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MENGATUR KELAS DENGAN MENGGUNAKAN GOOGLE APLICATION FOR EDUCATION UNTUK MENINGKATKAN KEMAMPUAN BERBICARA BAHASA INGGRIS Fairus Suryani Munir
Journal of Educational Learning and Innovation (ELIa) Vol 2 No 1 (2022): Journal of Educational Learning and Innovation (ELIa)
Publisher : Institut of Shanti Bhuana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46229/elia.v2i1.400

Abstract

Pada abad ke 21 bermacam-macam teknologi yang inovatif diperkenalkan untuk mengajarkan berbicara bahasa Inggris didalam kelas. Google Apps for Education adalah salah satu aplikasi bagus yang dapat menolong guru dan siswa berkomunikasi didalam kelas. Penelitian ini mencoba memecahkan dua permasalahan dengan fokus pada penelitian ekperimental dengan menjawab dua pertanyaan: (1) Apakah dengan penggunaan Google Apps for Education dapat meningkatkan kemampuan berbicara bahasa Inggris pada siswa tahun kedua SMA Negeri 1 Parepare?, (2) Bagaimana ketertarikan siswa pada tahun kedua SMA Negeri 1 Negeri Parepare menggunakan Google Apps for Education dalam berbicara bahasa Inggris?. Untuk mencapai tujuan ini, peneliti mengaplikasikan penelitian quasi eksperimental yang didesain dengan menggunakan desain pre - test, post - test control group. Populasi penelitian pada siswa tahun kedua SMA Negeri 1 Parepare yaitu kelas XI sains 1 dan XI sains 2 .Data dibagi menjadi bagian analisa mean score, dan nilai dari uji t. Berdasarkan hasil analisa data, peneliti menemukan, (1) Kemampuan berbicara bahasa Inggris siswa pada tahun kedua SMA Negeri 1 Parepare meningkat signifikan, hal ini dibuktikan dengan nilai uji t lebih kecil dari pada nilai t table, nilai uji t (0.000 lebih kecil dari 0.05) nilai t table. Hal ini berarti H1 diterima dan Ho ditolak. Itulah perbedaan antara siswa yang belajar berbicara bahasa Inggris menggunakan Google Apps for Education dan siswa yang tidak belajar menggunakan Google Apps for Education. (2) Pengaplikasian Google Apps for Education juga dapat meningkatkan ketertarikan siswa SMA Negeri 1 Parepare pada tahun kedua dalam belajar berbicara menggunakan bahasa Inggris. Tingkat minatnya sangat tinggi dan dibuktikan dengan hasilnya 100% untuk kategori yang sangat tertarik.
Implementasi Media Pembelajaran Aplikasi 25 Kisah Nabi dan Rasul untuk Peningkatan Hasil Belajar Akidah Wahyuni Munir; Humaerah Munir; Nilam Permatasari Munir; Fairus Suryani Munir
IQRO: Journal of Islamic Education Vol 5, No 1 (2022): JULI 2022
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/iqro.v5i1.2867

Abstract

Learning media is an important role in the learning process, especially during the learning period from home. Teachers try to maximize learning by utilizing various learning resources such as applications on the Playstore, namely 25 stories of prophets and apostles. The purpose of this research was to determine the increase in learning outcomes of moral aqidah through the application of  25 Stories of the Prophets and Apostles. This research was a class action research in odd semester 2020/2021 for class X MA DDI Taqwa Parepare as many as 17 students. The research instrument was a test of moral aqidah learning outcomes, observation sheets, and student responses. Analysis of the data used is descriptive average statistic. The result of this research is  that students' activities when using learning media in the first cycle are in the active category and the second cycle is in the very active category. The learning outcomes of students' moral aqidah in the first cycle of 61.75 are in the good category, and the learning outcomes in the second cycle of 83.25 are in the very good category. Students responded positively to the learning media for the stories of 25 Prophets and Apostles.
The Influence of Learning Styles toward Learning Outcomes at the Second Grade Students of Senior High School Fairus Suryani Munir
Journal of Teaching dan Learning Research Vol 3, No 2 (2021): Journal of Teaching and Learning Research
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/jtlr.v3i2.2379

Abstract

There are many students not be able to recognize their individual learning styles so that they are less interested in absorbing the teaching materials that have been provided, and can affect their study English results. This research is aimed at finding out: (1) the students’ Learning Styles (2) the influence of Learning Styles toward Learning Outcomes. Related to the aims of the research, Ex-Post Facto method was carried out. The Population was the second grade students of MAN 2 Parepare in academic year 2019-2020. XI IA1 and XI IA3 were taken as the sample which consists of 37 students. The instruments for collecting data were questionnaire and test. The data obtained were analyzed quantitatively by using Descriptive Analysis and Multiple Linear Regression. Based on the result of the Descriptive Analysis shows that (a) the dominance Learning Style of students is Visual Style with the frequency 18 student (49%) in High Category. (b) Learning Outcomes of students the most dominance is Low category with frequency 19 students (52%). Result analysis of Multiple Linear Regression shows that there is Significant Influence of Visual, Auditory, and Kinesthetic toward Learning Outcomes. It is proved by the data that F-test value is higher than F-table value (11.51 > 2.89). The coefficient of determination that has been adjusted (Adjusted R Square) is 46.7, which means Learning Outcomes as Dependent Variable explained by the Learning Styles as Independent Variable is 51.1%. While 48.9 % is explained by variables outside the variables that used in this research.
The Practicality of Geometry Learning Media based on Augmented Reality Nilam Permatasari Munir; Aswar Anas; Lilis Suryani; Fairus Suryani Munir
Al-Khwarizmi : Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam Vol 10, No 1 (2022): Al-Khwarizmi : Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam had Accre
Publisher : Prodi Pendidikan Matematika FTIK IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1998.96 KB) | DOI: 10.24256/jpmipa.v9i2.2241

Abstract

Abstract:Augmented reality geometry applications are developed based on today's learning needs, AR is able to present visualizations of building spaces from the virtual world to the real world through the android camera to the marker. The purpose of this study was to determine the practicality of geometry learning media assisted by the AR android application. This type of research is descriptive quantitative, with a practical questionnaire research instrument. The population of this study were all students of the mathematics study program, 408 students with a simple random sampling technique of 30 students. The technique of analyzing the practicality test data is descriptive statistical analysis. The results show that geometry learning media based on AR android by paying attention to the 6 (six) practical aspects, namely aspects of learning design, media display, software, materials, and benefits are in the very practical category, with a percentage of 94 %. This shows that AR media is very practical for learning.Abstrak:Aplikasi geometri augmented reality dikembangkan berdasarkan kebutuhan pembelajaran dimasa kini. AR mampu menghadirkan visualisasi bangun ruang dari dunia maya ke dunia nyata melalui kamera android ke marker. Penelitian ini bertujuan untuk mengetahui praktikalitas media pembelajaran bangun ruang sisi datar berbantuan aplikasi android AR. Jenis penelitian ini adalah deskriptif kuantitatif, dengan instrumen penelitian angket praktikalitas, populasi dalam penelitian ini adalah seluruh mahasiswa program studi pendidikan matematika sebanyak 408 orang dengan teknik pengambilan sampel simple random sampling sebanyak 30 orang. Teknik analisis data uji praktikalitas yaitu analisis statistic deskriptif. Hasil penelitian ini menunjukkan bahwa media pembelajaran bangun ruang sisi datar  berbantuan aplikasi Android AR dengan memperhatikan ke-6 (enam) aspek praktikalitas yaitu aspek desain pembelajaran, tampilan media, software, materi, dan manfaat, berada pada kategori sangat praktis, dengan persentase sebesar 94%. Hal ini menunjukkan media AR ini sangat praktis digunakan dalam pembelajaran.
The Utilizing of Mentimeter Platform in Enhancing the EFL Students’ English Skills in Digital Era Pratiwi Samad; Fairus Suryani Munir
Edumaspul: Jurnal Pendidikan Vol 6 No 2 (2022): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.267 KB) | DOI: 10.33487/edumaspul.v6i2.4380

Abstract

Tujuan penelitian ini adalah untuk mengetahui kemampuan Pendidikan Bahasa Inggris mahasiwa dan untuk mengetahui persepsi mahasiswa terkait pembelajaran Bahasa Inggris melalui mentimeter platform. Penelitian ini dilakukan dengan berfokus kepada peningkatan kemampuan peserta didik di berbagai skills bahasa Inggris. Kualitatif deskriptif merupakan metode penelitian yang digunakan dalam menentukan sampel menggunakan purposive sampling dari mahasiswa di semester 2 dan 4. Instrument yang digunakan dalam penelitian ini mencakup kuesioner dan interview. Hasil penelitian melalui kuesioner menunjukkan bahwa terdapat peningkatan kemampuan Bahasa Inggris peserta didik dalam bidang speaking), pengucapan (pronunciation), kosa kata (vocabulary), tata bahasa (grammar), menulis (writing), dan kemampuan mendengarkan (listening) sedangkan hasil dari wawancara mendeskripsikan bahwa peserta didik memiliki peningkatan dalam bidang komunikasi dan penguasaan kosakata namun mereka merasa perlu untuk terus diberikan pelatihan dan pembelajaran bahasa Inggris menggunakan mentimeter platform. Kata Kunci: Mentimeter Platform, Kemampuan Bahasa Inggris, Era Digital Abstract The aim of this study was to determine the ability of students' English education and to determine students' perceptions regarding the process of learning English through mentimeter platform. This research was conducted by focusing on the ability of students improvement in various English skills. In implementing the research, the writer conducted the qualitative descriptive method and took the purposive sampling to determine the sample taken from students at the 2nd and the 4th semester. The instruments used in this study include questionnaires and interviews. The results of the research through the questionnaire showed that there was an increase in students' English skills performance, they are speaking, pronunciation, vocabulary, grammar, writing, and listening. The result of the interview described that students have improved in the field of communication and vocabulary mastery, but their need of the specific English training must be fulfilled.
Development of English Learning Media for Elementary School Students Assisted Augmented Reality Technology Based Android Fairus Suryani Munir; Putri Wanti
Edumaspul: Jurnal Pendidikan Vol 6 No 2 (2022): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1065.84 KB) | DOI: 10.33487/edumaspul.v6i2.4392

Abstract

Media belajar Bahasa inggris berbasis buku teks masih banyak digunakan dalam proses pembelajaran sehingga membuat suasana pembelajaran kurang menarik bagi siswa. Tujuan penelitian ini adalah untuk mengetahui Hasil Uji testing, Validitas dan Praktikalitas Media Pembelajaran Bahasa Inggris untuk siswa sekolah dasar dengan berbantuan Teknologi Augmented Reality berbasis Android sehingga nanti nya dapat di gunakan dan dimanfaatkan sebagai salah satu media pembelajaran Bahasa Inggris karena aplikasi tidak hanya menampilkan kata-kata tetapi juga menampilkan animasi yang merupakan tiruan dari benda yang dimaksud dalam 3 dimensi yang tentu nya akan menimbulkan ketertarikan pada siswa sekolah dasar. Metode yang digunakan adalah Metode RnD dengan menggunakan model Multimedia Development Life Cycle (MDLC). Adapun instrument yang digunakan yaitu Lembar Observasi Uji Testing Produk AR, Lembar Angket Validitas dan Praktikalitas. Hasil penelitian menunjukkan padai tahapan blackbox testing 23 marker dapat menampilkan objek 3D dan suara dengan baik dan jelas, marker dapat ditampilkan sampai ketinggian 1 meter dengan derajat kemiringan 0°- 60°, namun di ketinggian 1,25 meter dengan derajat kemiringan 0°- 30°, spesifikasi perangkat mobile yang terpasang adalah minimum OS android 7 dan dapat berfungsi dengan baik minimum RAM yang dibutuhkan adalah 2GB, Validitas rata-rata augmented reality sebagai media pembelajaran bahasa inggris untuk siswa sekolah dasar berbasis android dari ahli materi adalah 90 dengan kategori sangat valid dan ahli media sebesar 85 dengan kategori sangat valid, dan Praktikalitas dari augmented reality sebagai media pembelajaran bahasa inggris untuk siswa sekolah dasar berbasis android berada pada skor rata-rata 88 dengan kategori sangat praktis dan menunjukkan respon positif dari para siswa.
Pengembangan Media Pembelajaran Bahasa Inggris untuk Siswa Sekolah Dasar dengan Berbantuan Teknologi Augmented Reality Berbasis Android Fairus Suryani Munir
PUSTAKA: Jurnal Bahasa dan Pendidikan Vol. 3 No. 4 (2023): Oktober : Jurnal Bahasa dan Pendidikan
Publisher : BADAN PENERBIT STIEPARI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/pustaka.v3i4.685

Abstract

Textbook-based English learning media are still widely used in the learning process so as to make the learning atmosphere less attractive for students. The purpose of this study is to determine the results of testing, validity and practicality. The method used is the RnD using (MDLC) model. The instruments used are AR Product Testing Test Observation Sheet, Validity and Practicality Questionnaire Sheet. The results showed that at the blackbox testing stage, 23 markers can display 3D objects and sound well and clearly, markers can be displayed up to a height of 1 meter with a slope of 0°-60°, but at height of 1.25 meters with a slope of 0°-30 °, the specifications of the installed mobile device are a minimum of Android 7 OS and can function properly the minimum RAM required is 2GB, the average validity of augmented reality as an English learning media for elementary school students Android-based from material experts is 90 with a very valid category and media experts of 85 with a very valid category, and the practicality is at an average score of 88 with a very practical category and shows a positive response from students.
Upaya Meningkatkan Pemahaman Sains Melalui Metode Eksperimen pada Anak Usia 5-6 Tahun di RA Az Zahra Cangkrep Lor Fairus Suryani Munir; Anna Safitri
PUSTAKA: Jurnal Bahasa dan Pendidikan Vol. 4 No. 2 (2024): April : Jurnal Bahasa dan Pendidikan
Publisher : BADAN PENERBIT STIEPARI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/pustaka.v4i2.1270

Abstract

Children's understanding of science at RA Az Zahra is still very low, children are less active and feel less active bored and still having difficulty understanding science activities. This condition is caused by use the method used is not appropriate. The aim of the researcher in conducting this research is to know Children's understanding of science increases through the use of experimental methods. Researcher using a type of classroom action research (PTK). In this study took 10 girls aged 5-6 years as research subjects. Researcher using data collection techniques in the form of observation, performance and documentation. Results Action research can be seen in observing children's development in each cycle, namely pre-cycle with a score of 30%, a percentage of 50% in the first cycle stage and a percentage of 80% in cycle II stage. Percentage increase in understanding of science through experimental methods has achieved a success indicator of 80%. So that is the conclusion of this research proves that the experimental method has been proven to be able to increase understanding science in children aged 5-6 years. This can be seen from cycle II which reached an indicator of 80%.
The Influence of Linguistic Intelligence in Increasing Students’ Writing Ability Through Neighborhood Walk Strategy Munir, Fairus Suryani; Kafryawan, Wira
KARIWARI SMART : Journal of Education Based on Local Wisdom Vol. 4 No. 1 (2024): January 2024
Publisher : Fakultas Tarbiyah IAIN Fattahul Muluk Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53491/kariwarismart.v4i1.730

Abstract

This research is aimed at finding out the influence of linguistic intellingence in increasing the students’ writing ability through neighborhood walk strategy. This research used factorial design. The population was the tenth-year students of SMA Negeri 1 Popayato. The sample selected considering linguistic intelligence test which consist of. 40 students from three parallel classes. The data were analyzed by t-test, one way ANOVA and followed by Tukey test. The researcher finding shows that: (1) the achievement of students’ writing who studied through neighborhood walk strategy was different than those are studied through direct instructional strategy, t-test value (9.635>1.685) for the experimental groups and (7.570 > 1.685) for the control groups. (2) there are was an interaction effect between the use of teaching strategy and linguistic intelligence (f-test value is 49.69 > 2.72 with the level of significance of 0.05. (3) the student who had high linguistic intelligence and studied by Neighborhood Walk strategy had higher on the increase of writing achievement than those who had high linguistic intelligence and studied by direct instructional strategy (Q = 25.238), and (4) the student who had low linguistic intelligence and studied by Neighborhood Walk strategy had higher on the increase of writing achievement than those who had low linguistic intelligence and studied by direct instructional strategy (Q = 21.767).
ENHANCING STUDENTS’ VOCABULARY MASTERY USING CARTOON MOVIE AT THE EIGHTH GRADE CLASS OF SMP NEGERI 3 DUHIADAA Arbie, Nur Melisa
Journal of Education and Teaching Learning Vol. 2 No. 2 (2024)
Publisher : PT MEDIA JURNAL DAN PENDIDIKAN

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

Abstract

This research aimed to improve the vocabulary mastery of eighth-grade students at SMP Negeri 3 Duhiadaa using cartoon films that focus on verbs and nouns. Researchers used one group of pre-experimental research where data was obtained from the pre-test and post-test. The population of this study was the eighth grade (VIIIB) of SMP Negeri 3 Duhiadaa. The research sample was taken using a purposive sampling technique; there were 23 students. The findings of this research showed that the differences between students before and after using cartoon films are significantly different. The students' pre-test average score in total vocabulary was 42.8 to 79.3, with a presentation of an increase of 85.3%. The results of data collection were calculated using SPSS. Wilcoxon signed test analysis showed that Sig. (2-tailed) = 0.00, which is smaller than α = 0.05. It means there is a significant difference in students' vocabulary before and after using cartoon films. Based on these findings, it can be concluded that cartoon films effectively increase the vocabulary of eighth-grade (VIII B) students at SMP Negeri 3 Duhiadaa.