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Students' Analyses toward Grammatical Errors on Social Media's Posts: Case Study in Politeknik Negeri Medan Orli Binta Tumanggor; Aprilza Aswani; Winda Syafitri
FOSTER: Journal of English Language Teaching Vol. 2 No. 2 (2021): FOSTER JELT
Publisher : Faculty of Education and Teacher Training of IAIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/foster-jelt.v2i2.44

Abstract

Learning a second or foreign language is quite different from acquiring the first language or mother tongue. There are some differences found in different languages including the grammatical pattern. It tends to make the learners have errors in writing or speaking English. This study investigated the students’ analyses toward grammatical error on social media posts. The subject of research are 15 students of Politeknik Negeri Medan majoring computer engineering.There were 20 errors found by students which were further analyzed by using surface taxonomy theory. This study showed that the students’ analyses were dominantly on misformation analysis, followed by omission, addition, and misordering analysis. Misformation is the highest rate of errors found as it actually covers many grammar topics in english such as tenses, participle, verbal sentence, nominal sentence, part of speech, and others as analyzed by students on social media posts. Besides, no students found blends analysis, it might due to their lack of knowledge of blends itself. Key word: Grammatical error, social media, surface taxonomy theory
PENINGKATAN KESADARAN TERHADAP PROTOKOL KESEHATAN PADA ANAK-ANAK PANTI ASUHAN AISYIAH BANDAR KLIPPA KECAMATAN PERCUT SEI TUAN KABUPATEN DELI SERDANG Aprilza Aswani; Orli Binta Tumanggor; Annalisa Sonaria Hasibuan
Jurnal Abdi Ilmu Vol 14 No 1 (2021): Jurnal Abdi Ilmu
Publisher : UNIVERSITAS PEMBANGUNAN PANCA BUDI

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Abstract

The Covid-19 pandemic is a dangerous epidemic and has become a global threat. To prevent the transmission of this disease, health protocols must be strictly applied. Based on observations made at the Aisyiah Bandar Klippa Orphanage, Percut Sei Tuan District, Deli Serdang Regency, there is a problem that is still low awareness of health protocols as an effort to prevent the transmission of Covid-19, such as using masks, washing hands or using hand sanitizers after touching foreign objects. To build awareness of the health protocol, it is necessary to carry out activities through discussion, socialization, and counseling. Participants in this activity were 50 people consisting of orphanages and children from the Aisyiah Bandar Klippa Orphanage, Percut Sei Tuan District, Deli Serdang Regency. The method used in community empowerment is counseling and socialization about the importance of implementing the Covid-19 prevention health protocol as well as question and answer to listen to the complaints and needs of partners effectively. Based on the results of monitoring, there is an increase in the awareness of children and orphanages in implementing the Covid-19 prevention health protocol, such as using hand sanitizers and using masks when leaving the orphanage.
Virtual Reality Learning Electronics Laboratory yuvina; Rezha Destiadi; Orli Binta Tumanggor
International Journal of Data Science, Computer Science and Informatics Technology (InJODACSIT) Vol. 1 No. 2 (2021): (InJODACSIT)
Publisher : Politeknik Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (871.097 KB)

Abstract

The changes that have hit the world in the 21st century have entered the era of the industrial revolution 4.0. The education sector will also be disrupted from the revolutionary era. The problems of various human activities in the world of education, such as ethics, will more or less affect the culture, direction, and progress of an organization. And the era of disruption can be seen from the development of information technology as a basis in human life. Many things have changed and become borderless with the use of unlimited computing power and data. Seeing the gap in the shift in national education, the Ministry of Education and Culture launched the Independent Learning Campus policy. Universities are expected to be able to answer the challenges of the Industrial 4.0 era through curriculum development by aligning technological literacy skills and human literacy. The method used is the Mix Method, qualitative and quantitative.
Rice Stock Monitoring: A Smart-home Based System Hikmah Adwin Adam; Marliana Sari; Wiwin Sry Adinda Banjarnahor; Orli Binta Tumanggor; Daya Februwanti Gultom
International Journal of Research in Vocational Studies (IJRVOCAS) Vol. 2 No. 4 (2023): IJRVOCAS - Special Issues - International Conference on Science, Technology and
Publisher : Yayasan Ghalih Pelopor Pendidikan (Ghalih Foundation)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53893/ijrvocas.v2i4.188

Abstract

Monitoring systems have undergone numerous developments and improvements. Smart-home monitoring is one of the categories of monitoring systems which can be accessed remotely. Rice monitoring is one type of smart-home based monitoring that can be performed. In order to prevent households from experiencing a sudden lack of rice stock, it is essential to closely monitor the stock of rice. The Smart-home Based Rice Monitoring Design is an innovation created by earlier researchers for the benefit of the community, particularly households. This system is constructed with a microcontroller and a load cell sensor. To operate this device, user enters the weight of the rice using the keypad, and presses the fence button to release the rice from the container. In the meantime, pressing the star button on the keypad will delete or clear the entered numbers. The servo will then operate to open the valve, allowing the rice to fall, and close the valve when the weighing process is complete. A load cell sensor will perform the weighing process, and a 16x2 LCD will display the rice weight output process. All data processed through ESP32 will be transmitted to Firebase. The development of the application was planned using the MIT App Inventor website. To create applications on MIT App Invertor and Realtime Database on Firebase, an internet connection and an active email address are required.
Branding Berbasis Digital Content Kopi Arabica Tanah Karo Dan Peningkatan Produktifitas Untuk Hilirisasi Industri Kopi Desa Lingga Kecamatan Kaban Jahe Sumatera Utara Rezha Destiadi; Andi Supriadi Chan; Orli Binta Tumanggor
Jurnal Pengabdian Barelang Vol 4 No 1 (2022): Jurnal Pengabdian Barelang Vol 4 No 1 2022
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/jpb.v4i1.4594

Abstract

Desa lingga di kabupaten karo merupakan salah satu desa yang menjadi penghasil kopi arabica di sumatera utara. Dilihat dari letak desa lingga yang berada pada dataran tinggi maka jenis tanah disini adalah tanah lembab sehingga tanaman yang ada didominasi oleh pertanian seperti kopi , jeruk dan usaha mikro lainnya yang memiliki Potensi untuk di kembangkan.salah satunya adalah UMKM yang bergerak di pengolahan kopi. Usaha ini dikelola oleh beberapa orang dan memanfaatkan masyarakat sekitar sebagai karyawan. Beberapa permasalahan yang dihadapi oleh kelompok produktif ini seperti pemasaran yang bersifat konvensional dan manajemen pengolahan belum baik dan peralatan produksi dengan kapasitas minim. Tujuan pengabdian kepada masyarakat yang dilakukan oleh Tim Pengabdi ini untuk menyelesaiakan permasalahan yang dihadapi oleh mitra Maju dengan penerapan Iptek yang dibuat untuk menyelesaikan permasalahan dengan cara pelatihan digital content untuk pemasaran dan penjualan menggunakan foto dan video, pelatihan pengolahan proses kopi dengan standatr tinggi serta penyediaan alat giling kopi untuk menjaga mutu dan kualitas produk. Iptek yang akan di implementasikan pada mitra produktif yang berada di desa lingga adalah mesin giling kopi untuk produksi. Kemudian pelatihan digital content berbasis foto dan video, penyediaan website untuk promosi dan penjualan serta pelatihan pengolahan pasca panen kepada petani yang dimiliki agar dapat berkembang menjadi lebih baik dan mandiri. Metode yang digunakan pada kegiatan ini adalah pemberdayaan masyarakat dengan konsep berbasis masyarakat kelompok produktif (Community base Education)
Design of Augmented Reality as Digital Teaching Media English Vocabulary: Word Warrior Lukcyhasnita, Andam; Tumanggor, Orli Binta; Syafitri, Winda; Siregar, Dina Arfianti; Juneidy
International Journal of Research in Vocational Studies (IJRVOCAS) Vol. 3 No. 4 (2024): IJRVOCAS - Special Issues - International Conference on Science, Technology and
Publisher : Yayasan Ghalih Pelopor Pendidikan (Ghalih Foundation)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53893/ijrvocas.v3i4.5

Abstract

The need for digital learning innovation is one of the latest issues. Especially in learning English. This is because Indonesia, based on the English Proficiency Index, or EPI (English Proficiency Index), is ranked 81st out of 111 countries in the world and is ranked 15th out of 24 countries in Asia with low English proficiency status results. So, in order to encourage English language skills, innovative efforts are needed in English language learning that can generate interest in learning. Especially in delivering English vocabulary teaching materials. Therefore, this research aims to produce a multimedia product that can be applied as an interactive teaching medium for English vocabulary. To achieve the output, this research used the Research and Development research method, using research steps consisting of (1) Define, (2) Design, (3) Development, and (4) Dissemination. However, this research is limited to the development level, so the final result of this research is a digital medium in the form of an Instagram vocabulary game filter game called Word Warrior. This filter game carries vocabulary games with correct spelling.
INNOVATIVE APPROACHES TO TEACHING SPEAKING: A CASE STUDY OF SHORT FILM PROJECTS Tumanggor, Orli Binta
Wacana: Jurnal Penelitian Bahasa, Sastra dan Pengajaran Vol. 21 No. 2: Wacana, Vol. 21, No. 2, Juli 2023
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jwacana.v21i2.27080

Abstract

This study aims to investigate students' speaking performances in short film projects and their perspectives on these projects. The research involved seventy-seven second-semester students from three classes in the Multimedia Graphic Engineering Technology program at Politeknik Negeri Medan. This research employed a descriptive qualitative research design, collecting data through observation, questionnaires, and interviews. The study evaluates students' speaking abilities, considering indicators such as range, accuracy, fluency, interaction, and coherence. Additionally, it explores students' perspective regarding the use of short film projects as a final assessment in their English subject. The research findings indicate that the majority of students typically reach a C1 level across various speaking descriptors, demonstrating a strong command of the language with room for improvement in specific areas. From the students' perspectives, it becomes evident that short film projects offer several advantages, including the stimulation of critical and creative thinking, the promotion of teamwork, the development of technical multimedia skills, and enhanced confidence in English communication. Nevertheless, the study acknowledges the existence of challenges, such as time constraints and the need for access to equipment and resources. Nonetheless, the integration of short film projects into graphic engineering multimedia classes emerges as a promising approach to enhance English language learning while enriching students' skills and experiences.
VISUALISASI PENGENALAN 10 PRONOUNS MELALUI MEDIA GAME INTERAKTIF KELAS 5 DI UPT SDN 12 SUMBER TANI DENGAN HTML 5 DI CONSTRUCT 2 Rizka Maulida Akbar; Orli Binta Tumanggor; Andi Supriadi Chan; Yulia Fatmi
RECORD: Journal of Loyality and Community Development Vol. 1 No. 3 (2024): September - December 2024
Publisher : Medikun Publisher

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Abstract

Penelitian ini bertujuan untuk mengatasi permasalahan rendahnya minat dan pemahaman siswa dalam mempelajari pronouns bahasa Inggris. Sebagai solusi, media pembelajaran berbasis game interaktif dikembangkan untuk memberikan pengalaman belajar yang lebih menarik dan menyenangkan. Game ini dirancang menggunakan Construct 2.0, IbisPaint, dan Canva Premium, dan dilengkapi dengan visual dan audio yang menarik serta navigasi yang mudah dipahami. Metode penelitian melibatkan observasi dan kuesioner kepada siswa kelas 5 di UPT SDN 12 Sumber Tani untuk mengukur efektivitas dan penerimaan media ini. Berdasarkan hasil kuesioner, mayoritas siswa menyatakan lebih termotivasi dan merasa lebih mudah memahami materi pronouns melalui game ini dibandingkan metode konvensional. Penelitian ini menyimpulkan bahwa media game interaktif dapat menjadi alternatif efektif dalam pembelajaran bahasa Inggris, khususnya untuk topik pronouns, di tingkat sekolah dasar.
Pengembangan Usaha Industri Rumah Tangga Frozen Food Dapoer Mama Ana Di Kelurahan Gedung Johor Kecamatan Medan Johor Kota Medan Sumatera Utara Sinuraya, Junus; Makmur Tarigan; Wiwin Sry A B; Orli Binta Tumanggor
Jurnal Masyarakat Indonesia (Jumas) Vol. 2 No. 01 (2023): Jumas : Jurnal Masyarakat Indonesia
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jumas.v2i01.36

Abstract

Industri Rumah Tangga Frozen food Kecamatan Medan Johor merupakan home industri bergerak dalam bidang kuliner produksi frozen food. Persaingan dalam industri ini terus meningkat seiring dengan munculnya usaha lainnya di bidang Frozen Food. Dalam menghadapi persaingan yang sangat tinggi maka kelompok bisnis frozen food Kecamatan Medan Johor Kota Medan harus mampu mengembangkan strategi pemasaran, produksi frozen food berkualitas dan kemampuan tata kelola manajemen usahanya. Sejalan dengan persaingan yang semakin ketat dibidang bisnis frozen food, maka didapatkan beberapa permasalahan yang dialami oleh usaha kelompok frozen food kecamatan medan johor Medan yaitu strategi promosi pemasaran masih mengandalkan sosial media sehingga memiliki kelemahan diantaranya harus online setiap saat, posting dan update promosi harus sesering mungkin, susah membedakan pesanan dan komentar, permasalahan produksi yaitu kemasan produk masih menggunakan plastik biasa selain kurang menarik juga belum memenuhi standar produk frozen food berkualitas, varian frozen food masih sedikit, penyimpanan produk frozen food masih campur-campur, dan kelompok usaha frozen food belum memiliki label dan logo sendiri sehingga sangat sulit untuk bersaing dengan bisnis yang sama. Selain itu permasalahan tata kelola manajemen usaha dan manajemen keuangan masih dilakukan secara manual. Metode pelaksanaan kegiatan implementasi platform marketing digital, labeling rebranding logo dan pelatihan teknologi informasi kepada mitra. Hasil kegiatan menerapkan platform marketing digital unutk mitra, labeling dan packaging produk serta pelatihan membuat laporan keuangan menggunakan aplikasi.
Optimalisasi Media Pembelajaran Untuk Meningkatkan Kemampuan Bahasa Inggris Di Yayasan Pendidikan Harapan Bangsa Kuala Tumanggor, Orli Binta; Aditya, Akmal; Ferari, Dimas Alifio; Pratama, Yogi; Siregar, Yusril Mahendra
Jurnal Pengabdian Masyarakat IPTEK Vol. 5 No. 1 (2025): Edisi Januari 2025
Publisher : STMIK Triguna Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53513/abdi.v5i1.10565

Abstract

Penelitian ini bertujuan untuk mengidentifikasi dan menganalisis tantangan dalam pembelajaranbahasa Inggris di Yayasan Pendidikan Harapan Bangsa Kuala. Hasil wawancara dan observasimengungkapkan beberapa permasalahan utama, seperti rendahnya motivasi siswa, dan minimnyakesempatan berinteraksi menggunakan bahasa Inggris secara aktif. Penyajian media pembelajaran yang menarik, terutama untuk siswa kelas bawah (kelas 1-3), masih menjadi kendala. Di sisi lain, siswa kelas atas (kelas 4-6) lebih tertarik pada media visual dan audio. Selain itu, siswa sering merasapasif dalam keterampilan berbicara, yang memerlukan lebih banyak latihan melalui pendekatanpembelajaran yang inovatif dan interaktif. Konsep pembelajaran yang merepresentasikan kurikulum merdeka belajar dengan menawarkan alternatif pembelajaran seperti animasi pembelajaran kosa kata dasar dan game edukatif dalam memahami bahasa inggris. Dari hasil penelitian ini menyimpulkanbahwa penerapan media pembelajaran visual dan interaktif, seperti buku interaktif dan permainanedukasi dapat meningkatkan motivasi dan keterampilan berbahasa Inggris siswa.