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THE IMPACT OF PROJECT-BASED INSTRUCTION ON STUDENTS’ ENGAGEMENT AND SPEAKING SKILLS Septyarini Putri Astawa, Ni Luh Putu Ning
Widya Accarya Vol 9 No 2 (2018): Widya Accarya
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Dwijendra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (596.811 KB) | DOI: 10.46650/wa.9.2.664.%p

Abstract

ABSTRAKTulisan ini bertujuan untuk menyajikan hasil studi tentang Dampak Pembelajaran Berbasis Proyek (PjBL) pada keterampilan berbicara siswa dan bagaimana kegiatan PjBL meningkatkan proses belajar siswa. Siswa kelas VII dari sekolah menengah pertama di Bali-Indonesia dilibatkan untuk bergabung dengan kelas intervensi selama 10 minggu. Penelitian ini menggunakan desain metode campuran yang tertanam dimana data kuantitatif dikumpulkan melalui tes berbicara, dan data kualitatif dikumpulkan melalui wawancara, checklist observasi, dan tes kuesioner terbuka. Paired samples t-test diadministrasikan dalam menganalisis data kuantitatif, sedangkan data kualitatif dianalisis secara deskriptif menggunakan model aliran Miles dan Huberman (1994). Analisis menunjukkan pengaruh yang signifikan terhadap keterampilan berbicara siswa. Peningkatan belajar siswa juga diamati dalam hal antusiasme, kepercayaan diri, kreativitas, kemampuan belajar secara mandiri dan kolaboratif. Penelitian ini mendukung implementasi PjBL yang meningkatkan keterampilan berbicara dan keterlibatan siswa dalam proses belajar.Kata Kunci: Pembelajaran Berbasis Proyek, Bahasa Inggris sebagai bahasa asing, keterampilan berbicara, proses belajar mengajar ABSTRACTThis paper aims to present the result of a study on the effect of Project-Based Learning (PjBL) on studentsâ?? speaking skills and how the activities enhance studentsâ?? learning process. Grade VII students from a junior high school in Bali-Indonesia were invited to join 10 weeks of the intervention class. This study employed an embedded mixed-method design in which quantitative data were collected through speaking test, and the qualitative data were collected through interview, observation checklist, and open-ended questionnaire test. Paired samples t-test was administered in analyzing the quantitative data, while the qualitative data were analyzed descriptively using Miles and Hubermanâ??s (1994) flow model. The analysis shows a significant effect on studentsâ?? speaking skills. Studentsâ?? learning enhancement was also observed in term of critical thinking skill, creativity, communicative, and collaborative learning ability. This study supports the implementation of PjBL which enhances studentsâ?? speaking skills and learning process.Keywords: Project-Based Learning, English as foreign language, speaking skills, teaching and learning process
Perancangan Mobile Application untuk Startup Montirkeliling.com dengan Metode Design Sprint Ashshiddiqy, Nur Rohman; Astawa, Ni Luh Putu Ning Septyarini Putri; Nirmala, Bagus Putu Wahyu; Paramitha, A.A Istri Ita
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 10, No 3 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v10i3.38999

Abstract

The development of technology today is very influential in all fields. Including in the business field, information technology is very influential, for example, today many businesses depend on websites orapplications mobile in carrying out their business processes such as promotion and ordering of products or services offered. One example of a business that can use this business method is call vehicle service services. The problem found from initial observations is that online service orders are still very manual, namely still using thefeature chat (WhatsApp), which makes potential customers and mechanics find it difficult to find a mechanic or the location of the customer. Based on these problems, the researchers designed the user interface for the Montirkeliling.com application based on aapplication mobile that can help prospective customers and mechanics. The design method used is themethod sprint design. This method is a design method developed by Google Inc. which aims to solve problems by involving users through making, prototyping, designing and testing ideas quickly for 5 working days consisting of five stages. The result of this research is the design of the Montirkeliling.com User Interface which has been tested on prospective users using the System Usability Scale (SUS). The average SUS score obtained is 83.5, which is included in Grade B.Keywords—Planning, Startup Montirkeliling.com, Metode Design Sprint
Pelatihan Keterampilan Dasar Komputer Dan Teknologi Informasi Bagi Siswa Sekolah Dasar Di SD Negeri 2 Tibubeneng Nengah Widya Utami; Ni Luh Putu Ning Septyarini Putri Astawa
Jurnal Pelayanan dan Pengabdian Masyarakat (Pamas) Vol 4, No 1 (2020): Jurnal Pelayanan dan Pengabdian Masyarakat (Pamas)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM Universitas Respati Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52643/pamas.v4i1.781

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Hasil analisis situasi menunjukkan minimnya kondisi pendidikan yang berkaitan dengan Teknologi Informasi dan Komunikasi (TIK) khususnya bagi siswa-siswi di sekolah dasar. Tujuan kegiatan ini adalah untuk memberikan pengetahuan dan keterampilan dasar komputer serta teknologi informasi kepada siswa di sekolah dasar. Pelatihan ini diharapkan memberikan bekal kepada siswa tentang keterampilan dasar komputer dan teknologi informasi khususnya internet bagi pengembangan ilmu pengetahuan, serta sebagai bentuk pengembangan nilai-nilai karakter dalam bidang pendidikan berupa rasa keingintahuan, kreatif, inovatif, dan komunikatif. Subjek kegiatan pengabdian kepada masyarakat adalah siswa-siswi di SD Negeri 2 Tibubeneng, Kabupaten Badung yang berjumlah 104 orang. Kegiatan pelatihan ditunjang dengan metode ceramah, tanya jawab, demonstrasi, dan praktek langsung penggunaan aplikasi komputer. Hasil kegiatan menunjukkan bahwa pelatihan ini dapat memberikan pengetahuan, pemahaman, dan keterampilan bagi siswa-siswi dalam menggunakan aplikasi dasar seperti Paint dan Microsoft Word, serta memahami penggunaan internet sehat dalam pencarian informasi. Kata kunci: pelatihan, keterampilan, komputer, tibubeneng.
Griyamua Interactive Android Dengan Firebase Dan React Native Ida Ayu Ratih Ardyantari; Ni Luh Putu Ning Septyarini Putri Astawa; I Putu Satwika; Anak Agung Ayu Putri Ardyanti
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi JUTISI Vol. 8, No. 3, Desember 2019
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.735 KB) | DOI: 10.35889/jutisi.v8i3.377

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ABSTRAKSalah satu bisnis jasa tata rias atau yang lebih dikenal dengan sebutan Make Up Artist (MUA), yaitu seseorang yang berprofesi sebagai perias yang menawarkan jasa dalam mempercantik diri dengan wajah sebagai media polesan make up-nya. Banyaknya acara-acara di Indonesia, khususnya di Bali seperti pernikahan, potong gigi, prewedding, lamaran, graduation, dan lain sebagainya yang memerlukan jasa MUA, membuat calon pelanggan merasa kesulitan dalam memilih MUA yang sesuai dengan kriteria yang dicari seperti minimnya informasi, harga jasa yang tidak sesuai dengan budget dan sulitnya menemukan MUA yang memiliki jadwal kosong di tanggal yang pelanggan inginkan.  Untuk mengatasi masalah tersebut maka dibuatkan rancang bangun interface untuk diujicobakan kepada konsumen dengan menyebarkan kuesioner dan menggunakan pengujian sistem SUS. Hasil dari pengujian yaitu, grade adjective rating dengan hasil rata-rata 86 dan Grade A.Kata kunci: Griyamua, Interface, E-Marketplace, MUA.ABSTRACTOne of the makeup service businesses or better known as the Make Up Artist (MUA), is someone who works as a cosmetic that offers services in beautifying yourself with a face as a medium for her makeup. The number of events in Indonesia, especially in Bali such as weddings, tooth cutting, prewedding, applications, graduations, etc. that require MUA services, makes prospective customers find it difficult to choose MUA that matches the criteria such as lack of information, price of services which is not in accordance with the budget and the difficulty of finding MUA who has an empty schedule on the date the customer wants. To overcome this problem, an interface design was made to be tested to consumers by distributing questionnaires and using the SUS system testing. The results of the test are grade adjective rating with an average result of 86 and Grade A.Keywords: Griyamua, Interface, E-Marketplace, Makeup Artist (MUA).
Pengembangan Model Sistem Informasi Multimedia Museum Panca Yadya Melalui E-Museum Berbasis Android Agus Rahmat Hidayat; Ni Luh Putu Ning Septyarini Putri Astawa; I Gede Juliana Eka Putra; Anak Agung Ayu Putri Ardyanti
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi JUTISI Vol. 9, No. 2, Agustus 2020
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (598.653 KB) | DOI: 10.35889/jutisi.v9i2.495

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Abstrak. Museum merupakan sarana untuk mengembangkan budaya dan peradaban manusia, Dengan berbagai macam artefak dan sedikitnya informasi yang terdapat di dalam museum terkadang membuat pengunjung menjadi kurang berminat untuk datang ke Museum. Untuk mengatasi masalah yang terjadi maka di perlukan sistem yang dapat memudahkan wisatawan mendapatkan informasi tentang Museum. Sistem ini dibuat dengan memanfaatkan Multimedia Video dalam visualisasinya dan QR Code sebagai komponen utama dalam memudahkan pengguna untuk mengaskses. Dalam penelitian ini menggunakan metode Villamil-Molina untuk mencari solusi atas permasalahan yang ada. Hasil dari pengujian yang dilakukan dengan metode blackbox dan dilakukan oleh wisatawan terhadap sistem ini sudah sesuai dengan tujuan program dibuat, yaitu untuk memudahkan wisatawan dan pengguna sistem dalam memperoleh informasi tentang Museum.Kata kunci: Sistem Informasi Multimedia, E-Museum, Berbasis Android Abstract. The museum is a means to develop human culture and civilization, with a variety of artifacts and the lack of information contained in the museum sometimes makes visitors less interested in coming to the Museum. To overcome the problems that occur, then we need a system that can facilitate tourists to get information about the Museum. This system is made by utilizing Multimedia Video in its visualization and QR Code as the main component in making it easy for users to access. In this study using the Villamil-Molina method to find solutions to existing problems. The results of testing conducted by the blackbox method and conducted by tourists to this system are in accordance with the purpose of the program created, namely to facilitate tourists and system users in obtaining information about the Museum.Keywords: Multimedia Information System, E-Museum, Based on Android
SISTEM INFORMASI BOOKING (STUDI KASUS: REGGAENERASI INK STUDIO) Martha Sari; Ni Luh Putu Ning Septyarini Putri Astawa; I Nyoman Yudi Anggara Wijaya
Jurnal Manajemen Informatika dan Sistem Informasi Vol. 4 No. 1 (2021): MISI Januari 2021
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/misi.v4i1.236

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Penelitian ini bertujuan membuat sistem informasi untuk booking online artist. Peneliti melakukan penelitian pada Reggaenerasi Ink Studio Tattoo, Bali, Indonesia. Penelitian ini menggunakan data kualitatif dan kuantitatif, data kualitatif didapatkan melalui wawancara dan angket terbuka. Wawancara bertujuan untuk mendapatkan data dari manajer studio guna mengetahui kebutuhan sistem yang dibutuhkan dalam sistem informasi tattoo artist. Data kuantitatif didapatkan melalui angket terbuka dan data kualitatif didapatkan melalui angket tertutu yang dijawab oleh ahli Bahasa. Metode yang digunakan dalam penelitian ini adalah waterfall model. Pengumpulan data yang digunakan yakni wawancara tidak terstruktur serta menggunakan angket terbuka dan. Perancangan sistem menggunakan framework Laravel dan pemrograman PHP. Penelitian ini berhasil merancang sistem informasi tattoo artist dimana sistem ini bisa digunakan untuk memesan slot pengerjaan tattoo secara daring dan penjadwalan tattoo untuk customer dan tattoo artist.
Perancangan Mobile Application untuk Startup Montirkeliling.com dengan Metode Design Sprint Nur Rohman Ashshiddiqy; Ni Luh Putu Ning Septyarini Putri Astawa; Bagus Putu Wahyu Nirmala; A.A Istri Ita Paramitha
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 10 No. 3 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v10i3.38999

Abstract

The development of technology today is very influential in all fields. Including in the business field, information technology is very influential, for example, today many businesses depend on websites orapplications mobile in carrying out their business processes such as promotion and ordering of products or services offered. One example of a business that can use this business method is call vehicle service services. The problem found from initial observations is that online service orders are still very manual, namely still using thefeature chat (WhatsApp), which makes potential customers and mechanics find it difficult to find a mechanic or the location of the customer. Based on these problems, the researchers designed the user interface for the Montirkeliling.com application based on aapplication mobile that can help prospective customers and mechanics. The design method used is themethod sprint design. This method is a design method developed by Google Inc. which aims to solve problems by involving users through making, prototyping, designing and testing ideas quickly for 5 working days consisting of five stages. The result of this research is the design of the Montirkeliling.com User Interface which has been tested on prospective users using the System Usability Scale (SUS). The average SUS score obtained is 83.5, which is included in Grade B.Keywords—Planning, Startup Montirkeliling.com, Metode Design Sprint
APLIKASI AUGMENTED REALITY PADA BUKU CERITA BILINGUAL “THE SHRIMP AND THE CRAB” Gusti Ayu Putu Mitha Karisma Dewi; Ni Luh Putu Ning Septyarini Putri Astawa; I Nyoman Yudi Anggara Wijaya
Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan Vol 11, No 2 (2020): Juli
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/paedagoria.v11i2.2451

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Abstrak: Tujuan dari penelitian ini membahas mengenai pengembangan aplikasi berbasis teknologi augmented reality pada buku cerita berjudul “The Shrimp and The Crab” studi kasus SD Negeri 2 Tibubeneng. Penelitian ini dilakukan dengan menggunakan metode Luther-Sutopo. Bahasa pemrograman yang digunakan untuk membuat aplikasi augmented reality adalah C# dengan menggunakan unity 3D dan vuforia. Penelitian ini berhasil mengembangkan aplikasi augmented reality pada buku cerita yang berjudul “The Shrimp and The Crab - Sang Udang dan Sang Kepiting”. Aplikasi ini dikembangkan secara bilingual. Dalam penelitian ini, kualitatif data didapatkan dari wawancara, observasi, dan juga studi pustaka, sedangkan kuantitatif data diperoleh dari angket. Pengujian aplikasi diuji menggunakan black box dan kuesioner. Di akhir studi, peneliti mengungkap bahwa 90% dari responden yaitu 1 guru, 33 siswa dan 33 orang tua siswa menyatakan aplikasi ini telah layak untuk digunakan.Abstract: This study discusses the development of augmented reality technology-based applications in the story book entitled The Shrimp and The Crab case study at SD Negeri 2 Tibubeneng. This research was conducted using Luther-Sutopo method. The programming language used to make augmented reality applications is C # by using unity 3D and vuforia. This research succeeded in developing an augmented reality application in the story book entitled “The Shrimp and The Crab - Sang Udang dan Sang Kepiting”. The aplication was developed bilingually. In this research, qualitative data was collected through interview, observation, and literature studies, while quantitative data are obtained from questionnaires. A black box testing and questionnaire were used to test the application. At the end of the study, researchers revealed that 90% of respondent is 1 teacher, 33 students and 33 parents stated that this application was suitable for use.
BUKU CERITA FABEL BERBASIS PENDIDIKAN KARAKTER UNTUK SISWA SEKOLAH DASAR KELAS TINGGI Ni Luh Putu Ning Septyarini Putri Astawa
JURNAL LENTERA [PENDIDIKAN PUSAT PENELITIAN LPPM UM METRO] Vol 4, No 2 (2019): DECEMBER 2019
Publisher : Lembaga Penelitian UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (706.076 KB) | DOI: 10.24127/jlpp.v4i2.1144

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‘AIClopedia’: How Does It Facilitate Gen-Z Students in Learning English? Ni Luh Putu Ning Septyarini Putri Astawa; Putu Trisna Hady Permana
ELITE JOURNAL Vol 2 No 2 (2020): ELITE JOURNAL: Journal of English Linguistics, Literature, and Education
Publisher : ELITE Association Indonesia

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

Abstract

Gen-Z has specific characteristics, one of the characteristics is being strongly connected to technology. It makes teachers nowadays should be able to facilitate them with technology-based learning media. One of the technologies that can be applied is Artificial Intelligence (AI). AI provides a self-directed learning activity where the students can learn by themselves using technology anywhere and anytime. This study aimed at developing a prototype design of AIClopedia (Artificial Intelligence Encyclopedia) by using the ADDIE method. AIClopedia is a learning media that can be used by the students in learning English which focuses on providing descriptive information of Indonesian endemic animals in two different languages (English and Bahasa Indonesia). The prototype has been judged by educational material and ICT media experts. The data of expert judgment rubrics showed that the prototype was categorized as excellent. It implied that the media can be used in facilitating Gen-Z students in Learning English.
Co-Authors A. A. Istri Ita Paramitha Adiwijaya, Pande Agus Agus Putu Trisna Gunawan Agus Rahmat Hidayat Alan Darma Saputra Wijaya Anak Agung Ayu Putri Ardyanti Artana, I Made Ashshiddiqy, Nur Rohman Ayu Sri Maharani, Ajeng Bagus Putu Wahyu Nirmala Dewi, Putri Anugrah Cahya Deyantara, Deyantara Dharma, Eddy Muntina Eka Grana Aristyana Dewi Gusti Ayu Made Arna Putri Gusti Ayu Putu Mitha Karisma Dewi I Gede Juliana Eka Putra I Gede Putu Krisna Juliharta I Gusti Ayu Agung Istri Sari Dewi I Gusti Ayu Agung Istri Sari Dewi I Kadek Mahada Putra I Nyoman Yudi Anggara Wijaya I Nyoman Yudi Anggara Wijaya I Nyoman Yudi Anggara Wijaya I Putu Agus Swastika I Putu Artha Gunawan I Putu Candra Suhendra I Putu Satwika I Wayan Darma Yasa Ida Ayu Oka Purnami Ida Ayu Ratih Ardyantari Kadek Intan Janeta Pratiwi Ketut Queena Fredlina Komang Tri Werthi Martha Sari Nengah Widya Utami Nengah Widya Utami Ni Gusti Ayu Nuansih Dewi Ni Kadek Sintya Ni Komang Erikka Candra Pratiwi Ni Nyoman Pudak Sari Ni Putu Yowi Lestari Nur Rohman Ashshiddiqy Paramitha, A A Istri Ita Perwira, A.A. Gde Agung Nanda Pradiva Widya Anggara Pranata, I Made Nanda Susila Pratista, I Made Wisnu Yoga Premaswari, Anak Agung Istri Winda Putra, I Gede Jualiana Eka Putra, I Kadek Mahada Putri, Gusti Ayu Made Arna Putu Anna Widyawati Putu Trisna Hady Permana Putu Trisna Hady Permana Putu Trisna Hady Permana Romiza Zildjian Satwika, I Putu Suartama, I Komang Sudiatmika, Ida Bagus Kresna Taruna, I Putu Cikal Tiawan Utami, Nengah Widya Wedhaputri, Made Vidya Sasmitha Yasa, I Wayan Darma Zildjian, Romiza