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Implementation of Collaborative Learning Models in Indonesian Subject at Universities Purwati Zisca Diana; Roni Sulistiyono; Rizka Abri Pradani
Bahasa: Jurnal Keilmuan Pendidikan Bahasa dan Sastra Indonesia Vol 1, No 1 (2019)
Publisher : ppjbsip

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1090.431 KB) | DOI: 10.26499/bahasa.v1i1.11

Abstract

The purpose of this study was to determine the effectiveness of implementing collaborative learning models. This study uses a quasi-experimental research method. The instrument used in this study is a collaborative assessment sheet filled by yourself, friends, and groups. The subjects in this study were 84 students divided into classes 2A and 2B of Guidance and Counseling study programs, Teacher Training and Education Faculty, Ahmad Dahlan University, Yogyakarta. Based on the results of the study, the collaborative ability of class 2B Guidance and Counseling Study Program, Teacher Training and Education Faculty, Ahmad Dahlan University Yogyakarta, as an experimental class, experienced an increase in the predicate already consistent (SB) from 0% to 57.14%; the predicate starts consistently (B) from 0% to 26.19%; the predicate has not been consistent (C) has improved with a decrease in the percentage from 76.19% to 11.91%; and the inconsistent predicate (K) also improved with a decrease in percentage from 23.81% to 4.76%. The collaborative ability of class 2A students in the Guidance and Counseling Study Program, the Teacher Training and Education Faculty, Ahmad Dahlan University Yogyakarta, as a control class, has increased the predicate already consistent (SB) from 0% to 26.32%; the predicate starts consistently (B) from 0% to 31.58%; the predicate has not been consistent (C) has improved with a decrease in percentage from 76.32% to 34.21%; and the inconsistent predicate (K) also improved with a decrease in percentage from 23.68% to 7.89%. 
Pengembangan e-Modul Mata Kuliah Pembelajaran Bahasa Indonesia Purwati Zisca Diana
Alinea: Jurnal Bahasa, Sastra, dan Pengajaran Vol 10, No 2 (2021): Bahasa, Sastra, dan Pengajaran
Publisher : Universitas Suryakanca

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (121.307 KB) | DOI: 10.35194/alinea.v10i2.1635

Abstract

Artikel ini akan mendeskripsikan hasil analisis kebutuhan terhadap pengembangan rancangan e-modul mata kuliah Pembelajaran Bahasa Indonesia. Analisis kebutuhan ini merupakan bagian dari penelitian dan pengembangan (R&D). Metode penelitian yang digunakan adalah deskriptif kualitatif. Subjek penelitian adalah mahasiswa semester 4 tahun akademik 2020/2021. Pengumpulan data dilakukan dengan observasi, wawancara, kuesioner, dan analisis dokumen. Analisis data dilakukan dengan teknik analisis interaktif Miles-Huberman, yaitu pereduksian data, penyajian data, dan penarikan kesimpulan. Hasil penelitian, menunjukkan bahwa sumber belajar yang diperlukan mudah dipelajari dan dalam bentuk digital. Sebanyak 77,94% mahasiswa senang menggunakan e-modul sebagai sumber belajar karena praktis. Dengan demikian, dapat disimpulkan perlu dikembangkan e-modul sebagai sumber belajar dalam mata kuliah Pembelajaran Bahasa Indonesia.Kata kunci: analisis kebutuhan, e-modul, sumber belajar, bahasa Indonesia  Abstract:This article will describe the results of the needs analysis on the development of the e-module design for Indonesian Language Learning courses. This needs analysis is part of research and development (R&D). The research method used is descriptive qualitative. The research subjects are 4th-semester students of the 2020/2021 academic year. Data were collected by observation, interviews, questionnaires, and document analysis. Data analysis was carried out using the Miles-Huberman interactive analysis technique, namely data reduction, data presentation, and conclusion drawing. The results showed that the learning resources needed were easy to learn and in digital form. As many as 77.94% of students are happy to use e-modules as a learning resource because it is practical. Thus, it can be concluded that it is necessary to develop e-modules as learning resources in Indonesian Language Learning courses.Keywords: needs analysis, e-module, learning resources, Indonesian language 
Blended Learning dalam Pembentukan Kemandirian Belajar Purwati Zisca Diana; Denik Wirawati; Sholeha Rosalia
Alinea: Jurnal Bahasa, Sastra, dan Pengajaran Vol 9, No 1 (2020): Bahasa, Sastra, dan Pengajaran
Publisher : Universitas Suryakanca

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (167.268 KB) | DOI: 10.35194/alinea.v9i1.763

Abstract

Tulisan ini akan mendeskripsikan penggunaan blended learning dalam meningkatkan kemandirian belajar mahasiswa. Metode penelitian yang digunakan adalah kuantitatif deskriptif dengan analisis data menggunakan presentase. Subjek penelitian mahasiswa angkatan 2018 sebanyak 142 responden. Datapenelitian diambil dengan  menggunakan kuesioner dan skala Likert. Hasil penelitian menunjukkan bahwa penggunaan blended learning menjadikan mahasiswa dapat belajar lebih mandiri. Hasil setiap indikator sebagai berikut. 1) ketidaktergantungan terhadap orang lain sebesar 80,12%; 2) memiliki kepercayaan diri sebesar 74,97%; 3) berperilaku disiplin sebesar 78,43%; 4) memiliki rasa tanggung jawab sebesar 77,61%; 5) berperilaku berdasarkan inisiatif sendiri sebesar 79,87%; dan 6) melakukan kontrol diri sebesar 76,37%.  Berdasarkan hasil yang diperoleh menunjukkan bahwa blended learning dapat menjadi alternatif pilihan model pembelajaran yang diterapkan untuk meningkatkan kemandirian belajar mahasiswa.Kata kunci: blended, Bahasa Indonesia, mandiriThis paper will describe the use of blended learning to improve student learning independence. The research method used was descriptive quantitative, with data analysis using percentages. The research subjects were 142 respondents of the class of 2018. Data were taken using questionnaire and Likert scale. The results show that the use of blended learning made students able to learn more independently. The results of each indicator are as follows. 1) dependence 80.12%; 2) confidence 74.97%; 3) discipline 78.43%; 4) a sense of responsibility 77.61%; 5) behaving based on their own  initiative 79.87%; and 6) self-control 76.37%. The results indicate that blended learning can be an alternative learning model  applied to improve students’ learning independence.Keywords: blended, Indonesian, independent  
DESAIN PENGEMBANGAN E-MODUL PEMBELAJARAN TEKS DEBAT DI SMA KELAS X Purwati Zisca Diana
Jurnal Nusantara Raya Vol. 1 No. 2 (2022)
Publisher : Lembaga Kajian Nusantara Raya (LK Nura)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24090/jnr.v1i2.6685

Abstract

This development research is motivated by the problem of using electronic media, namely e-modules with unattractive designs so that students are reluctant to read material that does not have developments that attract students' interest in reading. Therefore, it is necessary to develop a debate text e-module using a critical thinking strategy that combines the direct learning process through face-to-face and online learning with an attractive e-module design quality and increases students' reading interest. The results of this study indicate that the learning model that have been developed can be categorized as “Very Eligible”. This is evidenced by the average score of 89. The average score obtained from material experts is 85, from media experts is 96, and from teaching experts is 87. 85. Based on this, it can be concluded that the e-development design Debate text module through critical thinking strategy In SMA Class X is feasible to be implemented, it is expected to be a supplement in learning so that students are more active and independent.
Development of android-based gamification for hikayat text learning Purwati Zisca Diana; Roni Sulistiyono; Zultiyanti Zultiyanti; Daroe Iswatining
BAHASTRA Vol. 44 No. 1 (2024): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v44i1.711

Abstract

Research on the use of learning media has great significance in helping teachers and students overcome learning challenges. The latest innovation in this research is the development of Android-based gamification learning media targeted at high school grade X students in learning Indonesian hikayat text. The research aims to analyze the need for learning media for teachers and students, and develop the media. The research method used is research and development with a modified approach from Borg & Gall adapted by Sugiyono. Data were collected through interviews, questionnaires, observation, and documentation, with product validation by three experts. The subjects of this research were teachers and students from SMAN 1 Kalasan, Sleman, Yogyakarta. The results of the needs analysis showed the need for learning media that is more interesting, interactive, and in accordance with current technology. Meanwhile, the evaluation results of the Android-based gamification media showed positive responses from teachers and students, with increased student engagement and effectiveness of material delivery by teachers, as well as students' interest in learning and better understanding of hikayat text.
Developing Website-Based Gamification Learning Media on Debate Texts in Indonesian Language Learning Diana, Purwati Zisca; Indriyani, Ika Putri; Sulistiyono, Roni; Wulandari, Putri Ayu; Prafitra, Revola Aridya
Journal of Languages and Language Teaching Vol 12, No 1 (2024)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v12i1.9744

Abstract

This research and development is motivated by the lack of creative learning media in Indonesian language learning, especially in grade X high school debate text material. Therefore, there is a need to develop website-based gamification learning media that makes learning more creative and innovative. Until the researcher developed the Website-Based "Adventure of Gama" Gamification in Class to determine the feasibility of developing website-based "Adventure of Gama" gamification in class X high school debate texts, and (3) to determine the effectiveness of the gamification trials being developed. This research uses the Research and Development (R&D) research method, using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development procedure. In this research, the ADDIE development procedure. The subjects in this research were class X high school students The data collection technique and instrument used in this research is a questionnaire sheet, while the information analysis technique used is quantitative descriptive data analysis. The research results show that the learning media developed is in the "Very Good" category. This is proven by obtaining an average score of 85.2 and is suitable for testing to obtain an effectiveness test. The average obtained from material experts was 100, from media experts as much as 78.8, and teaching experts as much as 77. Based on these results, it can be concluded that research into the development of website-based "Adventure of Gama" Gamification in Class X High School Debate Texts was used as media. learning that can motivate students to follow the Indonesian language learning series, especially in debate material.
Comics in The Classroom : A Study On Improving Students' Creative Reading Literacy in Indonesian Language Learning Ariesty Fujiastuti; Purwati Zisca Diana
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 11, No 2 (2025): June
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i2.15166

Abstract

This research aims to develop comic-based learning media to improve students' creative thinking skills in Indonesian language subjects in junior high school. This study employed the research and development method with the ADDIE model (analysis, design, development, implementation, and evaluation). The instruments included observation questionnaires, interviews, and feasibility and effectiveness assessments. Data analysis techniques used were descriptive qualitative and quantitative. The study's results are as follows: (1) Initial observations highlighted the need for developing learning media in class VII SMP/MTs, which served as the basis for product development; (2) The design stage involved creating learning media components ready for development; (3) The development stage produced comic-based learning media tested by several experts and students, along with an effectiveness test; (4) Material expert tests scored 3.80, media expert tests scored 4.00, indicating good quality. Student feasibility tests calculated using the AIKEN V formula scored 0.95 to 1, categorized as very good. An experimental test was conducted on 20 students in control and experimental classes. The independent sample test analysis yielded a p-value of 0.154, indicating that the p-value > 0.05, thus H0 was accepted. Therefore, the comic products developed are effective in improving students' creative thinking skills. This research is expected to provide references for learning media that enhance creative literacy, leading to students' creative thinking skills, an essential competency in the 21st century.