, implementing gamification in ELT faces challenges such as technology constraints and pedagogical considerations. Striking a balance between engagement and curriculum objectives is crucial. Teacher training and professional development are necessary. In conclusion, gamification plays a significant role in ELT by enhancing motivation, engagement, collaboration, and active learning. Despite challenges, embracing gamification and its best practices
The Analysis of Netspeak Used on Instagram Marissa Swanda Tupamahu; Lulu Jola Uktolseja; Sherly Gaspersz
INTERACTION: Jurnal Pendidikan Bahasa Vol 10 No 2 (2023): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Universitas Pendidikan Muhammadiyah (UNIMUDA) Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/jurnalpendidikanbahasa.v10i2.4868

Abstract

Analyzing netspeak used on Instagram involves examining the linguistic and communicative features that are common on the platform. Instagram is a highly visual social media platform, and while it primarily revolves around sharing images and videos, text-based communication in the form of captions, comments, and direct messages plays a crucial role in enhancing the user experience and conveying meaning. This study attempts to discover the use of written communication features on researchers Instagram explore bar. The qualitative method is applied and the data was gathered through observation and documentation and then analyzed in terms of graphology, typography, grammar, vocabulary, and discourse features. This research found some distinctive graphic features such as emojis, correct spelling, lack of punctuation, hashtags, and turn-taking that presents unique coherence and chronological order. The result highlights the complex aspects available in the data, including informality and anomalies that frequently break the rules of conventional language enforced by internet users. Furthermore, the discovery demonstrates that written language development on Netspeak is a method for overcoming expressive obstacles in Instagram communication.
Co-Authors Abraham Manuhutu Abraham Manuhutu Abraham Manuhutu Adika Adika Agnes Agnes Agnes, Melda Agus Rofi’i Agustina Agustina Akbar Akbar Alfa Alfa amel amel Ananda, Zhafran Fatih Andianus Andianus Antonius Antonius Apriando Apriando Arik Novitaningsih Arjuna Arjuna Azhariah Rachman Boekorsyom, Claudia D. Boyke Boyke Christen Christen Christine Christine citra citra, Citra Darma, Darma Delfin Delfin Delvi Delvi Deny Deny Desi Desi Dewi Dewi Diki Diki Dwi Syukriady Edgar, Edgar ELISABETH ELISABETH Elshaday, Kezia Etha Etha Ferdinan Ferdinan Ferdinando Solissa Ferdinandus, Wiesje Ferdynand Ferdynand Flasao, Yulianti Foni Foni Fransina Fransina Fries Pileman Soa'e Sigilipu Gaspersz, Sherly Gilber Gilber Giovani Giovani Hamim Sujaja Helena Helena Iluminata Iluminata Imanuel Imanuel Irwan Soulisa Jalmijn Tindage Jalmijn Tindage Jefri Jefri Julia Julia Junius Junius Kartika Kartika Kelvin Kelvin Korneles Korneles Kristin , Kristin Lazarus Lazarus Leonardo Parabang Lilian Lilian Linda Fitriyanti Maer, Selviana Manuhuttu, Melda A. Manuhutu, Abraham Manuhutu, Meldi Manurung, Tagor Manurung, Tagor Manutmasa, Magdalena F. Marcello Marcello Maria Maria Mario Fridolin Matinahoru Marissa Swanda Tupamahu Marsya Marsya Martinus Martinus Meladina Melda A. Manuhuttu Melda A. Manuhutu Melda A. Manuhutu Melda Agnes Manuhutu Meldi Manuhutu Mike Nurmalia Sari Mohammad Iskandar Dzulkurnain Mudinillah, Adam Nanda Pambudi Natasya V. Leuwol Natasya Virginia Leuwol Natasya Virginia Leuwol Natasya Virginia Leuwol Ni Putu Wulantari nurfitri Pahar Kurniadi Puspita Devi Rahma Rahma Rasmita Rasmita Rasmita Rasmita Ratna Rosmauli Pakpahan Reiner Reiner Reva Rindaldy Rindaldy Room, Rusdi Rosina Rosina Roximelsen Suripatty Rudi Rudi Sakarias Sakarias Salay, Vira S. Salomo Salomo Samuel Samuel Samuel Warella Sari, Mike Nurmalia Selpius Selpius Serly Serly Sherly Gaspersz Sherly Gaspersz Sintia Sintia Sony Sony Sugeng Irianto Tabita Tabita Tindagel, Jalmijn Titus Titus Utari Sastrani, I Dewa Ayu Nyoman Virginia Leuwol, Natasya Wa Ode Wasty Wasty Wilfrida Wilfrida Windy Wonmally Windy Wonmaly Wira Jaya Hartono Yani Yani Yerrynaldo Loppies Yesi, Yesi yohana yohana