Tien Yulianti
Lampung University

Published : 4 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 4 Documents
Search

Educational Games in English Learning Class X Students Department of Electrical Engineering SMK Negeri Sukoharjo Hadiyastama, Muhammad Fu'ad; Yulianti, Tien; Firdaus, Rangga
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 8, No 2 (2024)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v8i2.9849

Abstract

The aim of this research is to utilize educational game learning media to help students have competence in English. Understanding English allows individuals to communicate with people from various backgrounds and cultures. 21st century skills are an integration of knowledge skills and attitudes as well as mastery of ICT development through; critical thinking skills and problem solving skills, communication skills, creativity and innovation skills, and collaboration skills. Through this method students are invited to actively participate in the learning process and train their ability to think critically. The results of the implementation of the use of educational game learning media are expected to be able to develop students' competence in English so that students are able to compete in the world of work. This research stage refers to the six steps in developing the ASSURE model. Analyze learners, State Objectives, Select Methods, Media, and Materials, Utilize Media and Materials, Learner Participation, Evaluate and Revise. Grades are divided into three categories A (Very Good), B (Good), and C (Poor). Educational games are an alternative learning media that can help students have competence in learning English.
PERANCANGAN SISTEM INFORMASI PRESENSI KERJA KARYAWAN BERBASIS WEB (STUDY KASUS: PT DWI KARYA MAKMUR) Hidayat, Taufik; Rusliyawati, Rusliyawati; Damayanti, Damayanti; Dalimunthe, Ernando; Alita, Deby; Ulum, Faruk; Sulistiawati, Ari; Yulianti, Tien; Satria, M.Najib Dwi; Wahyudi, Agung Deni; Siregar, Muhammad Asgaff Aznan; Neneng, Neneng
Jurnal Data Mining dan Sistem Informasi Vol 5, No 1, Februari 2024
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jdmsi.v5i1.4016

Abstract

PT Dwi Karya Makmur merupakan perusahaan yang bergerak dalam bidang penjualan jagung, perusahaan ini memiliki 20 karyawan tetap. Sistem absensi karyawan yang ada pada PT Dwi Karya Makmur masih dilakukan secara manual yaitu menandatangani lembar absensi. Berdasarkan proses yang berjalan terdapat kendala yaitu kurang akuratnya data dikarenakan terkadang karyawan mengabsenkan teman karyawannya dikarenakan masih dilakukan manual. Membuang waktu ± 25 menit dalam merekap laporan absensi dikarenakan harus melihat lembar absensi satu persatu. Pada penelitian bertujuan untuk membuat dan merancang sistem informasi absensi karyawan dimulai dari metode pengumpulan data (wawancara, pengamatan dan dokumentasi) menggunakan metode pengembangan prototype, pembuatan rancangan sistem menggunakan UML dengan model perancangan Usecase Diagram, Activity Diagram, Class Diagram. Hasil pengujian ISO 25010 yang telah dilakukan dengan melibatkan 3 responden bahwa kesimpulan kualitas kelayakan perangkat lunak yang dihasilkan memiliki presentase keberhasilan dengan total rata-rata 89.91%. Kata Kunci: Absensi, ISO 25010, Prototype, UML, Web
Media Pembelajaran Teknik Bola Voli Berbasis Android untuk SMPN 13 Bandar Lampung Damayanti, Damayanti; Mayindy, Thasya Putri; Yulianti, Tien
Jurnal Pendidikan dan Teknologi Indonesia Vol 4 No 4 (2024): JPTI - April 2024
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.472

Abstract

SMP Negeri 13 Bandar Lampung merupakan Sekolah Menengah Pertama yang berada di Jalan Marga No.57, Beringin Raya Kec. Kemiling, Kota Bandar Lampung. Proses pembelajaran PJOK yang diterapkan oleh SMP Negeri 13 Bandar Lampung saat ini masih menggunakan metode konvensional. Proses pembelajaran yang disampaikan guru menggunakan buku paket yang dibagikan saat proses belajar di kelas sehingga siswa kesulitan memahami isi materi pembelajaran terutama tentang materi teknik bola voli. Tujuan dari penelitian ini yaitu merancang aplikasi untuk memudahkan siswa SMPN 13 Bandar Lampung dalam mempelajari materi teknik permainan bola voli. Metode pengembangan sistem menggunakan metode Multimedia Development Life Cycle (MDLC). Penelitian ini menghasilkan aplikasi media pembelajaran teknik bola voli menggunakan framework android studio yang dapat mempermudah siswa memahami materi teknik permainan bola voli melalui gambar dan video animasi. Aplikasi ini meningkatkan motivasi siswa melalui fitur animasi interaktif dan kuis evaluasi. Pengujian terhadap sistem menggunakan ISO 25010 dengan melibatkan 27 responden. Hasil pengujian menunjukkan nilai sebesar 91,73%. untuk aspek usability hal ini menunjukan bahwa kualitas perangkat lunak secara keseluruhan mempunyai skala sangat baik dan layak dipergunakan.
Educational Games in English Learning Class X Students Department of Electrical Engineering SMK Negeri Sukoharjo Fu’ad Hadiyastama, Muhammad; Yulianti, Tien; Firdaus, Rangga
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 8 No. 2 (2024): March
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v8i2.9849

Abstract

The aim of this research is to utilize educational game learning media to help students have competence in English. Understanding English allows individuals to communicate with people from various backgrounds and cultures. 21st century skills are an integration of knowledge skills and attitudes as well as mastery of ICT development through; critical thinking skills and problem solving skills, communication skills, creativity and innovation skills, and collaboration skills. Through this method students are invited to actively participate in the learning process and train their ability to think critically. The results of the implementation of the use of educational game learning media are expected to be able to develop students' competence in English so that students are able to compete in the world of work. This research stage refers to the six steps in developing the ASSURE model. Analyze learners, State Objectives, Select Methods, Media, and Materials, Utilize Media and Materials, Learner Participation, Evaluate and Revise. Grades are divided into three categories A (Very Good), B (Good), and C (Poor). Educational games are an alternative learning media that can help students have competence in learning English.