p-Index From 2021 - 2026
5.066
P-Index
Claim Missing Document
Check
Articles

Improving Students Speaking Ability Through Storytelling at Eleventh Grade of SMAN I Lambitu Ika Irawati; Fitri Ningsi; Rahmi Rahmi; Ita Fitriati
DIKSI: Jurnal Kajian Pendidikan dan Sosial Vol. 2 No. 2 (2021): Diksi: Jurnal Kajian Pendidikan dan Sosial
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/diksi.v2i2.122

Abstract

Speaking Ability was the important aspect in communication. The aim of the study was to investigate the improving speaking ability through storytelling in teaching speaking at eight grade of SMAN 1 Lambitu. This research used classroom action research. The subjects in this research were the students at the eleventh grade of SMAN 1 Lambitu. The sample were 16 students in one class. The researcher used the technique of storytelling through recount text to improve speaking skill. Quantitative data analysis technique used this research through average score and percentage of students’ test, while qualitative data analysis was taken from analysis of observation during the classroom. The result of this study was in cycle I was at fair category (60-70) which average score was 67,4. It indicated the students’ ability in storytelling was not active (<50%)., which the critical success 31,5%. While in cycle II, the result of students’ score was 75,3, which means that the students were good category (60-79). The result was indicated that the students habits in storytelling technique in cycle II was active (<80%). Moreover the result of observation were student enjoy the lesson and follow the teaching and learning process smoothly and regularly. So, the conclusion that story telling technique was improving students’ speaking ability at Eleventh Grade of SMA 1 Lambitu.
IMPLEMENTATION OF THE 2013 CURRICULUM IN MATHEMATICS LEARNING IN CLASS IV AT SDN TALABIU DISTRICTS WOHA, BIMA REGENCY Nurhoyati Nurhoyati; Ita Fitriati; Mariamah Mariamah
Ri'ayah: Jurnal Sosial dan Keagamaan Vol 4 No 02 (2019): Mainstreaming The Moderate Islam In The Globalization Era
Publisher : Pascasarjana IAIN Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (160.531 KB)

Abstract

This research is motivated by the latest regulations on the revised edition 2013 which are new in planning, in which mathematics becomes a self-supplemented subject and is not integrated with other subjects. This type of research is field research (field research) by discussing qualitative, data collection techniques with observation, interviews and documentation, while analyzing the data using the Miles Huberman analysis model, namely: data reduction, data presentation, and verification data. The results of the study show how the teacher steps in compiling the lesson plan that is choosing learning, reviewing the teacher's book, studying the syllabus, then compiling the lesson plan. The RPP prepared by the teacher is in accordance with the concept of the 2013 curriculum. In the implementation of learning in the 2013 curriculum, the teacher has used learning by using scientific learning, and a learning model that is in accordance with the concept of the 2013 curriculum. student knowledge and skills. Authentic assessment used by teachers includes discussion, performance, and written.
Developing Computer-Based Test (CBT) to Improve Students’ Achievement Ika Irawati; Ita Fitriati
IJECA (International Journal of Education and Curriculum Application) Vol 1, No 1 (2018): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (51.912 KB) | DOI: 10.31764/ijeca.v0i0.1996

Abstract

This research aims to develop Computer-Based Test (CBT) by using hot potatoes software, which is believed to be able to improve students’ achievement. Formative and summative questions were previously given using paper only, making the questions presented less interactive, resulting in low achievement of the students. This new procedure was adapted from ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation). The development of the model results in the creation of a package called Computer based Test-English Computer (CBT-EC) that contains 9 sub-packages, divided into two divisions. The first division is composed of 8 packages that contain formative tests, where as the second division consists of 1 package of summative tests. Data of this research were collected using tests and questionnaires. The test instrument used multiple choices with formative form consists of 15 questions from each chapter, while summative form consists of 120 questions. Students’ responses were measured by distributing the questionnaires about the usage of CBT-EC product to 10 students. The questionnaires were given to the media expert and material expert to assess their feasibility. The results showed that the expert of material gave 79 out of 84 maximum point, or almost excellent, meaning that the questionnaires developed as the product of CBT-EC are worth implemented. Meanwhile, the assessment of the media expert gave a score of 63 out of 68 maximum points classified as good, meaning that the CBT-EC product is feasible to be implemented. Based on learning result from the formative and summative test, there was an increase of the students' achievement. In formative test, the students got the average score of 69%, whereas in summative test they recorded average score of 79%. In conclusion, CBT-EC product could increase students’ achievement.
Support Vector Regression for Modeling Effect of Education Rate on Life Expectancy Rate in Indonesia Muhammad Ghazali; Ita Fitriati; Ramdani Purnamasari
IJECA (International Journal of Education and Curriculum Application) Vol 1, No 1 (2018): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/ijeca.v0i0.1986

Abstract

Life Expectancy Rate is the average number of years of life that is lived by someone who has reached a certain age. Life Expectancy is a tool to evaluate the government performance in improving the prosperity of the people. Studies on the factors that influence Life Expectancy Rate are needed to reach more accurate mathematics model to provide a better consideration for the government to determine the direction of future development policies. The data used in this study were derived from SUSENAS data with the objects of observations are all districts/cities in Indonesia in 2012. In this research, Support Vector Regression (SVR) method is used to estimate the effect of education factor which is represented by length of education by years (X) on Life Expectancy Rate (Y). Support Vector Regression (SVR) model in this research used several different kernels such as  polynomial kernel, RBF and Exponential RBF (ERBF) to find the best model. The best model criterion is the model that produces the largest R2 value. The best model resulted in this research is a model that uses Exponential RBF kernel.
PENGEMBANGAN E-EVALUATION TEMATIK BERBASIS GAMIFICATION LEARNING UNTUK PENINGKATAN LITERASI TEKNOLOGI DI SEKOLAH DASAR: Development of Gamification Learning-Based Thematic E-evaluation for Improving Technological Literacy in Elementary Schools Ita Fitriati; Nurmansyah Nurmansyah; Ramdani Purnamasari; Fitri Marwahdiyanti; Muhammad Nasihah
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 7 No. 2 (2022): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v7i2.4064

Abstract

Literasi teknologi yang cocok diterapkan di sekolah dasar adalah dengan berbasis gamification learning atau pembelajaran yang mengadopsi karakteristik game (permainan), dimana siswa bisa belajar sambil bermain. Salah satu Literasi Teknologi yang diterapkan yaitu dengan membuat e-evaluation tematik, evaluasi elektronik yang muatannya adalah materi tematik. Pembelajaran tematik yang merupakan pembelajaran terpadu menggunakan tema untuk mengaitkan beberapa mata pelajaran, sehingga terjadi intergrasi antara pengetahuan, keterampilan dan nilai yang memungkinkan siswa aktif menemukan konsep seperti prinsip keilmuan secara menyeluruh, aktif, bermakna dan otentik. Tujuan dalam penelitian ini adalah untuk mengembangkan e-evaluation tematik berbasis gamification learning yang efektif, layak, praktis dan efisien untuk diimplementasikan pada sekolah dasar sekaligus mengukur ketercapaian peningkatan literasi teknologi dari hasil implementasi produk tersebut. adapun tujuan dari penelitian ini untuk mengembangkan sebuah produk e-evaluation tematik berbasis gamification learning untuk meningkatkan literasi teknologi pada salah satu sekolah dasar di kabupaten Bima. Metode penelitian yang digunakan menggunakan metode Pengembangan dengan mengambil model ADDIE yang terdiri dari lima tahapan yaitu Analysis (analisis), Design (Perancangan), Development (Pengembangan), Implementation (implementasi), Evaluation (Evaluasi). Hasil validasi materi oleh ahli yaitu guru matapelajaran tematik pada kelas V terhadap ketiga produk e-evaluation tematik berbasis gamification learning dengan nilai rerata 96,4 % dengan kategori sangat layak. Setelah diimplementasikan di Sekolah Dasar Wihdatul Ummah terhadap 26 siswa dengan nilai 70,51% nilai ketuntasan. Sedangkan peningkatan literasi teknologi yang diukur dari 5 indikator 81,4 % pada kategori Tinggi.
Kesantunan Bertutur Mahasiswa dalam Pembelajaran Luring dan Daring Melalui Aplikasi WhatsApp Purnamasari, Ramdani; Nurmansyah, Nurmansyah; Fitriati, Ita
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 4 No. 6 (2021): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (607.108 KB) | DOI: 10.54371/jiip.v4i6.301

Abstract

Penelitian ini adalah penelitian lapangan dengan menggunakan pendekatan kualitatif dengan tujuan menjelaskan (1) Pola tuturan mahasiswa dalam merealisasikan strategi kesantunan dalam percakapan tatap muka dan melalui Whatsapp (2) Penggunaan deiksis pronomina persona dan deiksis sosial dalam tuturan mahasiswa, dan (3) Perbedaan pengaruh komunikasi langsung dan melalui Whatsapp terhadap realisasi pemilihan strategi kesantunan bertutur mahasiswa. Hasil penelitian menunjukkan bahwa pola tutur mahasiswa dalam pembelajaran baik secara luring maupun daring melalui aplikasi Whatsapp tidak mengalami perbedaan yang signifikan. Perbedaan tampak pada dominasi pola yang terbentuk dari upaya merealisasikan kesantunan bertutur. Pola dominan yang terbentuk dari tuturan mahasiswa dalam pembelajaran luring yaitu (-P) + (-D) + (+R) dengan menggunakan strategi kesantunan terus terang (STT) sedangkan dalam pembelajaran daring terbentuk pola (-P) + (-D) + (-R) dengan menggunakan strategi kesantunan Negatif (SKN). Berdasarkan temuan tersebut dalam diindikasikan bahwa tuturan mahasiswa dalam pembelajaran Luring cenderung mengabaikan perbedaan status sosial maupun jarak atau keakraban karena memaksimalkan ancaman muka lawan tutur sedangkan dalam pembelajaran secara daring melalui whatsapp, mahasiswa berupaya menghormati atau menyelamatkan muka lawan tutur karena adanya perbedaan status sosial dan jarak. Perbedaan penggunaan deiksis sosial tampak dalam tuturan mahasiswa melalui pembalajran secara daring seperti ibu sayang, ibu cantik, ibu dosen sebagai upaya untuk mendekatkan jarak atau keakraban karena perbedaan status sosial.
Workshop Penyusunan Internet Based Test (IBT) Menggunakan Metode Gamification Learning untuk Guru SMK Ita Fitriati; Nur Fitrianingsih; Ahyar Ahyar; Ramdani Purnamasari; Fitri Ningsi; Ika Irawati; Wahyudin Wahyudin
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2023): Bima Abdi: Jurnal Pengabdian Masyarakat, Edisi Juli - Desember 2023
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/bajpm.v3i2.324

Abstract

Pengabdian ini bertujuan untuk meningkatkan kompetensi pedagogik guru SMK Pelita Harapan Bima. Kegiatan ini dikonsepkan dalam bentuk workshop penguatan pemahaman dan penyusunan Internet Based Test (IBT) dengan menggunakan metode gemification learning. Metode workshop ini terdiri dari beberapa tahapan yakni persiapan (analisis kebutuhan atau permasalahan yang dihadapi mitra, menawarkan solusi, menyusun perangkat workshop), pelaksanaan (penyampaian materi dan penyusunan IBT), pasca pelatihan (pelatihan dan pendampingan lebih lanjut bagi guru yang masih mengalami kesulitan dalam menyusun IBT). Hasil pre test menunjukkan bahwa presentasi peserta yang tidak mengetahui gamefication lebih tinggi yaitu sekitar 58%, peserta tidak memiliki pengalaman mengikuti kegiatan pelatihan literasi teknologi sebelumnya sekitar 83% dan tidak pernah menerapkan teknologi sekitar 58%. Setelah dilakukan pelatihan dari 3 platform yang digunakan 91% berpendapatan platform kahoot paling sulit digunakan, namun 72% menunjukkan bahwa peserta berminat untuk memperlajari semua aplikasi gamification. Hasil workshop ini dapat disimpulkan bahwa kegiatan ini mampu meningkatkan minat peserta dalam menggunakan teknologi untuk kebutuhan evaluasi pembelajaran.
Perancangan Aplikasi Sistem E-Presensi Guru dan Siswa Berbasis Android Sebagai Sarana Digitalisasi Sekolah di SMPN 3 Monta Muhammad Ridwan; Ita Fitriati; Ilyas Ilyas; Wahyudin Wahyudin
Jurnal Pendidikan dan Media Pembelajaran Vol. 2 No. 2 (2023): September 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59584/jundikma.v2i2.22

Abstract

Program digitalisasi sekolah merupakan terobosan baru di dunia pendidikan yang dapat mewujudkan infrastruktur kelas dan sekolah masa depan. Nantinya tidak ada sekolah yang berjalan tanpa konten digital dan internet, karena itu digitalisasi sekolah menjadi salah satu cara meningkatkan kualitas pendidikan, termasuk pada administrasi berbasis digital seperti E-Presensi. Presensi kehadiran merupakan bagian peranan penting dalam setiap instansi pendidikan. Dimana presensi merupakan salah satu penunjang utama yang dapat mendukung dan memotivasi setiap kegiatan yang dilakukan didalam sebuah lembaga instansi maupun sekolah. penelitian ini bertujuan (1) Untuk menghasilkan produk berbasis android yang dapat memudahkan dalam mekukan presensi yang lebih efektif, (2) Mengukur kelayakan dari aplikasi sistem presensi guru dan siswa berbasis android dan Meningkatkan kedisiplinan guru dan siswa. Penelitian ini menggunakan metode R&D dengan model Waterffal, dengan Tahapan: (1) Tahap Analisis Kebutuhan, (2) Desain, (3) Coding, (4) Pengujian Program, dan (5) Maintenance. Sampel uji coba terdiri dari guru dan siswa di SMPN 3 MONTA sebanyak 15 orang terhitung pada uji coba kelompok kecil dan uji coba kelompok besar. Instrumen yang digunakan yaitu Angket yang berisi pertanyaan, dengan Teknik Analisis Data menggunakan skala Likert. Hasil dari penelitian ini adalah: aplikasi sistem e-presensi guru dan siswa berabsis android di SMPN 3 MONTA kualitas aplikasis sistem e-presensi guru dan siswa berbasis android yang dirancang termasuk dalam kategori sangat layak dari segi isi dan dari segi tampilan, hal ini berdasarkan penilaian kelayakan aplikasi dari ahli Media I dan II dengan persentase 86,42% dan penilaian dengan pengguna kelompok kecil dengan persentase 93,6% dan penilaian dengan pengguna kelompok besar dengan persentase 92%, aplikasi sistem e-presensi guru dan siswa berbasis android di SMPN 3 MONTA dinyatakan sangat layak digunakan.
PENGEMBANGAN VIDEO PROMOSI BUKU MENUJU DIGITALISASI PERPUSTAKAAN STKIP TAMAN SISWA BIMA Muhammad Yunan; Ita Fitriati; Ahyar
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 6 No 2 (2024): EDISI 20
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v6i2.3955

Abstract

The research objective of developing this book promotional video was to increase students' interest in reading in an interesting way. The conclusion obtained from this research is a book promotional video towards digitizing the STKIP Taman Siswa Bima library which has been tested for its feasibility. This research uses the Research and Development (R & D) method with the Borg and Gall development model starting from needs analysis, planning, development, testing, evaluation, updating, improvement, correction, modification and ending with product dissemination. According to the final evaluation by media experts, a percentage of 95% shows that the book promotional video that has been made is declared valid. Meanwhile, the final results obtained by small group participants in the book promotional video obtained a percentage of 88.3% which was declared Very Decent. The final results obtained by large group participants in the book promotional video obtained a percentage of 86.5% which was declared Very Decent. According to the results of the study, the mean percentage (%) results involving 30 students obtained a percentage of 86.7% in the Very Eligible classification.
Development Of The Lakip Information System Using The Waterfall Method Muhammad Yassir; Gafur; Ita Fitriati
Jurnal Fokus Elektroda : Energi Listrik, Telekomunikasi, Komputer, Elektronika dan Kendali) Vol. 9 No. 2 (2024): Jurnal Fokus Elektroda Vol 9 No 2 2024
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Halu Oleo

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

Abstract

LAKIP becomes an important tool for evaluation and feedback for all government stakeholders. In fact, the preparation of lakip is still done manually and has not been integrated with the SKPD. The research is aimed at building a system of information preparation LAKIP in the government of the district of Polewali Mandar. The methods used are waterfall with Unified Modeling Language, Macromedia Dreamweaver CS 6 for interface design, and postgresql for database design. After a black box test, the resulting system can work in detail with precision and accuracy