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The CHAIN WRITING METHOD IN LEARNING WRITING FOR INFORMATION TECHNOLOGY FACULTY STUDENTS: The Effectiveness Yusniarsi Primasari; Hesty Puspita Sari; Nita Sutanti
JARES (Journal of Academic Research and Sciences) Vol 6 No 2 (2021): September 2021
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/jares.v6i2.1631

Abstract

This study purposes in determining the effectiveness of students writing ability on descriptive text being taught using the Chain Writing Method for the B class of Informatics Engineering Study Program Balitar Islamic University 2020/2021 academic year. This research is an experimental research, which uses the chain writing method to find out its effectiveness from student learning outcomes. The population of this study were first semester students of Informatics Engineering Study program which consisted of 21 students as a sample. The researchers applied one group pretest posttest. The sampling technique is random sampling. The method used is a quasi-experimental design. The pretest result done by Informatics Engineering students shown the average was 44.19%. The pre-test was conducted by researcher in March 2020. Then it can be concluded that their Writing Descriptive text ability are not good enough. The results of data analysis, known that the chain writing method is more effectively used in learning to write descriptive text for B class of Informatics Engineering students. It has significance difference in mean of determining by précising statistics of dependent T-test. From the calculating result of the t-test found that the t-value obtained was 5,959, while the required critical t-value at p> .05, the level of significance of the two tailed test is 2.086 (df = 20), p> .01 the two tailed significant level of test was 2.845 (df = 20). The data results of this research indicates that there is a significance difference in pretest and posttest score result. This proves that the chain writing method is effective method in learning the descriptive texts for the informatics engineering class in the 2020/2021 academic year.
EFFECTIVENESS OF THE ADVENTURE OF TIMUN EMAS GAME IN IMPROVING THE READING SCORE OF INFORMATICS ENGINEERING STUDENTS Yusniarsi Primasari
JOSAR (Journal of Students Academic Research) Vol 5 No 2: September 2020
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v5i2.1156

Abstract

One of the things that is very important to support the success of facing Asian Economic Community (AEC) is mastery of English. From the pretest in Informatics Engineering students conducted by researcher in January 2020, the average result was 50.17%. So it can be concluded that their reading comprehension skills are not good enough. On the other hand, There are several media to increase interest in reading. One form of learning media is educational games. Games are an interactive application that involves the relationship between humans and computers and humans and humans. The Adventure of Timun Emas is a game that contains reading comprehension learning. In certain parts English text and questions are inserted which require the player to answer the question in order to continue the game. This study adopted a pre-experimental design. The significance of the difference in mean change is determined by precise statistics such as the dependent T-test. From the results of calculations using the t-test found that the t-value obtained was 7,028, while the required critical t-value at p> .05, the level of significance of the two tailed test is 2.069 (df = 23), p> .01 significant level of two The tailed test was 2.807 (df = 23), p> .001, the significant level of the two tailed test was 3,768 (df = 23). The results of the data in this study indicate that there is a difference in results between the scores on the pre test and post test. This can be seen in the table of student scores on the pre test and post test. So it can be said that students taught by this game achieve better reading comprehension than those taught by printed text
A Improving The First Year Students’ Vocabulary Skill Using Song at SDN Mojoagung 3, Prambon, Nganjuk in the Academic Year 2021/2022 Yusniarsi Primasari; Winarsih
JOSAR (Journal of Students Academic Research) Vol 7 No 2: September 2022
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v8i2.2405

Abstract

Vocabulary is one of the important components of language that must be taught to the students of Elementary School. It is usually taught in relation to four other language skills (listening, speaking, reading, and writing). The vocabulary teaching using song is very effective because children like to sing a song. Based on the preliminary study, the students who passed the test were 57% and 43% were unsuccessful. It indicated that the student's achievement was low because they did not know the English name for anything about “Happy Birthday”. This problem makes the students lack motivation in learning English. Therefore, this study aimed to improve the students’ vocabulary skills using songs. The design of this research is a Classroom Action Research. There are two cycles in this research, namely Cycle I and Cycle II. Each cycle consists of four steps: planning, acting (implementing), observing, and reflection. This research took two cycles because it's impossible to improve students’ vocabulary mastery it only took one cycle and also useful to compare the result of the test. The criteria of success of this research if there were that 75% of students scored 60 or higher. The result of the study showed that the number of students in the passing grade (60) has increased. The students who got 60 and more were 57% in the preliminary study. After being taught by song, the students who got 60 and more increased to 71%, and in cycle II increased to 85%. The improvement could be gained when the student's performance during the learning-teaching process was satisfied. The classroom situation was enjoyable and the students were active during the learning-teaching process. The materials given were suitable for the lessons, attractive, or caught the students’ attention and contextual. Based on the research analysis as explained above, the researcher concludes that teaching vocabulary through song effectively improves the students’ vocabulary mastery.
Penerapan Naive Bayes pada Sistem Pakar Pendeteksi Jaringan Internet di Rosi Cell.Net Sigit Nur Ervansah; Abdi Pandu Kusuma; Yusniarsi Primasari
JASIEK (Jurnal Aplikasi Sains, Informasi, Elektronika dan Komputer) Vol. 6 No. 2 (2024): Desember 2024
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jasiek.v6i2.14049

Abstract

Rosi Cell.Net di Kabupaten Nganjuk menghadapi tantangan berupa kerusakan jaringan fisik dan gangguan perangkat lunak yang diperburuk oleh cuaca dan interferensi elektromagnetik. Untuk mengatasi ini, sistem pakar berbasis metode Naive Bayes dapat digunakan untuk mendiagnosis dan menyelesaikan masalah komputer dan jaringan secara efisien, sehingga meningkatkan keamanan dan efisiensi operasional. Penelitian ini bertujuan mengembangkan sistem pakar menggunakan algoritma Naive Bayes untuk mendeteksi dan mengklasifikasikan kerusakan jaringan di ROSI CELL.NET. Penelitian menggunakan metode deskriptif kualitatif. Hasil penelitian menunjukkan bahwa implementasi metode Naïve Bayes dalam sistem pakar untuk deteksi masalah jaringan di ROSI CELL.NET memberikan hasil positif, dengan akurasi 85,71%, presisi 90%, recall 72%, dan F1-Score 80%. Meskipun ada beberapa hasil yang tidak sesuai dengan data latih, metode ini tetap efektif dalam meningkatkan efisiensi troubleshooting dan kepuasan pelanggan, terutama dalam mendiagnosis masalah kabel LAN dengan probabilitas 0,8268.
Gleaming English game for youth, an android-based game for English literacy improvement: research and development Hesty Puspita Sari; Yusniarsi Primasari; Supriyono Supriyono; Dwi Ima Herminingsih
Journal of Education and Learning (EduLearn) Vol 20, No 1: February 2026
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v20i1.23119

Abstract

The integration of educational content with interactive technology in the digital age offers a promising avenue to address literacy challenges. This study primarily presents the development of an Android-based game, gleaming English game for youth (GEMOY), aimed at enhancing English literacy among secondary English as a foreign language (EFL) learner. The game is designed to merge engaging gameplay with educational objectives, specifically targeting improvements in English literacy. The research involved 50 secondary EFL learners and 4 teachers in a needs analysis interview, alongside 3 experts for the validation of materials and media. Employing the research and development (RD) methodology, the study yielded high content validity index (CVI) scores of 0.9 for educational accuracy, 1.0 for relevance, and 0.85 for clarity, indicating strong alignment with educational standards and appropriateness for the target demographic. These validation results highlight GEMOY’s potential to substantially support learners by providing an interactive and enjoyable learning experience. The game’s capacity to engage students while addressing critical literacy skills suggests it could contribute to more effective learning outcomes and the overall enhancement of language abilities. Future research should focus on expanding the evaluation of GEMOY’s effectiveness through empirical studies that assess its impact on actual learning outcomes.
An Android-Based Game for Improving Students’ English Literacy in Targeted School of Kampus Mengajar Yusniarsi Primasari; Supriyono; Yayuk Widyastuti; Hesty Puspita Sari
JEELS (Journal of English Education and Linguistics Studies) Vol. 12 No. 1 (2025): JEELS May 2025
Publisher : Universitas Islam Negeri (UIN) Syekh Wasil, Kediri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/jeels.v12i1.3673

Abstract

GEMOY (Gleaming English Game for Youth) is an Android-based educational game designed to enhance English literacy among students of Kampus Mengajar program in Trenggalek. This study aims to develop interactive and engaging activities through an Android-based to improve students' literacy levels. Fifty students at the eighth grade in two of junior high schools were equally divided into an experimental group and a control group. Three media validators and three material validators were involved in validating the game. Questionnaires and test were used to collect the data and analyzed using descriptive and Independent T-tests. The findings revealed that the media validation and material validation were valid and the score showed high improvement. The t-value was -51.187. It indicates that there was a significant difference. Based on the result, an important implication of implementing the game in Kampus Mengajar program demonstrates its potential to support educational initiatives and improve students’ literacy competence proven by the significant improvement of the process.
Santri-Preneur: Peningkatan Keterampilan Santri dalam Pembuatan Pakan Ternak Kambing Berkualitas sebagai Upaya Kemandirian Ekonomi Pesantren Udin Erawanto; Hesty Puspita Sari; Dwi Kameluh Agustina; Devita Sulistiana; Yusniarsi Primasari
Kontibusi: Jurnal Kontribusi Kepada Masyarakat Vol 6 No 1 (2026): July, Science Contribution to Society Journal
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/scs.v6i1.5799

Abstract

Transformasi pondok pesantren menuju kemandirian ekonomi memerlukan integrasi kecakapan hidup melalui paradigma Santri-Preneur. Program pengabdian ini bertujuan meningkatkan keterampilan vokasional santri Pondok Pesantren Bustanul Muta’allimat Blitar dalam memproduksi pakan ternak kambing berkualitas berbasis limbah lokal. Metode pelaksanaan menggunakan pendekatan Participatory Rural Appraisal (PRA) dan Experiential Learning melalui skema pendidikan, pelatihan, serta pendampingan. Intervensi dilakukan dengan proporsi 30% teori dan 70% praktik produksi silase. Hasil pengabdian menunjukkan capaian yang komprehensif. Secara kognitif, terjadi peningkatan pemahaman teknologi pakan sebesar 63,1%, dengan skor rata-rata naik dari 51,5 (pre-test) menjadi 84,0 (post-test). Pada aspek psikomotorik, santri berhasil mencapai kompetensi sangat memuaskan dengan nilai 86,25, terutama pada akurasi formulasi dan pengemasan anaerobik. Kualitas output pakan mencapai skor organoleptik 93,12 berkat aroma fermentasi ideal dan bebas kontaminasi jamur.Kesimpulannya, sinergi bioteknologi sederhana dan optimalisasi limbah lokal efektif membangun ekosistem ekonomi pesantren mandiri. Program ini membekali santri dengan life skills relevan, serta memodernisasi peternakan secara berkelanjutan.