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Training of Gamified Online Learning for Teachers Through Quizizz Aisyiah Al Adawiyah
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 2 (2022): OCTOBER 2022
Publisher : Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ajad.v2i2.73

Abstract

In this pandemic, the class activity must be held online. Therefore, teachers should have learning media for teaching so students still can understand the material. ICT-based media exist to facilitate distance learning, but teachers must balance first their teaching method by implementing it. As one of the biggest applications used, Quizizz is easy to use in teaching and testing students synchronously. We organized the Quizizz training for Indonesian teachers on August 21 – 22, 2021 via Zoom to help teachers in know well Quizizz. We also gave further assistance across the WhatsApp Group to discuss the problem which they met during the Quizizz implementation. The result is they comprehend properly the Quizizz implementation based on two assignments in making quiz and lesson slides. They took advantage of the section to well facilitate online learning so their students can achieve the learning outcomes as well as in the offline class.
CIRC Learning Model for Reading Comprehension of French Language Aisyiah Al Adawiyah
Journal of Languages and Language Teaching Vol 11, No 1 (2023)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v11i1.6903

Abstract

Reading comprehension is a third language skill that must be mastered after speaking. What is expected of this skill is that learners can apply their understanding of the language to obtain information from reading. However, the reality found in the class shows that many learners complain about the difficulty of understanding sentences in a text, especially in the French language. This study aims to determine whether the CIRC model improves students' French reading comprehension before and after learning using the CIRC model. The use of the CIRC model for Reading Comprehension aims to improve the quality of students’ comprehension in obtaining French textual information. Its application to French reading comprehension is based on previous similar studies which state that this model is appropriate to be applied to improve reading comprehension skills. The research method of this study is a qualitative study with a classroom action research design. There were two cycles in this study, Cycle 1 was a research procedure before the CIRC model was applied and Cycle 2 was after the model was applied. Direct observations were made in the classroom during the RC learning process. Four learning steps that maximize individual abilities in group learning such as (1) the Planning phase, (2) the Implementation phase, (3) the Observation phase, and (4) the Reflection phase, produce a 5% increase in the value of the learning process. It is a certainty to apply this model for French reading comprehension to help learners understand a text well.
GOOGLE JAMBOARD ALTERNATIF MEDIA KREATIF UNTUK PEMAHAMAN TATA BAHASA PERANCIS Aisyiah Al Adawiyah
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol 3 No 1 (2022): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Program Studi Teknologi Informasi, Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1172.55 KB) | DOI: 10.52060/pti.v3i01.705

Abstract

In Era Society 5.0, teachers must have expertise in using ICT to teach online during the pandemic. They also need to adapt their teaching to the characteristics of students as millennials become creative, innovative, and competitive generations. The formation effort is realized through the use of Google Jamboard as a creative medium in the Introductive Grammar course. The general purpose of using it is to encourage students to learn independently, to inspire creativity and collaboration, and to focus on the problem-solving process. Introductive Grammar is a course that has a fairly high level of difficulty to understand, so knowing the level of understanding of students in the French Education Section, Universitas Negeri Semarang is a special purpose of using this web application. This part of Classroom Action Research is organized after students had a decreased accuracy of the Final Semester Examination by 18%. We focus on improving the quality of the learning process in the classroom so that student learning outcomes can be improved provides information in creating creative content about lesson material. It turns out that their jamboards are very creative, innovative, and competitive between one student and another so that these works can be used to describe the learning of the Introductive Grammar course in the next year's academics.
The Gamifikasi Pembelajaran Berbasis Quizizz Sebagai Upaya Peningkatan Kompetensi Pemanfaatan Teknologi Pengajar Aisyiah Al Adawiyah; Akbar Syamsul Arifin; Dany Buyung Yudha Prasetya
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v4i3.460

Abstract

Post-pandemic, the implementation of IT makes learning more creative, innovative, and interactive. The presence of interaction and collaboration between students through ICT-based learning means is important for them to become enthusiastically engaged in learning. With the development of technology, educators must have knowledge and skills in using IT to support learning in the smart society era. However, based on the basic research conducted by one of the students of the SMA Negeri 8 Semarang department, the department found that there is still no optimal way to use ICT as a means of learning due to the time it takes to prepare materials. learning is limited. On the other hand, thanks to Quizizz, preparing to use it does not take much time because Quizizz offers many different features to help teachers learn more easily. Quizizz is a game-based educational app that features fun and free games that entertain you during the learning process. Quizizz training aims to ensure that teachers have equal opportunities to maximize learning using ICT-based media, so that Quizizz can be a solution embedded in the learning media creation framework. IT-based learning takes a lot of time to create an accessible, student-centered environment. The classroom atmosphere in the development of critical thinking (critical thinking), cooperation (collaboration), communication (communication) and creativity (creativity) are called the 4Cs.
The Gamifikasi Pembelajaran Berbasis Quizizz Sebagai Upaya Peningkatan Kompetensi Pemanfaatan Teknologi Pengajar Aisyiah Al Adawiyah; Akbar Syamsul Arifin; Dany Buyung Yudha Prasetya
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v4i3.460

Abstract

Post-pandemic, the implementation of IT makes learning more creative, innovative, and interactive. The presence of interaction and collaboration between students through ICT-based learning means is important for them to become enthusiastically engaged in learning. With the development of technology, educators must have knowledge and skills in using IT to support learning in the smart society era. However, based on the basic research conducted by one of the students of the SMA Negeri 8 Semarang department, the department found that there is still no optimal way to use ICT as a means of learning due to the time it takes to prepare materials. learning is limited. On the other hand, thanks to Quizizz, preparing to use it does not take much time because Quizizz offers many different features to help teachers learn more easily. Quizizz is a game-based educational app that features fun and free games that entertain you during the learning process. Quizizz training aims to ensure that teachers have equal opportunities to maximize learning using ICT-based media, so that Quizizz can be a solution embedded in the learning media creation framework. IT-based learning takes a lot of time to create an accessible, student-centered environment. The classroom atmosphere in the development of critical thinking (critical thinking), cooperation (collaboration), communication (communication) and creativity (creativity) are called the 4Cs.
Enhancement of Differentiated Learning Based on Paper Mode Quizziz for SMA Negeri 12 Semarang Teachers Al Adawiyah, Aisyiah; Fitrasih, Ria; Yudha Prasetya, Dany Buyung
Jurnal Abdimas Mandiri Vol. 8 No. 3
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jam.v8i3.4670

Abstract

Masifnya penggunaan gawai berakses internet di ruang kelas menimbulkan ketergantungan siswa terhadap gawai dan berdampak pada kurangnya produktivitas siswa dalam belajar. Di era Google misalnya, akses online di kelas membuat siswa cukup sering mengajukan pertanyaan ke Google dibandingkan dengan membaca buku. Berdasarkan hasil survei lapangan, guru sekolah menyatakan bahwa kasus siswa yang asyik bermain ponsel ketika guru sedang menjelaskan materi pembelajaran sering terjadi, sehingga siswa tidak mendengarkan dan tidak mengerti materi yang dijelaskan. Maka, penggunaan media belajar yang dapat membuat siswa kembali fokus belajar sangat membantu untuk diterapkan di kelas, seperti halnya Paper Mode Quizizz, fitur yang menciptakan lingkungan belajar terfokus dan bebas dari potensi gangguan gadget. Pelatihan penggunaan Paper Mode ditujukan untuk membantu guru dengan mudah memanfaatkan fitur tersebut dalam menciptakan pembelajaran berdiferensiasi yang meninggalkan kebiasaan penggunaan ponsel saat belajar. Melalui pelatihan yang dilaksanakan selama dua hari, guru-guru di SMA Negeri 2 Semarang telah mengenal fitur-fitur Quizizz, termasuk Paper Mode di mana sebelumnya mereka hanya memanfaatkan Quizizz untuk membuat kuis. Hal ini dapat terlihat dari angket umpan balik yang diberikan di mana sebanyak 95% peserta menyatakan bahwa mereka dapat memahami materi dengan baik, dengan penyampaian yang urut dan sistematikanya jelas. Melalui pelatihan ini, kami berharap agar guru memiliki peningkatan keterampilan pemanfaatan teknologi sebagai upaya sadar berteknologi di era digital.