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Sosialisasi Media Belajar VIVO (Visual Voice) untuk Pembelajaran Daring Siswa SD/MI di Desa Mojokambang Kabupaten Jombang Iin Baroroh Maarif; Luluk Choirun Nisak Nur Nur; Hartanti Hartanti
Jumat Pendidikan: Jurnal Pengabdian Masyarakat Vol 1 No 1 (2020): Desember
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat UNWAHA

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

Abstract

Pada masa pandemi sekarang ini semua pembelajaran harus dilakukan secara daring. Hal ini menyebabkan para guru harus menyiapkan materi yang sesuai kemudian di upload atau di ajarkan secara online. Namun banyak guru yang masih mengalami kesulitan sehingga melakukan kegaiatan pembelajaran apa adanya. Kegiatan pengabdian ini berupa sosialisasi media pembelajaran VIVO (Visual Voice) kepada para siswa SD/MI desa Mojokambang kabupaten Jombang. Kegiatan ini bertujuan untuk meningkatkan pemahaman siswa dalam menerima materi dengan menggunakan media yang kekinian dan dapat menatik siswa untuk belajar dengan semangat. Kegiatan ini di ikuti oleh 18 siswa SD/MI dan di laksanakan selama 7 hari di mulai tanggal 26Oktober 202. Metode yang digunakan dalam kegiatan ini adalah sosialisasi dan diskusi. Hasil dari kegiatan ini di harapkan mampu membantu para siswa dalam meningkatkan hasil belajar mereka dengan menggunakan media belajar interaktif yaitu VIVO (Visual Voice).
Designing English Pronunciation (EPRO) Android apps for Beginner Level Luluk Choirun Nisak Nur; Jamaludin Jamaludin; Ulfa Wulan Agustina
SCHOOLAR: Social and Literature Study in Education Vol 2 No 1 (2022): June
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v2i1.2045

Abstract

The ability of teachers and lecturers to understand and teach technology greatly affects the ability of students in the learning process. With the development of technology can improve the quality of education in schools. Therefore, the researcher aimed to design instructional media for and course students at the student and twelfth grade level. This study designs learning media through applications to learn English pronunciation in speaking skills at the beginner level. In this study using the Research and Development (R&D) method and through the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). This learning media is called EPRO (English Pronunciation). This learning media is an audio designed to develop a product in the context of a feasibility test as an alternative learning media that can help students understand English Pronunciation in speaking skills. The research instrument was interviews with English tutors and the distribution of questionnaires to 13 students studying at AEC as a sample. The results of this study indicate that: (1) the media expert score is 4.44 (2) The material expert score is 4.57 (3) The product test result to students is 4.25 The researcher concludes that English Prounciation (EPRO) is suitable for use in the process learning speaking in class. From these results, there is a suggestion that the product be revised as suggested by the expert.
DESIGNING E-KING (English speaKING) MASTERY AS LEARNING MEDIA FOR X GRADE STUDENTS Dina Rizkia Fitrillah; Iin Baroroh Ma arif; Luluk Choirun Nisak Nur
Journal of Innovation Research and Knowledge Vol. 1 No. 1: Juni 2021
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (663.04 KB) | DOI: 10.53625/jirk.v1i1.37

Abstract

The background for the development of E-KING (English speaKING) Mastery media is to see the condition of learning media in general. In senior high school or Madrasah Aliyah Sayyid Abdurrahman learning still uses the usual method without media. Learning media is needed to facilitate teachers in transferring knowledge and making it easier for students to understand English material. Therefore, the purpose of this study is to develop E-KING (English speaKING) Mastery learning media to X grade students at Senior High School. The research method used is Research and Development, this development used ADDIE learning model which consists of five steps, that : 1) Analyze, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The results of this assessment indicate that the E-KING (English speaKING) Mastery media has “very good” feasibility, according to media expert getting an average of 4,07 and material expert 4,13. Subject of this research was students of X Grade students at Madrasah Aliyah Sayyid Abdurrahman Pagerwojo Perak Jombang. The students responses of try out result 81,41 which means this Learning Media is "good category". It can be concluded that E-KING (English speaKING) Mastery feasible to use.
Designing Spelling Bee Game Through Scrabble For Junior High School Luluk Choirun Nisak Nur; Siti Saudah; Yuyun Bahtiar
SCHOOLAR: Social and Literature Study in Education Vol. 2 No. 2 (2022): September
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v2i2.1945

Abstract

English is the language of media communication and the language of interaction with other people in the world. Students need creative and innovative learning products, especially to help students learn spelling and pronunciation. The purpose of this research is to design learning media as a tool for the teaching and learning process of students using the spelling bee game on spelling skills in speaking English. This study uses the R&D research and Development method with the ADDIE research model (Analysis, Design, Development, Implementation, Evaluation). This research was conducted at SMP DU 5 Jombang. The research subjects were 15 students. In this study, the data was collected using a questionnaire, while the data was collected using a qualitative descriptive technique. The results of this study get a total value of 3.5 for media validation and get a total value of 4.06 for material validation, with the category of "feasible" to be implemented.
Strategi Pemasaran melalui Digital Marketing Berbasis E- Modul Flipbook untuk Kelompok Wanita Tani Desa Bedahlawak Luluk Choirun Nisak Nur; Iin Baroroh Maarif; Mukhibaul Husnia
Jumat Ekonomi: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): Agustus
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/abdimas_ekon.v3i2.2412

Abstract

Bedahlawak village, is a village located in the northern part of the city of Jombang which is south of the Brantas river. Bedahlawak Village has a group or organization namely is Women Farmers Group (KWT) Saroja which is located in Bedah village. One of the programs in the Saroja KWT community is to utilize village land that has been neglected. The women of KWT Saroja were assisted by other villagers to work together to cultivate the land into fertile land and plant various kinds of vegetables. However, there are several obstacles faced by the women of KWT Saroja when the harvest season arrives, namely the abundant harvest but the sales are still manual door to door to local residents, so that many vegetables end up rotting because they are stored for too long. The purpose of this service is to provide knowledge as knowledge capital in developing production businesses through digital marketing and to increase the insight and awareness of partner participants on the benefits of digital marketing in this increasingly advanced era by using Electronic Modules (E Modules) as a means of written digital guidelines that make it easy people to be able to learn anytime and anywhere.
Rekonstruksi buku ajar berbasis kurikulum merdeka: Pengembangan E-Book Bahasa Inggris Berbasis Nilai Budaya untuk Fase E Luluk choirun nisak nur
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.3940

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This research aims to develop a Culture-based English e-book aligned with the Merdeka Curriculum for Phase E in MA Al-Bairuny, Jombang. The Merdeka Curriculum is expected to provide a more contextual and culturally relevant learning experience for students. Using the ADDIE method (Analysis, Design, Development, Implementation, Evaluation), this study focuses on the validation of the e-book product.The analysis phase identified the needs of students and teachers, highlighting that the current curriculum does not adequately address the cultural diversity of the students. The design phase resulted in an e-book with English content focusing on text types rooted in Indonesian culture. Material and media validation were conducted by education and media experts, resulting in "excellent" ratings for both aspects. Implementation involved student response testing, which showed high satisfaction with the e-book.The findings of this research confirm that the e-book aligns with the Merdeka Curriculum, integrates cultural values, and receives positive feedback from students. This e-book can serve as a relevant alternative to enhance English language learning in Phase E and should be expanded for broader use.
SEGA (SPEAKING ENGLISH GAMES) MEDIA FOR MENTALLY DISABLE STUDENT OF JUNIOR HIGH SCHOOL AT SLB MUHAMMADIYAH JOMBANG Ulfa Wulan Agustina; Iin Baroroh Ma'arif; Luluk Choirun Nisak Nur; Riska Avianti
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.3963

Abstract

The aim of this research is to design learning media named SEGA (Speaking English Games) to help mentally disable students of 7thgrade Junior High School at SLB Muhammadiyah Jombang. This research focuses on student’s vocabulary mastery by using games as learning media. The research method used is Research and Development (R&D). This development used ADDIE model which consist of: Analysis, Design, Development, Implementation, and Evaluation. The research result was got through the process of need analysis, material validation, media validation, and students’ responses. To collect the data, researcher used observation, interviews, and questionnaire. The result average material validation got 92% and it was in “Very Good” category, while the result average media validation got 92,5% and it was in “Very Good” category. Subject of this research was mentally disable students in 7thgrade Junior High School at SLB Muhammadiyah Jombang. The students’ responses of tried out result got 95% was in “Very Good” category. Based on those result, it can be concluded that SEGA (Speaking Eglish Games) learning media is feasible or deserved to be used as learning media to improve students’ vocabulary mastery. KEYWORDS: Learning media, SEGA, Mentally disable student, Junior high
Designing M – RIES (Mental Retardation’s English Vocabularies) As Learning Media For Mild Mental Retardation Students Septian Ragil Anandita; Abadi Kharisa Putri Z; Iin Baroroh Maarif; Luluk Choirun Nisak Nur
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.4502

Abstract

English is a part of the curriculum in Indonesian schools and universities, even English is used as the extra lessons and programs developed in inclusive schools or local content specifically provided as the student’s knowledge of the language. The objective of the research is to designing M – RIES (Mental Retardation English Vocabularies) as learning media for mild mental retardation students. The researcher used Research and Development (R&D) methods. In this research procedure adapts ADDIE model that consist of five stages. Those are: analysis, design, development, implementation, and evaluation. The researcher used observation and questionnaire to collect the data. This media has been validated by 4 experts before being implemented to the students. The result of the material experts validator obtained 82,5% and 90% in the “Strongly Agree” category. In addition, the result of media experts validator obtained 89,4% and 96,4% that was also include in “Strongly Agree” category. The researcher conducted trials on 4 mild mental retardation students at SMALB Tunas Harapan 1 Tembelang. The result of implementation obtained 95% were in “Very Good” category. By having those results, this M – RIES media is feasible to be used as learning media for mild mental retardation students. Key words:  Learning Media, Mild Mental Retardation, M – RIES, R&D, Vocabularies  
Designing SPECA (Speaking Application) Based on an Android for Senior High School Luluk choirun Nisak Nur; Soni Awaludin; Yuyun Bahtiar; Akhmad Kanzul Fikri
SCHOOLAR: Social and Literature Study in Education Vol. 3 No. 2 (2023): October
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v3i3.4388

Abstract

The purpose of this research is to design SPECA (Speaking Application) based on an android for speaking lessons for 11th-grade students of MA Hasanudin Klampisan Jombang. The researcher focused on speaking skill material for the first semester. This research used Research and Development method (R&D) that the researcher adapted from ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Based on the data on the development phase, the researcher got 62,22% on media validation which was categorized as a “worthy category” classification. While the result of material validation was 62% also categorized as a “worthy category” classification. After the product has been validated, the researcher tried out the product to know the response of the students toward the product. In this implementation phase, the researcher got 83% which could be categorized as an “interesting category”. From the data that this research showed, it can be said that this application was feasible and can be applied to Senior High School Level.
Sosialisasi Penerapan Lampu Otomatis Berbasis Mikrokontroller di Balai Desa Balongsari Hidayatur Rohmah; Zulfikar Zulfikar; Muhammad Naufal Ahnaf; Muhammad Agus Sugianto; Wahyu Hardian Syafrudin; Nurul Isma Yadha; Luluk Choirun Nisak Nur
Jumat Informatika: Jurnal Pengabdian Masyarakat Vol. 4 No. 3 (2023): Desember
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/abdimasif.v4i3.4220

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Tujuan kegiatan pengabdian ini adalah untuk memotiivasi masyarakat desa agar mampu untuk memahami dan mengelola teknologi informasi baru yang bisa diterapkan di desa, memberikan pemahaman dan solusi dari kurangnya perangkat keras yang diperlukan atau jaringan listrik yang tidak stabil, serta memberikan sosialisasi mengenai projek pembuatan lampu otomatis berbasis mikrokontroller, untuk mengatasi masalah teknis yang mungkin muncul dalam penggunakan teknologi. Metode yang digunakan dalam pengabdian ini meliputi perencanaan, pelaksanaan dan sosialisasi dan evaluasi. Program Kerja Sosialisasi Hasil Teknologi tepat guna alat Penerangan lampu otomatis bertempat di balai desa Balongsari Megaluh Jombang. Hasil menunjukkan bahwa Program teknologi tepat guna alat penerapan lampu otomatis berbasis mikrokontroller di balai desa Balongsari ini berhasil meningkatkan pemahaman masyarakat tentang penggunaan teknologi tepat guna dalam penerangan lampu otomatis berbasis mikrokontroller. Pemahaman masyarakat meningkat secara signifikan, yang berdampak pada penggunaan energi yang lebih efisien. Alat Penerangan Lampu Otomatis telah menghasilkan penghematan energi di lokasi yang telah diimplementasikan. Penghematan ini berdampak pada pengurangan biaya energi bagi pemerintah desa dan meningkatkan penerangan di desa seperti panduan penggunaan dan pelatihan aparat desa, telah membantu memastikan keberlanjutan program ini di masa depan.