Claim Missing Document
Check
Articles

Found 33 Documents
Search

Observation and Improvement to Undergraduate Student Activities in English Skill Using Mobile-Assisted Language Learning Setiyanti, Anis; Basit, Abd.; Suharsiwi, Suharsiwi
English Language in Focus (ELIF) Vol. 4 No. 2 (2022): English Language in Focus (ELIF)
Publisher : English Department, Faculty of Education, Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/elif.4.2.137-148

Abstract

Language plays an important role in social life because it is more than just a series of sounds that can be empirically digested, but it is also rich in meaning. In Indonesia, English is one of the subjects taught in universities. Speaking activity is a communicative event that includes the use of both verbal and nonverbal language to convey meaning. Speaking is the process of constructing and sharing meaning through the use of verbal and nonverbal symbols in various contexts. The method of data collection and interpretation used by researchers in this study is guided by the model proposed by Kemmis and McTaggart, which includes planning for a change (planning a change), actions and observations of the process and the consequences of the process (acting and observing the process and the consequences of the charge), and reflecting on the processes.  The implementation of the first cycle or cycle I, which has implemented learning using the Mobile Assisted Language Learning (MALL) method, students are able to describe something when speaking English with the material provided by the researcher. After the action was given in the first cycle, the results showed that, in general, the average score of students' scores had increased but had not yet reached the minimum target score that was defined at the beginning of the study, which was 75 percent of the total score obtained by students.
Is MonoMart with an Islamic context: Monopoly-smart media effective in elementary school game-based mathematics learning? Pandia, Weny Savitry S.; Suharsiwi, Suharsiwi; Darmayanti, Rani; Araújo, Francisco Cleuton de
Numerical: Jurnal Matematika dan Pendidikan Matematika Vol. 6 No. 2 (2022)
Publisher : Universitas Ma'arif Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/numerical.v6i2.3391

Abstract

Elementary mathematics education must include character guidance (honesty, hard effort, independence, social care, curiosity, faith, and responsibility) and mathematical understanding. To understand the wisdom gained from studying mathematics (life's mathematics). Advanced thinking is needed so students can build their mathematical image definitions. Thus, character education is necessary to apply mathematical concepts in the real world and address the issue of low student interest and math learning outcomes due to a need for more innovative and exciting learning media. Monopoly-smart Islamic monopoly learning media for elementary school game-based mathematics learning is the goal of this project. This research develops elemental school teaching media. We employed the Four-D development model: defining, designing, developing, and disseminating. This research is only design-related. This media was hand-designed, scanned, and Photoshopped. Islamic Math Monopoly is a mathematical monopoly on FPB and KPK conceptual material with Islamic nuances that teach character and math. After creating the first product, material, media, and math professors will validate it. Data analysis is described qualitatively. This research's material, language, and presentation results are "Very Appropriate." Thus, this medium is "Very Appropriate" and requires validator input, such as making the material more synchronous, adding challenge questions, and including KD/KI in writing. This research found that Islamic monopoly-smart media (MonoMart) games suit elementary school mathematics instruction
Optimizing the Maintenance and Utilization of Educational Play Tools in Early Childhood Education (Study of the Depok, Tangerang, Bogor) Suharsiwi Suharsiwi; Farihen Farihen; Rohimi Zamzam; Erna Budiarti; Rd. Heri Solehudin; Susilahati Susilahati; Herwina Herwina
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i1.6149

Abstract

This study aims to evaluate the maintenance and utilization of Educational Game Tools (EGT) in early childhood education institutions located in Depok, Tangerang, and Bogor, Indonesia. Employing a mixed-methods approach, we collected data from 67 early childhood education teachers across 30 institutions through questionnaires, in-depth interviews, observations, and documentation. The quantitative analysis revealed that the average maintenance score of EGT was 76%, categorizing it as "good." Qualitative insights highlighted key maintenance practices, including routine inspections and prompt repairs, which are essential for ensuring the safety and functionality of the equipment. The findings underscore the importance of effective maintenance strategies in enhancing the educational environment and supporting children's holistic development. Recommendations for improving training programs for educators and increasing government support for EGT procurement and maintenance are also discussed.