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Interpretasi Penilaian Bahasa Indonesia Berbasis Digital Tanjung, Tobi Bagustian; Hutagalung, Surya Masniari; Adisaputera, Abdurahman
Jurnal Ilmiah Universitas Batanghari Jambi Vol 25, No 1 (2025): Februari
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/jiubj.v25i1.5341

Abstract

This research uses a qualitative method based on a literature study to conclude theoretical concepts about certain concepts, as well as the methods, objectives, and types of interpretation of learning assessment. The assessment process, including the interpretation of student learning results, is better carried out through digital-based applications because it simplifies the process of administering assessment reports, drawing final conclusions, and reducing errors in the assessment process. Digital interpretation makes it easier for teachers to maintain objectivity in student learning outcomes and is part of digitalization, which must be introduced to students from an early age by teachers and schools.
PENGEMBANGAN LATIHAN SOAL TINGKAT A1 DENGAN TEMA “GEGENSTÄNDE IN DER SCHULE” DENGAN BANTUAN ARCHERY ART Syalwa Rosya Elvida; Surya Masniari Hutagalung
Jurnal Intelek Insan Cendikia Vol. 1 No. 5 (2024): JULI 2024
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Tujuan dari penelitian ini adalah untuk membuat sebuah latihan soal dengan tema “gegenstände in der Schule” atau barang-barang yang ada disekolah dengan menggunakan media Archery Art, untuk meningkatkan kosakata bahasa jerman siswa. Metode yang digunakan menggunakan metode dari teori Reeves, metode ini terdiri dari empat tahap, yakni: (1) Annlysis of practical problems by reserchers and practitioner in collaboration, (2) Development of soutions informed by exixting design principles and tecnological innovations, (3) Interative eyeles of testing and refinement of solutions in practice, (4) Reflection to produce “design Principes and enhance solution implementation. Data penelitian diperoleh dari siswa kelas X yang akan menjawab kumpulan soal untuk melengkapi data penelitian. Hasil dari penelitian ini adalah sebuah game atau permainan latihan soal dengan tema “gegenstände in der Schule“ atau barang-barang yang ada disekolah, yang terdiri dari 30 soal latihan pilihan berganda.
PEMBUATAN SITUS WEB TENTANG PARIWISATA DI HARIAN BOHO, SAMOSIR Abigail Raitus Simbolon; Surya Masniari Hutagalung
Jurnal Intelek Insan Cendikia Vol. 2 No. 5 (2025): MEI 2025
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Tujuan dari penelitian ini adalah untuk mengembangkan situs web dwibahasa tentang pariwisata di Harian Boho, Samosir, menggunakan platform Wixsite. Penelitian ini dilakukan di laboratorium bahasa Fakultas Bahasa dan Seni Universitas Negeri Medan. Penelitian ini mengikuti model pengembangan dari Richey dan Klein, yang mencakup tiga tahap: (1) Perencanaan, (2) Pembuatan, dan (3) Evaluasi. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi di lokasi wisata seperti Sibea-bea, Air Terjun Efrata, dan Bukit Holbung. Hasil dari penelitian ini adalah situs web pariwisata dwibahasa yang menyediakan informasi tentang daya tarik wisata di Harian Boho. Aspek yang dievaluasi meliputi kejelasan informasi, sistematika, kelengkapan, daya tarik desain, dan keterpahaman. Validasi dilakukan oleh seorang ahli media dan ahli konten, dengan hasil validasi media sebesar 95 (sangat baik) dan hasil validasi konten sebesar 95 (Sangat baik).
PEMBUATAN MEDIA PEMBELAJARAN MENULIS A2 DENGAN BANTUAN APLIKASI MEDIUM Desy Angraini Sitompul; Surya Masniari Hutagalung
Jurnal Intelek Insan Cendikia Vol. 2 No. 6 (2025): JUNI 2025
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran keterampilan menulis bahasa Jerman tingkat A2 dengan menggunakan aplikasi Medium. Fokus materi pada penelitian ini adalah "Festivalbesuch" dan "Malerei: gestern und heute". Penelitian ini menggunakan model pengembangan Plomp yang terdiri dari 4 fase, yaitu: (1) analisis, (2) desain dan pengembangan, (3) implementasi dan evaluasi, (4) refleksi dan revisi. Hasil validasi dari ahli materi dan ahli media menunjukkan bahwa media ini layak digunakan dengan revisi. Hasil uji coba menunjukkan respon positif dari mahasiswa, baik dari segi kemudahan penggunaan maupun efektivitas dalam meningkatkan kemampuan menulis. Hasil akhir dari penelitian ini ialah menghasilkan media pembelajaran menulis A2.
Pengembangan Media Komik Digital Berbahasa Jerman Cerita Rakyat Batak Toba Raja Si Opat Ama dengan Bantuan Aplikasi Next G-Toon Saruksuk, Wiwik Maywan; Simamora, Christy Aprilia; Siregar, Chyntia Pamela; Pasaribu, Novyar Ardhana; Naswa, Laili Insyirah; Hutagalung, Surya Masniari
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1561

Abstract

This research aims to develop German-language digital comic media that elevates the Toba Batak folklore "Si Raja Opat Ama" using the Next G-Toon application. The research method used a quantitative descriptive approach, including data collection through an online survey to assess the level of reader satisfaction with digital comics and data collection related to Toba Batak folklore from various sources. The results showed high interest from readers in digital comics, with the majority positively assessing quality, safety, ease of use, and providing recommendations for this digital comic. Visualization of the story through images and German text facilitates understanding of context and sentence structure. In conclusion, the German-language digital comic about Toba Batak folklore proved to be interesting and effective in helping learn German and understand local culture. It is recommended to develop further digital comics that raise folklore or other local cultures as an effort to preserve cultural heritage and promote Indonesia's cultural wealth
Menganalisis Kebutuhan Pembelajaran Bahasa Jerman dengan Tema Schule (Sekolah) Sitinjak, Febyola Angelika; Nainggolan, Laura Hotmauli; Lumbantobing, Naomi Octa M.; Hutagalung, Shennyin Sella Ester Octavia; Hutagalung, Surya Masniari
Indo-MathEdu Intellectuals Journal Vol. 7 No. 2 (2026): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v7i2.5375

Abstract

Learning German in schools requires materials tailored to students' needs to ensure optimal learning. Therefore, a learning needs analysis is a crucial step in determining appropriate materials, media, and methods. This study aims to examine German language learning needs, focusing on school themes. The method used was a qualitative descriptive approach, with data collection through literature reviews from various journals related to German language learning. The results indicate that German language learning needs to emphasize several key aspects: vocabulary mastery (Wortschatz), language structure (Grammatik), and communicative expressions (Redemittel), relevant to students' lives in the school environment. Furthermore, students need engaging, interactive, and easily accessible learning materials and media, such as through digital media or smartphones. Therefore, learning materials that are contextual and relevant to students' daily lives can help improve their understanding and motivation to learn German. This learning needs analysis serves as an important foundation for developing more effective teaching materials and media tailored to student characteristics.  
Pengembangan Bahan Ajar Digital Interaktif Keterampilan Menyimak Bermuatan Pembelajaran Mendalam pada Pembelajar Bahasa Indonesia Bagi Penutur Asing Yulia Nadhira; Safinatul Hasanah Harahap; Surya Masniari Hutagalung
Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa Vol. 4 No. 3 (2026): Juli : Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/yudistira.v4i3.2946

Abstract

This study aims to (1) describe the process of developing interactive digital listening materials integrating deep learning for Level 1 learners of Indonesian for Foreign Speakers (BIPA), (2) produce interactive digital listening materials integrating deep learning for Level 1 BIPA learners, (3) determine the feasibility of the developed instructional materials, and (4) determine their effectiveness in improving the listening skills of Level 1 BIPA learners. This study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The results showed that the development process was carried out through the stages of needs analysis, product design, material development, implementation, and evaluation. The resulting product was interactive digital listening materials consisting of seven learning units, namely self-introduction, family, food, traditional clothing, tourist attractions, daily activities, and public places and directions. The materials were equipped with audio recordings, interactive exercises, immediate feedback, scoring features, answer keys, discussion forums, and reflective activities integrated with deep learning principles. The validation results indicated that the instructional materials were categorized as highly feasible, with a material expert assessment score of 96.3%. The design expert validation yielded a score of 98.4%, BIPA instructor responses reached 90.9%, individual trial results obtained 88.9%, and field trial results reached 88.6%, all of which were categorized as highly feasible. The effectiveness of the instructional materials was demonstrated by the improvement in learners’ achievement scores between the pretest and posttest after using the developed materials. The mean pretest score of 79.2 increased to 92.2 on the posttest. The N-Gain test yielded an average score of 0.63 or 63%, which falls into the moderately effective category. Overall, the results indicate that the developed interactive digital listening materials integrating deep learning are highly feasible and moderately effective for use as supplementary instructional materials in Level 1 BIPA learning. These materials can serve as an alternative learning resource that supports the improvement of listening skills and promotes active learner engagement in the learning process of Indonesian for Foreign Speakers.