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All Journal Jurnal Pendidikan dan Pengajaran Lingua Scientia Journal Jurnal IKA Jurnal Pendidikan Bahasa Inggris ELT Worldwide: Journal of English Language Teaching Language Circle : Journal of Language and Literature Jurnal Inovasi Teknologi Pendidikan LLT Journal: A Journal on Language and Language Teaching Jurnal Ilmiah POTENSIA International Journal of Language and Literature International Journal of Elementary Education Jurnal Ilmiah Pendidikan Profesi Guru Journal of English Education, Linguistic and Literature Jurnal JOEPALLT (Journal of English Pedagogy, Linguistics, Literature, and Teaching) Jurnal Review Pendidikan dan Pengajaran (JRPP) ACITYA Journal of Teaching & Education Journal of English Education and Teaching (JEET) PROJECT (Professional Journal of English Education) Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran BERDAYA: Jurnal Pendidikan dan Pengabdian Kepada Masyarakat Jurnal Pedagogi dan Pembelajaran The Art of Teaching English as a Foreign Language (TATEFL) Journal for Lesson and Learning Studies Journal of Educational Study Jurnal Penelitan Mahasiswa Indonesia Edu Society: Jurnal Pendidikan, Ilmu Sosial dan Pengabdian Kepada Masyarakat Soshum: Jurnal Sosial dan Humaniora JELL (Journal of English Language Learning Dharma Jnana Yavana Bhasha: Journal of English Language Education IJLHE: International Journal of Language, Humanities, and Education SEAQIL Journal of Language Education MEDIA EDUKASI: JURNAL ILMU PENDIDIKAN
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Journal : ACITYA Journal of Teaching

THE EFFECT OF GAMIFICATION BASED ON BALINESE LOCAL STORY Dio Aditya; Putu Kerti Nitiasih; Luh Gd Rahayu Budiarta
Acitya: Journal of Teaching and Education Vol 2 No 2 (2020): Acitya: Journal of Teaching and Education
Publisher : Universitas Muhammadiyah Kalimantan Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (478.748 KB) | DOI: 10.30650/ajte.v2i2.1368

Abstract

This research aimed to know the significant effect of Gamification based on Balinese Local Story toward students’ listening comprehension. The implementation of one group pretest posttest was a design for collecting the data. The pretest and posttest was in the form of multiple choice tests. The research population consisted of 164 students of SD Negeri 2 Anturan. Then, the research sample was 5th grade students who consisted of 21 students. The result of the data presented that, there was significance different score between pretest and posttest. The mean score of pretest was 43.37. In contrast, the mean score of posttest was 79.74. Based on the results, the mean score of posttest was higher than pretest. The result of effect size was 3.190 that means to large effect. The result of effect size showed Gamification based on Balinse local story could improve students’ listening comprehension.
DISCREPANCY BETWEEN PERCEIVED AND OBSERVED REALITY ABOUT THE 21ST CENTURY SKILLS IMPLEMENTATION AT PRIMARY SCHOOL Ni Luh Made Juli Candra Ningsih; Ni Nyoman Padmadewi; Luh Gd Rahayu Budiarta
Acitya: Journal of Teaching and Education Vol 3 No 1 (2021): Acitya: Journal of Teaching and Education
Publisher : Universitas Muhammadiyah Kalimantan Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (290.129 KB) | DOI: 10.30650/ajte.v3i1.1402

Abstract

ABSTRACT For preparing the Indonesian students that mastering the 21st century skills, the teachers as the intermediary of the students and the government should be ready to implement each. Meanwhile, from the teachers' readiness, there might be differences between their perception and observed reality. For this reason, the study was to investigate the discrepancy between perceived and observed reality on the implementation of the 21st century skills by the English teachers at primary school. This study is needed to conduct to get real information about the teachers' readiness for implementing 21st century skills. This research had arranged in the Primary School of Tabanan regency during the English teaching and learning. Six English teachers used as the subject related to their perception and reality of the implementation of 21st century skills. A mix-method design used to collect the data with the quantitative way for teachers perceived and descriptively for observed reality. The questionnaire, observation checklist, document, and interview guide were the method for data collection. The result showed that there was a discrepancy between the teachers’ perceived and observed reality about the implementation of 21st century skills at primary school. The discrepancy was the teachers do not ready to implement the 21st century skills, but they perceived the opposed. Keywords: Discrepancy, 21st Century Skills, Teaching English, Primary School
English Game Website-Based Development for Fifth Grade Elementary School Students in First Semester Ni Made Nadindya Mahadewi; Putu Kerti Nitiasih; Luh Gd Rahayu Budiarta; Ni Luh Putu Era Adnyayanti
Acitya: Journal of Teaching and Education Vol. 6 No. 1 (2024): ACITYA Journal of Teaching and Education
Publisher : Universitas Muhammadiyah Kalimantan Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30650/ajte.v6i1.3765

Abstract

Human life has entered the era of the Industrial Revolution 4.0, where technology plays an important role in human life. Likewise, teaching and learning activities are currently being collaborated with technology. However, in practice, many schools still tend to use conventional methods in teaching. Conventional methods This makes students tend to feel bored in participating in learning. Many learning methods have been developed which are considered effective in increasing student enthusiasm for learning. One of the effective, interactive, innovative, and attractive methods for students that can be used is the gamification method. This study aims to develop learning media in digital games for elementary school students learning English. The Design and Development (D&D) methodology and the ADDIE development model were used in this study. The subjects in this study were five fifth-grade elementary school students. Data collection methods in research are observation, interviews, and questionnaires. Furthermore, data analysis was carried out using descriptive qualitative and quantitative descriptive methods. The data obtained are (1) the results of the design and development of learning media using the ADDIE model (analysis, design, development, implementation, and evaluation). (2) results of product effectiveness and validity data from expert judgment, teachers, and users (students). Based on the results of expert judges, website game-based learning English media products are considered very valid as English learning media. Likewise, the English teacher and five fifth-grade students considered games very effective as learning media to increase learning motivation.
English Game Website-Based Development for Fifth Grade Elementary School Students in First Semester Mahadewi, Ni Made Nadindya; Nitiasih, Putu Kerti; Budiarta, Luh Gd Rahayu; Adnyayanti, Ni Luh Putu Era
Acitya: Journal of Teaching and Education Vol. 6 No. 1 (2024): ACITYA Journal of Teaching and Education
Publisher : Universitas Muhammadiyah Kalimantan Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30650/ajte.v6i1.3765

Abstract

Human life has entered the era of the Industrial Revolution 4.0, where technology plays an important role in human life. Likewise, teaching and learning activities are currently being collaborated with technology. However, in practice, many schools still tend to use conventional methods in teaching. Conventional methods This makes students tend to feel bored in participating in learning. Many learning methods have been developed which are considered effective in increasing student enthusiasm for learning. One of the effective, interactive, innovative, and attractive methods for students that can be used is the gamification method. This study aims to develop learning media in digital games for elementary school students learning English. The Design and Development (D&D) methodology and the ADDIE development model were used in this study. The subjects in this study were five fifth-grade elementary school students. Data collection methods in research are observation, interviews, and questionnaires. Furthermore, data analysis was carried out using descriptive qualitative and quantitative descriptive methods. The data obtained are (1) the results of the design and development of learning media using the ADDIE model (analysis, design, development, implementation, and evaluation). (2) results of product effectiveness and validity data from expert judgment, teachers, and users (students). Based on the results of expert judges, website game-based learning English media products are considered very valid as English learning media. Likewise, the English teacher and five fifth-grade students considered games very effective as learning media to increase learning motivation.
Co-Authors ., Dewa Ayu Novi Kusumawardani ., Luh Putu Swasti Ayuningtyas Adnyayanti, Ni Luh Putu Era Ahmad Zamzam Anak Agung Putri Maharani Ardianti, Ni Putu Eni Dambayana, Putu Eka Dasa, Agung Krsna Lila Dewa Gede Krishnadana Dewa Komang Tantra Dewi, Kadek Kristin Karina Dian Yurista Ningsih Dio Aditya Duniangella, Ni Komang Rutjayanthi Mayami Erinaryani, Ni Nyoman Febiyanti, Ni Wayan Fitriani, Ni Wayan G.A.P. Suprianti Handrianita Mekuo I Dewa Sri Agung Oktaviyanti Puspita Dewi I Gusti Ayu Dwi Pradnyandari Pinatih I Komang Agus Tirtayasa, I Komang Agus Tirtayasa I Nyoman Adi Jaya Putra I Nyoman Purnawan I Putu Indra Kusuma I Putu Mangku Witanaya I.G.A. Lokita Purnamika Utami IDA AYU MADE ISTRI UTAMI . Kadek Dhirapriyani Kadek Tommy Praditha Kartika, Ni Luh Putu Indah Kenny Tirtayasa, I Komang Larasati, Ni Nyoman Diah Krisna Libhi, Komang Sierrafany Surya Luciana, Ni Luh Ratih Luh Diah Surya Adnyani Luh Putu Artini M.Pd. S.Pd. Luh Indrayani . Made Gitananda Pramudya Candra Wardhani Made Hery Santosa Mahadewi, Ni Made Nadindya Mahendra, I Gusti Agung Bayu Ni G.A Made Ari Dharma Pattni Ni Ketut Catur Paramita Ni Komang Ari Yunita Dewi Ni Luh Kadek, Erna Wijayani Ni Luh Made Juli Candra Ningsih Ni Luh Putu Era Adnyayanti Ni Luh Putu Era Adnyayanti Ni Luh Ratih Luciana Ni Luh Sintayani Ni Made Desi Puspasari Ni Made Nadindya Mahadewi Ni Nyoman Diah Krisna Larasati Ni Nyoman Padmadewi NI Putu Ayu Niya Loviyani Ni Putu Deliana Mentari Ni Putu Eni Ardianti Ni Wayan Surya Mahayanti Nia Ria Putri Ningrum, Ida Ayu Fortuna Nurjannah, Ragil Ayu Marta Olga Cristiana P. A., Ni Luh Putu Ning Septyarini Pande Made Mela Ariani Paramita, Kadek Candra Pirdayanti, Ni Putu Ayu Prof. Dr. Ni Nyoman Padmadewi,MA . Purnami, Ni Luh Sri Wahyu Purnamika Utami , IGA L. Putri, Ni Kadek Rai Sintia Putu Adi Krisna Juniarta Putu Eka Dambayana Putu Kerti Nitiasih Putu Kerti Nitiasih Saputra, M. Eggy Saputra, Pande Kadek Dika Sari, Komang Bela Pradnya Siregar, Merry Amadea Sudeni, Luh Metri Sulistya Sukmastiani, Kadek Swasty Utami, Luh Aprilia Waisya, I Gede Komang Waisya Giri Wisnawa Widyastuti, Ni Wayan Suwardewi Wijayanti, Ni Luh Eka Ciptarini Yani, Ni Kadek Refi Marsita