Thomas Joni Verawanto Aristo
STKIP Persada Khatulistiwa

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Penggunaan Aplikasi Appsheet Sebagai Media Presensi Online Selama Aktifitas Pembelajaran Daring Henry Elisa; Anna Marganingsih; Valentinus Ola Beding; Sijono Sijono; Thomas Joni Verawanto Aristo
ARSY : Jurnal Aplikasi Riset kepada Masyarakat Vol. 2 No. 2 (2022): ARSY : Jurnal Aplikasi Riset kepada Masyarakat
Publisher : Lembaga Riset dan Inovasi Al-Matani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/arsy.v2i2.191

Abstract

Secara umum kegiatan PKM ini dilaksanakan untuk memberikan pelatihan dan pendampingan bagi dewan guru dalam menggunakan aplikasi Appsheet dalam proses pembelajaran di masa pandemi. Kegiatan PKM yang dilaksanakan oleh tim dosen dari STKIP Persada Khatulistiwa Sintang yang terdiri dari lima orang dosen dari empat Program Studi ini, bertujuan untuk memberikan pelatihan kepada para guru di lingkungan Persekolahan Nusantara Indah Sintang tentang pemanfaatan Appsheet dalam pembelajaran online. Metode yang digunakan dalam PKM ini adalah metode pelatihan yang disertai dengan praktik mengakses, mendesain dan pengaplikasian Appsheet dalam pembelajaran online. Luaran kegiatan pengabdian yang dilakukan di Persekolah Nusantara Indah Sintang adalah tercapainya suatu pelatihan pemanfaatan Appsheet tepat guna yang dapat membantu para penggunanya khususnya para guru untuk mempermudah proses pembelajaran pada masa pandemi. Selama kegiatan berlangsung respon para guru sangat baik terhadap kegiatan PKM ini. Para guru menjadi bersemangat dalam mengikuti pelatihan dan praktek langsung dalam mengakses, desain dan penggunaan aplikasi Appsheet. Tim PKM menyarankan, kegiatan ini dapat terus dilaksanakan dengan cakupan yang lebih luas lagi. Tim mengucapkan banyak terima kasih kepada semua pihak yang telah mendukung terlaksannya kegiatan ini. Kata Kunci : aplikasi appsheet, media pembelajaran, aktivitas pembelajaran online
AN ANALYSIS OF DISTANCE LEARNING IMPLEMENTATION DURING THE PANDEMIC IN TEACHING ENGISH Yusika Wulandari; Thomas Joni Verawanto Aristo
INOVISH JOURNAL Vol 7, No 1 (2022): INOVISH JOURNAL, Vol 7, No 1 - 2022
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/inovish.v7i1.2490

Abstract

The background of this research is the application of distance learning in learning English.  This study aims 1) To describe the process of implementing distance learning in learning English at SMPN 02 Kayan Hilir during the Covid-19 pandemic.  2) To find out the obstacles to implementing distance learning to teach English at SMPN 02 Kayan Hilir during the Covid-19 pandemic.  3) To find out the impact of implementing distance learning for teaching and English at SMPN 02 Kayan Hilir during the Covid-19 pandemic.  The research method used is qualitative research.  The results showed that the implementation of distance learning in learning English for class VIII students at SMPN 02 Kayan Hilir had been implemented well despite the obstacles and impacts 06.25 from distance learning for schools and English teachers and students have a solution.  Based on the results of the study, it can be concluded that in the learning process, the obstacles and impacts of implementing distance learning based on whatsapp and how teachers overcome obstacles and impacts have their respective solutions so that English language learning can be carried out properly. Keywords:Distance Learning, Distance Learning Implementation, English Teaching
DAMPAK GAME ONLINE PADA INTERAKSI SOSIAL PESERTA DIDIK SEKOLAH DASAR Tominikus Veri; Thomas Joni Verawanto Aristo; Imanuel Sairo Awang
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 9, No 1 (2023): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v9i1.2225

Abstract

This research is motivated by student interest in online games to the extent that students are more likely to play online games than interact with friends. The research is aims to describe the impact of online games on social interaction. The method conducted by descriptive analysis the design is case study research. The data collection technique uses interviews, observation, and documentation. The data analysis technique used is the Miles and Huberman Model data analysis technique, namely: data collection, data reduction, data display, and conclusion. The results of this study indicate that: First, the positive impact of online games on students' social interactions, namely being able to improve English skills, getting to know new technology from a game, and interacting with many friends in the game even though virtually. Second, the negative impact of online games on students' social interactions, namely, they tend to play online games rather than interact with their peers, become lazy to study, like to be individualists, or be alone in their rooms playing online games. Third, students' social interactions as an impact of playing online games, namely games cause forgetting of time, students or children tend to choose to play games over other activities, feel limited friends, social interactions become worse by playing games (angry, toxic), become empathetic towards friends playing online games. Second is the negative impact of online games on students' social interactions, namely social changes. Third, students' social interactions as an impact of online games, namely students or children, tend to choose to play games over other activities.
APPLYING GUESSING GAME FOR TEACHING VOCABULARY AT CLASS VII OF SMPN 1 BELIMBING Gregorius Olla; Thomas Joni Verawanto Aristo
Journal of English Educational Study (JEES) Vol 9, No 1 (2026): May Edition
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jees.v9i1.5347

Abstract

This research aims to improve students' learning abilities in learning vocabulary at SMPN 1 Belimbing, especially in class VII by used guessing game techniques. The researcher used this technique because based on initial observations there were several problems faced by students such as lack of motivation and lack of vocabulary so that they were not interested in learning English. Therefore, the researcher used a guessing game technique so that students were interested in participating in the learning process. In this research, the researcher used the classroom action research method. Furthermore, for data collection, the research techniques used were observation, interviews and documents. Furthermore, in the research instrument, the researcher used tools in the form of observation sheets, field notes, interview guidelines, tests and cameras. The last is data analysis techniques in the form of data collection, data coding, and comparing data, constructing meaning and interpretation and responding to results. The results obtained by researcher from two cycles carried out are in cycle 1 with a total percentage of 85.15% and cycle 2 with a total percentage of 88.65%. Based on the results in both cycles, it can be seen that students are very interested and motivated to participate in the learning process. From the results obtained in this research, it can be said that this research has been successfully carried out. So it can be said that the guessing game technique can have a very good impact in providing learning material, especially vocabulary. Keywords: Games, Guessing Game, Teaching and Vocabulary