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Pengaruh Akun Kedua Instagram Terhadap Keterbukaan Diri Mahasiswa Alex Mohammad L. Haqqi; Muhammad Kharisul Ilmi; Nur Romdlon Maslahul Adi
Jurnal Penelitian Sosial Ilmu Komunikasi Vol 9, No 1 (2025): Volume 9 Nomor 1 Tahun 2025
Publisher : UNIVERSITAS PAKUAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/jpsik.v9i1.11983

Abstract

AbstrakPenelitian ini memiliki tujuan untuk mengetahui bagaimana penggunaan akun kedua Instagram (second account Instagram) mempengaruhi tingkat keterbukaan diri (self-disclosure) pada Mahasiswa Ilmu Komunikasi UIN Sunan Ampel Surabaya (UINSA). Analisis utama dalam desain penelitian kuantitatif ini adalah regresi linier sederhana. Dengan bantuan model purposive sampling dan teknik non-probability sampling, 136 mahasiswa UINSA saat ini yang mengambil Program Studi Ilmu Komunikasi dimasukkan dalam sampel penelitian, dengan responden yang terkumpul sebanyak 71 responden. Kuesioner yang dirancang berdasarkan indikasi kedua variabel penelitian diperlukan bagi responden. Berdasarkan hasil analisis data menggunakan IBM SPSS Statistics 26, responden Mahasiswa Ilmu Komunikasi UINSA menunjukkan bahwa variabel second account Instagram (X) berpengaruh signifikan sebanyak 20,2% terhadap tingkat self-disclosure (Y). Sementara itu, tingkat self-disclosure (keterbukaan diri) Mahasiswa Ilmu Komunikasi UINSA dipengaruhi secara signifikan oleh penggunaan second account Instagram. Kata Kunci: Akun Kedua (Second Account) Instagram; Keterbukaan Diri Abstract This study aims to determine how the use of second account Instagram affects the level of self-disclosure in Communication Science Students of UIN Sunan Ampel Surabaya (UINSA). The main analysis in this quantitative research design is simple linear regression. With the help of purposive sampling model and non-probability sampling technique, 136 current UINSA students who take Communication Science Study Program were included in the research sample, with 71 respondents collected. A questionnaire designed based on the indications of both research variables was required for the respondents. Based on the results of data analysis using IBM SPSS Statistics 26, UINSA Communication Science student respondents showed that the second account Instagram variable (X) had a significant effect of 20.2% on the level of self-disclosure (Y). Meanwhile, the level of self-disclosure of UINSA Communication Science Students is significantly influenced by the use of second account Instagram. Keywords: Second Account Instagram; Self-disclosure
PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS WORDWALL DALAM MENINGKATKAN HASIL BELAJAR BAHASA INDONESIA SISWA SEKOLAH DASAR Khoiriyah, Dea Aminatul; Taufik, Taufik; Adi, Nur Romdlon Maslahul; Agustina, Yayuk
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 1 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i1.5598

Abstract

This study aimed to analyze the use of Wordwall as an interactive learning media in improving Indonesian language learning outcomes among third-grade elementary students. The research employed a descriptive qualitative approach focusing on the process and impact of Wordwall implementation in classroom learning. The participants included third-grade students and an Indonesian language teacher. Data were collected through observation sheets, interview guidelines, and assessment documents. Data analysis was conducted through data reduction, data display, and conclusion drawing. The findings indicated that the use of Wordwall increased students’ motivation and participation in learning. Interview data revealed improvements in students’ learning behavior, particularly in terms of activeness, cooperation, and enthusiasm during the learning process. Wordwall also helped simplify complex materials, such as direct and indirect sentences, through engaging game-based quizzes. Furthermore, the media supported differentiated learning by accommodating various learning styles, including visual, auditory, and kinesthetic. In conclusion, Wordwall is effective in creating an interactive, inclusive, and student-centered learning environment aligned with the principles of the Merdeka Curriculum.
EKSPLORASI PENERAPAN GAME BASED LEARNING TERHADAP MINAT DAN PEMAHAMAN SISWA DALAM PEMBELAJARAN BAHASA INDONESIA DI SEKOLAH DASAR Diasti, Ulfa Shafira Putri; Taufik, Taufik; Adi, Nur Romdlon Maslahul; Pambawati, Galuh Jevani
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 1 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i1.5751

Abstract

This study aimed to determine the effect of implementing Game-Based Learning on students’ interest and understanding in Indonesian language learning, particularly on the topic of describing plants and animals in the surrounding environment both orally and in writing. The research used a descriptive method with a qualitative approach involving Grade IIIB students at SD Islam Al-Chusnaini. Data were collected through observation and analysis of Sumatif Tengah Semester (STS) report documents. The findings show that the implementation of Game-Based Learning had a positive impact on student learning outcomes. Most students achieved scores above 85, with an average score of 91.3. The success of this method was supported by active student participation in educational games, increased learning motivation, and enjoyable learning experiences aligned with students’ learning styles. Game-Based Learning also created a more dynamic, interactive, and collaborative classroom environment, which contributed to improved student understanding of the learning material.
Reflective Study of Teachers' Strategies for Managing Art and Culture Classes in the Last Hour of Learning Nidaus Sa’diyah; Taufik; Galuh Jevani Pambawati; Nur Romdlon Maslahul Adi
Journal of Practice Learning and Educational Development Vol. 6 No. 1 (2026): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i1.940

Abstract

This study explores teachers' strategies for managing Arts and Culture learning during the final session at Al-Chusnaini Islamic Elementary School, a full-day Islamic elementary school. Ideally, Arts and Culture learning is expected to foster creativity, artistic expression, and active student engagement. However, in reality, students often experience fatigue and decreased concentration during the final session, resulting in suboptimal learning. This problem requires teachers to design creative and varied classroom management strategies to maintain student motivation and participation. This study uses a qualitative descriptive approach, with data obtained through observation, documentation, and teaching reflection. The results showed that teachers implemented several strategies, including educational games such as modified Monopoly, interactive digital media, icebreaker activities, group projects, and simple rewards. These strategies were effective in increasing student engagement, maintaining focus, and creating a fun and interactive learning atmosphere. This study highlights the importance of innovative classroom management to maintain student motivation and learning quality, especially during low-energy periods, where the implementation of game-based learning and cooperative models such as Teams Games Tournament (TGT) proved practical and had a positive impact. These findings are expected to contribute to the development of learning strategies for end-of-day sessions in elementary schools
Game-Based Learning dalam Pembelajaran Pantun di SD/MI: Eksplorasi Media Ular Tangga untuk Keaktifan dan Keterlibatan Siswa Kelas V Adinda Nurhabibah Nasution; Munawir; Taufik; Nur Romdlon Maslahul Adi; Nuril Kartika
Journal of Practice Learning and Educational Development Vol. 6 No. 2 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i2.1012

Abstract

The teaching of pantun in elementary schools (SD/MI) has been found to still employ conventional, monotonous teaching methods, resulting in students becoming less enthusiastic, experiencing difficulties in composing pantun according to the rules, and lacking involvement in the learning process. This study aims to describe the implementation of snakes and ladders as a form of Game-Based Learning (GBL) in teaching pantun in fifth grade, analyze the role of teachers in the process, and identify forms of student activity and engagement. The research method used in this study is a qualitative approach with a case study design. Data were obtained through observation, teacher reflective journals, and interviews with students. The results of the study indicate that the pantun snake and ladder game is effective in creating an active, collaborative, and enjoyable learning atmosphere. Teachers play the role of facilitators, guides, and motivators, maintaining a balance between the structure of learning and the flexibility of the process. Student engagement is reflected in active participation in answering questions, group discussions, and healthy competitive spirit. Most students (around 90%) were able to compose pantun independently according to the rules and rhymes. This GBL strategy successfully fostered students' interest, creativity, and understanding of pantun. These findings recommend the integration of traditional game media in literature learning to improve cultural literacy and learning effectiveness at the elementary school level.