Articles
Pendampingan Meningkatkan Kemampuan Bahasa Inggris Melalui English Community: Konsep Praktis
Ibrahim, Muliaty;
Sukmawati;
Sujarwo;
Meinar;
Suciati
ABDI SAMULANG: Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2024): JULI| ABDI SAMULANG
Publisher : Yayasan Habiburrahman Jamalu Bina Ummat
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DOI: 10.61477/abdisamulang.v3i2.43
This journal documents the experiences and results of an English language learning program through engagement in English language communication. This research aims to measure the impact of direct interaction with native speakers and cultural context in improving English language skills, by providing practical guidance and describing the benefits gained through active participation in the English language community. Mentoring is carried out by connecting students with members of the English Community through online platforms or direct meetings. During mentoring, students are allowed to interact, ask questions, and learn directly from community members. The methods include group discussions, question-and-answer sessions, and language practice activities. English language learning assistance is carried out in four stages, namely; preparation, interaction, monitoring and evaluation. The results of English language learning assistance through the English Community are 1) increasing English language skills in speaking, listening, reading, and writing English after interacting with community members. 2) students seem more motivated to learn English after being involved in this assistance. 3) apart from improving English language skills, students also succeeded in building social networks with community members. They feel more comfortable and confident in interacting with native English speakers.
The Influence of Using Crossword Puzzle to Improve Students’ Vocabulary Mastery of Class VII SMP Negeri 4 Pujananting of Barru
Nurfitriani Idris;
Muhammad Yahrif;
Sujarwo
JURNAL PENDIDIKAN BAHASA DAN BUDAYA Vol 3 No 1 (2023): April (EDULEC)
Publisher : CV. Eureka Murakabi Abadi
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DOI: 10.56314/edulec.v3i1.114
The objective of this study is to find out the influence of crossword puzzle method to improve the students’ vocabulary mastery. This research is quasi-experimental as the design that used two group pretest and posttest. It means that there were an experimental class and a controlled class which were given pretest and posttest. There were 40 students of class VII of SMPN 4 Pujananting of Barru as the sample in this study. The instrument of this research was a written test, to score the students’ vocabulary mastery on pretest and posttest. The result of this research showed that there was a positive effect of the result of students’ vocabulary mastery after using crossword puzzle method. Based on the result of the calculation process the researcher gained that in pretest had a mean of 59,05 and the posttest had a mean of 82,20 of experimental class. Based on the finding of this study, it can be concluded that using of crossword puzzle method in improving students’ vocabulary mastery is quite success. And after conducting the research and calculating the data, it could be stated that it was effective of using crossword puzzle method on students’ of improving vocabulary mastery. Students’ vocabulary mastery got a higher score.
The Effectiveness of Using Video in Teaching Speaking of the Seventh Grade Students’ at SMP Negeri 17 Makassar
Lutfi Jasman;
Sujarwo;
Suharti Siradjuddin
JURNAL PENDIDIKAN BAHASA DAN BUDAYA Vol 3 No 2 (2023): August (EDULEC)
Publisher : CV. Eureka Murakabi Abadi
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DOI: 10.56314/edulec.v3i2.154
Technological developments are also growing rapidly. Its development is almost sectoral, economic, political, and educational have implemented technology. One of them is the use of video. Video can be used as a solution to overcome the low ability of students to understand a concept. This study aims to determine the effect of WhatsApp groups on the ability to write narrative texts of eighth grade students of SMP Negeri 17 Makassar. This study uses a quantitative type of experimental method, there are two classes, namely the experimental class using video and the control class not using video. The sample of this study was class VII students consisting of 32 students for the experimental class and 32 students for the control class. The data collection technique in this study uses pre-test and post-test to collect data by giving text to write. The results of this study indicate that the post-test experimental class has a mean value of 74.69 and the post-test control class has a mean value of 72 ,66. The results of the data analyzed using independent sample t-test, showed that Sig.(2-tailed) was 0.000 lower than 0.05 so that the alternative hypothesis (Ha) was accepted and the null hypothesis (H0) was rejected so that there was an effect of using video in teaching speaking to students after using the video. Based on the results of this study, it can be concluded that video media is effective in improving the speaking ability of seventh grade students of SMP Negeri 17 Makassar.
The Effect of Jigsaw Method on Students’ Reading Comprehension at Junior High School Students
Karel Samangun;
Vivit Rosmayanti;
Sujarwo
JURNAL PENDIDIKAN BAHASA DAN BUDAYA Vol 4 No 1 (2024): Vol. 4 No. 1 (2024): April (EDULEC)
Publisher : CV. Eureka Murakabi Abadi
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DOI: 10.56314/edulec.v4i1.211
This study aims to determine the effectiveness of role-playing in teaching speaking skills to students of class XI 19 Senior High School Makassar, and whether there is a significant difference between students who are trained in speaking skills using conventional methods and students who use role-playing techniques. This study uses a quantitative approach, namely experimental research with a pre-test and post-test research design and the sample of this study is 60 students. Researchers used two clasess and experimental class using role-playing techiquess and a control class using concetional methods. Meanwhile, in the last stage, the researcher gave a post-test in the same class to find out whether the role-playing techiquess was effective in teaching students speaking skills in the experimental class. The results of this study show the average pre-test in the experimental class (59.87%) and the control class (60.93%). The post-test average of the experimental class (84.40%) was higher than that of the control class (64.53%). This means that there is a difference between students who use role-playing techniquess abd students who uses conventional techniquess. Thus, teaching speaking using role-playing techniquess has a significant effect on improving students speaking skills. Therefore, it is suggested that the role- playing techniquess can be applied as an affective learning method for teachers to teach speaking skills anf for future researchers to use the same type of research under different conditions.
Pelatihan fundamental coaching bagi pelatih bola voli di klub Badak Muda Gunung Kidul
sujarwo
JURNAL PENGABDIAN MASYARAKAT OLAHRAGA DAN KESEHATAN (JASO) Vol. 3 No. 1 (2023): Jurnal Pengabdian Masyarakat Olahraga dan Kesehatan
Publisher : DEPARTEMEN KESEHATAN DAN REKREASI UNIVERSITAS NEGERI PADANG
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DOI: 10.24036/jaso.v3i1.26
Pengabdian kepada masyarakat ini dilaksanakan untuk memberikan informasi kepada pelatih di Klub bola voli Badak Muda Gunung Kidul tentang dasar-dasar dalam melatih bola voli. Dimana pelatih di klub Badak Muda ini masih belum banyak jumlahnya dan masih sedikit yang memiliki lisensi kepelatihan bola voli, sehingga sangat butuh informasi tentang kepelatihan bola voli. Metode pengabdian dalam kegiatan ini adalah pelatihan sehari, dimana dilakukan teori dan praktek, mulai dari jam 08.00 s.d 12.00 wib, materi teori bertempat di Aula Balai Desa Warak, Gunung Kidul, dan kemudian dilanjutkan jam 15.00 s.d 17.00 wib di Lapangan Bola Voli Klub Badak Muda di Warak, Gunung Kidul. Peserta pelatihan 11 orang pelatih di klub Badak Muda. Instrumen penilaian pengetahuan baik sebelum dan sesudah pengabdian dengan menggunakan soal pretest dan posttest. Hasil pengabdian sebagai berikut: hasil rerata mean pre test pengetahuan pelatih tentang dasar kepelatihan adalah: 61.81; untuk rerata mean pengetahuan setelah diadakan pelatihan adalah: 86.36. Terjadi peningkatan pengetahuan sebesar 0.25% pengetahuan pelatih tentang fundamental coaching setelah diadakan pelatihan. Kesimpulan pengabdian masyarakat kali ini adalah pengetahuan pelatih dalam dasar-dasar kepelatihan harus terus di update atau diperbarui dengan adanya kursus kepelatihan maupun seminar khusus bola voli. Mengingat perkembangan aturan dan permainan bola voli yang amat pesat.
Dampak Kecanduan Game Online Mobile Legends terhadap Tingkat Emosional Siswa SMA
Lidya Rahmawati;
Desy Safitri;
Sujarwo
Mutiara: Jurnal Ilmiah Multidisiplin Indonesia Vol. 2 No. 2 (2024): JIMI - APRIL
Publisher : PT. PENERBIT TIGA MUTIARA
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Abstract Nowadays, smartphones are not only used for work, but rather as entertainment for children and teenagers, for example online games. The existence of online games has a big impact on teenagers. If you cannot control yourself, you can lose track of time and forget other activities. If online games are overused, it will have detrimental effects. on teenagers’ emotional development. This research aims to analyze the consequence of Mobile Legends addiction to online games on the emotional level of high school students. A literature study was the research methodology employed in this study. Documentation of pertinent journals was the method of data collection employed. Based on the research findings, there appears to be an addictive influence due to playing Mobile Legends the emotional impact of online games of high school students. High school students who are still teenagers have unstable emotions. Addiction to video games can be harmful to students’ emotional levels, namely students become irritable, speak harshly, get easily stressed, anxious and aggressive. Parental war is very important to shield kids from developing a gaming addiction.
Pemanfaatan Media Pembelajaran Komik untuk Meningkatkan Hasil Belajar pada Mata Pelajaran IPS Jenjang SMP
Erliana Dwi Mutiara;
Desy Safitri;
Sujarwo
Mutiara: Jurnal Ilmiah Multidisiplin Indonesia Vol. 2 No. 2 (2024): JIMI - APRIL
Publisher : PT. PENERBIT TIGA MUTIARA
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DOI: 10.61404/jimi.v2i2.197
Abstract To improve Social Sciences (IPS) learning outcomes, interesting learning media such as comics are needed which are the focus of research. The research will examine how the use of comics as learning media can influence student learning outcomes. This research uses literature studies to collect and analyze various appropriate data related to the use of comics in social studies learning in junior high schools. The research results show that the use of comic media improves student learning outcomes, especially in social studies learning compared to the use of other learning media. Apart from learning outcomes, student motivation also increases significantly in social studies learning because comics make it easier for students to understand the information in them.
Pendekatan Konstruktivisme dalam Pembelajaran IPS
Afrilyanti;
Desy Safitri;
Sujarwo
Mutiara: Jurnal Ilmiah Multidisiplin Indonesia Vol. 2 No. 2 (2024): JIMI - APRIL
Publisher : PT. PENERBIT TIGA MUTIARA
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DOI: 10.61404/jimi.v2i2.198
This research aims to discuss the importance of learning as a process that involves direct experience and not just remembering information. Researchers use a constructivist approach in social studies learning to see how students are engaged and their learning outcomes. Constructivism emphasizes the importance of a learning environment that can support students in developing their own perspectives. Through qualitative research methods with the type of library research, this research focuses on how to implement social studies learning using a constructivist approach because the challenges and teaching of social studies are often associated with still using traditional learning which tends to be monotonous and does not encourage student involvement. The research results show that the constructivist approach can actually provide social studies teachers with access to choose appropriate learning rules, provide opportunities to make their own assessments and of course can reduce the teacher's burden because the teacher only acts as a facilitator.
Analisis Penyebab Maraknya Cyberbullying di Era Digital pada Remaja
Audrey Afralia;
Desy Safitri;
Sujarwo
Mutiara: Jurnal Ilmiah Multidisiplin Indonesia Vol. 2 No. 2 (2024): JIMI - APRIL
Publisher : PT. PENERBIT TIGA MUTIARA
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DOI: 10.61404/jimi.v2i2.199
The development of increasingly sophisticated social media has made the phenomenon of cyberbullying a serious problem in affecting adolescents' mental and emotional health. It is through these social media platforms that individuals can easily intimidate, belittle or emotionally harm others. As a result, incidents of cyberbullying are becoming more widespread and have a serious impact on adolescents' emotional and mental well-being. The purpose of this paper is to find out the causes of cyberbullying in the digital era in adolescents. The method used is literature review by collecting and taking the essence of previous research and analyzing several sources relevant to the research topic. The results of research conducted by various experts show that the causes of rampant cyberbullying in adolescents in the digital era are caused by several factors, namely anonymity online, indifference to consequences, group pressure, lack of awareness of the negative impact as well as lack of parental supervision and lack of digital literacy.
Strategi Self Reward dalam Meningkatkan Prestasi Belajar Siswa Tingkat Sekolah Menengah Atas
Aftian Nur Oktavia;
Desy Safitri;
Sujarwo
Mutiara: Jurnal Ilmiah Multidisiplin Indonesia Vol. 2 No. 2 (2024): JIMI - APRIL
Publisher : PT. PENERBIT TIGA MUTIARA
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DOI: 10.61404/jimi.v2i2.203
Self-reward is used as a sign of appreciation and reward for individuals for the efforts that have been passed before. High school kids' self-rewarding can play a significant part in piquing their interest in learning. Giving appreciation to oneself or doing self-reward needs to be done by some students because by doing self-reward students can give appreciation for the endeavors undertaken and feel happy to be able to maintain mental health. This research uses the literature review research method. This study adopts a qualitative methodology, as well as the methods for data analysis used are those that include content analysis. This research is also used in three actions: data gathering, reducing, presenting, and making conclusions. This investigation concludes that the use of the self-reward strategy is important for students to develop learning achievement. Additionally, self-reward can foster learning motivation among students.