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Penyuluhan Sadari (periksa payudara sendiri) pada Ibu-ibu Pengajian di RT 1 dan RT 2 di Desa Kersik Kecamatan Marangkayu Rosdiana Rosdiana; Godefridus Bali Geroda; Rindha Mareta Kusumawati; Apriyani Apriyani; Zainal Abidin
Jurnal Abdimas Mahakam Vol. 1 No. 1 (2017): Januari
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (440.812 KB) | DOI: 10.24903/jam.v1i1.237

Abstract

SADARI adalah tindakan deteksi dini terhadap adanya gejala-gejala kanker payudara. SADARI (Pemeriksaan Payudara Sendiri) dianjurkan pada wanita, terutama pada wanita dengan usia mulai dari 20 tahun. Karena wanita dengan usia subur 20-45 tahun sangat berisiko terkena penyakit kanker payudara, sehingga wanita harus selalu sadar akan kesehatan payudaranya yaitu dengan cara rutin memeriksa payudaranya sebagai upaya awal pencegahan penyakit kanker payudara. Metodelogi penelitian ini menggunakan prinsip partisipatoris dan ceramah. Tempat pelaksanaan kegiatan pengabdian dilaksanakan di Desa Kresik RT 02 Kecamatan. Hasil dari kegiatan penyuluhan SADARI Di wilayah RT 01 dan  02 desa kersik kecamatan marangkayu  kabupaten kutai kartanegara tahun 2017 : Minat  para perempuan  melaksanakan pemeriksaan payudara sendiri(SADARI) sangat baik, dan aktif dalam kegiatan penyuluhan SADARI Terdapat pengaruh penyuluhan kepada perempuan tentang  pemeriksaan payudara sendiri (SADARI) terhadap minat melakukan pemeriksaan payudara sendiri (SADARI) Pada perempuan di RT 01 dan 02 wilayah desa kersik kecamatan  marang kayu  kabupaten kutai kartanegara tahun 2017.
Dampak Penggunaan Gadget Pada Pelajar Di SMP Negeri 33 Samarinda Rosdiana Rosdiana; Kartina Wulandari; Godefridus Bali Geroda
Jurnal Abdimas Mahakam Vol. 2 No. 1 (2018): Januari
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (478.663 KB) | DOI: 10.24903/jam.v2i1.292

Abstract

Gadget merupakan sebuah inovasi dari teknologi terbaru dengan kemampuan yang lebih baik dan fitur terbaru yang memiliki tujuan maupun fungsi lebih praktis dan juga lebih berguna. Seiring perkembangan Pengertian Gadget pun menjadi berkembang yang sering kali menganggap smartphone adalah sebuah gadget dan juga teknologi komputer ataupun laptop bila telah diluncurkan produk baru juga dianggap sebagai gadget.Metode yang digunakan adalah kombinasi ceramah, diskusi, tanya jawab dan games, disesuaikan  dengan karakteristik peserta, waktu, serta sarana yang tersedia.Kegiatan ini dilaksanakan pada jam 09.00 – 11.00 WITA, hari Selasa tanggal 12 Desember 2017 di SMPN 33 Samarinda Kelurahan Bentuas Kecamatan Palaran.  Peserta  kegiatan seminar terdiri dari kelas VII A, VII B, VIII dan IX, total peserta 95 siswa, lokasi SMPN 33 Kelurahan Bentuas Samarinda.  SMPN 33 berada di pedesaan yang jauh dari perkotaan sehingga gadget merupakan satu-satunya hiburan buat mereka. Walaupun di pedasaan jangkauan sinyal sangat memadai untuk menggunakan internet,  sehingga tiap pelajar memiliki gadget/ smartphone.  Berdasarkan hasil seminar dengan metode diskusi tanya jawab dan games dengan pelajar SMPN 33, menunjukkan bahwa hampir semua pelajar mengaku pernah mengakses  informasi pornografi melalui situs di internet melalui gadget dalam bentuk gambar, vidio atau dalam permainan game.
The Effect of The Use of Video on English Vocabulary Mastery of The Elementary Second Level Students at SDN 018 Samarinda Widi Syahtia Pane; Godefridus Bali Geroda
Borneo Educational Journal (Borju) Vol. 1 No. 1 (2019): February
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (287.778 KB) | DOI: 10.24903/bej.v1i1.294

Abstract

Vocabulary is one of language components that plays an important role in communication. Through vocabulary, students can develop the four skills in English language such as listening, reading, writing, and speaking. There are many ways in teaching vocabulary and increasing vocabulary mastery. In this study, the writer used video as a technique.   In this study, the writer wants to found out that has any significant effect of the use of Video on English vocabulary mastery of the elementary second level students at SDN 018 Samarinda.The design of this study was pre-experimental design. The writer gave pre-test, treatment, and post-test to one group. The sample of this study was 30 students of the elementary second level students at SDN 018 Samarinda. In analyzing data, the writer used t-test to find out the significance difference between the result before treatment (pre-test) and after treatment (post-test).In pre-test, from 30 students, 7 students got A (excellent), 6 students got B (good), 7 students got C (fair), 6 students got D (poor), and 4 students got E (fail). In post-test, from 30 students, 13 students got A (excellent), 8 students got B (good), 8 students got C (fair), 1 student got D (poor), and no students got E (fail). The mean score of vocabulary before treatment (pre-test) was fair (67,7) and the mean score of vocabulary after treatment (post-test) was good (78,7). The result of the findings of the study showed t-count (6.358) is greater ( ˃ ) than t-table (2.045) at level of significant (p) = 5% and df = 29. It means the null hypothesis (Ho) is rejected and alternative hypothesis (Ha) is accepted. It means that the use of Video give very significant effects on vocabulary to the elementary second level students of SDN 018 Samarinda
Improving Students Listening Skill by Using Audio Game “Blind Legend Game” at SMA 1 Siluq Ngurai Diki Suprianto; Widi Syahtia Pane; Godefridus Bali Geroda
Inquest Journal Vol. 1 No. 02 (2023): April
Publisher : Wadah Inovasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (253.323 KB) | DOI: 10.53622/ij.v1i02.161

Abstract

AbstractBackground:Listening is one of the basic English skill that mus be mastered. Listening is a listen activity where we hear something, be it a speech, a lecture, or an explanation about something from someone else, where we not only hear but also have to listen and understand and then gain new knowledge from what we hear (Tyagi, 2013).Methodology:This research doing by Classroom Action Research method. The subject of this research was XI-MIPA grade of SMA Negeri 1 SILUQ NGURAI 2022/2023 year of academic and consist of 29 students member. The objective of this research was to improve students’ listening skill in English Lesson by using Blind Legend game at XI-MIPA grade of SMA Negeri 1 SILUQ NGURAI. This research was conducted in two cycles, each consisting of planning, action, observation, and reflection. Data is collected through quantitative and qualitative data. The research purpose is to increase students’ ability in listening English by using Blind Legend game. Findings:This research showed result of increasing that happen on students ability in Listening. The students mean score from pretest until post-test cycle 2 was 66,2, 81,3 and 90,1. The students improvement percentage scores who pass the criteria of success >75 also show changes from the pretest only 6 students (20,7%), post-test cycle I up to 26 student (89,7%) and the final result from post-test cycle II that 28 student (96,6%)Conclusion:Based on the pretest down to the second cycle post-test result and the data got by the researcher on the class, Blind Legend games effectively help students to improve listening skill showed by their scores. Especially the students response toward the teaching process using CAR method. It can be said that the students likes Blind Legend game. It proven by their interest to the material in the class, and perform a dialogue and audio listen then understand what the dialogue talk about.Originality:This research can used for references and help student or teacher to understand how improve listening skill using Blind Legend game in teaching and learning process.
An Analysis of Declarative and Interrogative Sentences In “Don’t Look Up” Movie Agustinus Fransiskus; Widi Syahtia Pane; Godefridus Bali Geroda
Inquest Journal Vol. 1 No. 02 (2023): April
Publisher : Wadah Inovasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.282 KB) | DOI: 10.53622/ij.v1i02.164

Abstract

AbstractBackground:Human communicate by using sentences in daily life. There are two types pf sentences usually used by people in an utterance declarative and interrogative sentence and it is important to know the meaning for every structure of sentences in order to avoid misunderstand between people. This study aims to analyze types and deep structure of Declarative and Interrogative sentences that appeared in “Don’t Look Up” MovieMethodology: The researcher used a design for content analysis. The characters shown in the film "Don't Look Up" are the focus of this investigation. The study's focus was on the declarative and interrogative language employed by the movie's characters. A checklist served as the study's main tool.Findings: The researcher discovered there are 117 declarative sentences, 79 (67.6%) positive declarative sentences, and 38 (31.5%) negative declarative sentences. Meanwhile, for the interrogative sentences, the researcher found there are 132 interrogative sentences, 77 (58.3%) wh questions, 54 (40.9%) yes-no questions, and 1 (0.7%) alternative question and the deep structure of declarative sentence used Subject and Noun phrase to create sentence and for the interrogative sentence used Complementizer and Sentence for its structure.Conclusion: In declarative types, the frequent used types declarative sentence was positive declarative sentence and for interrogative sentences, the character most used was wh questions in dialogue. (Brown & Miller, 1991) as a guidance theory to draw the tree diagram where the deep structure of a declarative sentence consists of a noun phrase and verb phrase while the interrogative sentence needs to attach the wh-question word or the auxiliary to the complementizer and followed by a noun phrase and verb phraseOriginality: This research can used for references and help student or readers to understand deeper the interrogative and declarative sentence and its structure.
Teacher' and Student's Perspective on the Use of Mall (Mobile -Assisted Language Learning) in English Learning Okny Apriani S; Widi Syahtia Pane; Godefridus Bali Geroda
Inquest Journal Vol. 1 No. 02 (2023): April
Publisher : Wadah Inovasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (243.838 KB) | DOI: 10.53622/ij.v1i02.169

Abstract

Mobile-Assisted Language Learning (MALL) is a new approach to language learning and teaching activities that can improve effectiveness, flexibility, and comfort in language learning by allowing the sending and receiving of learning materials, information, and instructions via mobile phone. The objectives of the researchers are to find out the teacher and students' perspectives toward the use of MALL (Mobile Assisted Language Learning) in English learning at SMK Negeri 5 Samarinda. In this research, the researcher used qualitative research and a phenomenology approach. This research was conducted at SMK Negeri 5 Samarinda in class XII multimedia. With a purposive sampling method, the researcher chose 20 students and 1 English teacher. Collecting data in this study used interview techniques to find out the perspectives of teachers and students on the use of MALL in English learning activities. The results of the study showed a positive response from the perspectives expressed by teachers and students towards the use of MALL in learning English, where students felt that the MALL helped and made it easier for them to learn English. Furthermore, the teacher said that the existence of a mall helps teachers provide more varied learning