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The Impact of Sports Demonstration Videos on Students’ Speaking Fluency and Accuracy Sianipar, Rimma; Sinaga, Andromeda Valentino
Jurnal Edulanguage: Jurnal Pendidikan Bahasa Vol. 11 No. 1 (2025): Jurnal Edulanguage: Jurnal Pendidikan Bahasa
Publisher : English Study Program, Faculty of Teacher Training and Educational Sciences, Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/edulanguage.11.1.2025.16-24

Abstract

This study analyzes the impact of creating sports demonstration videos on students' speaking fluency and accuracy in English. The research subjects were first-semester students of the Physical Education, Health, and Recreation Program at Universitas Negeri Makassar. Data were collected through video transcript analysis and student questionnaires. The findings indicate that practicing instructional delivery in videos enhances speaking fluency, as shown by reduced pauses and word repetitions. However, in terms of accuracy, errors were still found in grammar, word choice, and pronunciation of technical sports terms. The primary factors affecting accuracy were the lack of speaking practice in academic contexts and insufficient direct correction. This study confirms that project-based tasks, such as video creation, can be an effective strategy for improving students' speaking skills in second language learning.
Students' Perceptions of The Development of Digital Learning Platforms In Supporting The Learning Process Sinaga, Andromeda Valentino
JUPEIS : Jurnal Pendidikan dan Ilmu Sosial Vol. 4 No. 3 (2025): JUPEIS: Jurnal Pendidikan dan Ilmu Sosial
Publisher : Jompa Research and Development

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57218/jupeis.Vol4.Iss3.1469

Abstract

This study explores students' views on how digital learning platforms support their learning process. Data were collected through a Likert-scale survey consisting of 10 items, using a 5-point scale ranging from Strongly Disagree to Strongly Agree. The survey was administered to 50 seventh-semester students at Universitas Negeri Makassar, selected purposively due to their extensive experience with online and blended learning. Descriptive analysis was used to calculate mean scores and frequency distributions. Over 80% of respondents reported that digital platforms were particularly helpful in accessing learning materials and communicating with lecturers. Perception scores ranged from 3.8 to 4.4, with ease of accessing resources scoring the highest. In contrast, motivation received the lowest score, suggesting that technology alone may not sufficiently drive student engagement. These findings emphasize the need to optimize both digital platforms and pedagogical strategies to sustain motivation and foster deeper learning. The results imply that higher education institutions should integrate more student-centered and interactive approaches within digital environments.
The Role of Mentimeter in Increasing Classroom Interaction and Participation Sianipar, Rimma; Sinaga, Andromeda Valentino; Stefanie Inggried Gorap; Sihombing, Liston
Journal of Classroom Action Research Vol. 4 No. 2 (2025): August, 2025
Publisher : English Lecturers and Teachers Association (ELTA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/jcar.v4i2.487

Abstract

This study investigates the role of Mentimeter in activating students to be more engaged in the Universitas Negeri Makassar Educational Technology Study Program. Utilizing both quantitative and qualitative methods, data were collected from a total of 20 participants (n = 20) through questionnaires, observations, and interviews. The results are that Mentimeter activates students to be more active (50% strongly agree, 40% agree) and freer to respond (55% strongly agree, 35% agree). Interactive features such as polling, word cloud, and anonymous Q&A were rated as engaging by 60% of students strongly agreeing and 30% agreeing. The application in understanding the material was strongly agreed by 45% and agreed upon by 38%, while 12% were neutral and 5% disagreed. Additionally, 58% strongly agreed and 32% agreed that Mentimeter should be adopted by other courses. This study confirms that Mentimeter is able to create a heightened interactive and engaging learning environment despite constraints such as overreliance on internet connectivity as well as educator preparedness.
PENGEMBANGAN INFOGRAFIS SEBAGAI MEDIA PENUNJANG PEMBELAJARAN P5 DI KELAS VIII A SMP NEGERI I BANTAENG Andi Meisya Nurul Maulidiah; ABD Haling; Andromeda Valentino Sinaga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22002

Abstract

ABSTRACT This study aims to develop infographics as an innovative learning media in the subject of Pancasila Education and Strengthening the Pancasila Student Profile (P5) with the topic “Voice of Democracy” at the Junior High School (SMP) level. The development method used is the ADDIE model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. At the analysis stage, student needs and learning constraints were identified through surveys and interviews with teachers and students. The infographics developed were tested on students of class VIII A SMP Negeri 1 Bantaeng. The effectiveness of the media was measured using pre-test, post-test, and student response questionnaires to the infographics. The results showed that the use of infographics improved students' conceptual understanding in the very good category, and encouraged creativity and participation in class discussions. Based on the evaluation, the infographics were rated excellent from the aspects of design, content, and usability by teachers and students. Thus, this infographic is recommended as a supporting media for P5 learning.
Integrasi Nilai Budaya dan Perkembangan IPTEK dalam Pengembangan Kurikulum Monoarfa, Merrisa; Sinaga, Andromeda Valentino; Wizerti, Wizerti Ariastuti Saleh
Publikasi Pendidikan Vol 14, No 1 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/publikan.v14i1.62824

Abstract

Penelitian ini bertujuan untuk mengkaji nilai-nilai budaya yang dapat diintegrasikan dengan terus berkembangnya ilmu pengetahuan dan teknologi. Penelitian ini menggunakan pendekatan studi literatur sebagai metodenya. Untuk menganalisis data penelitian digunakan berbagai teknik, seperti menetapkan tujuan yang diinginkan, menentukan konsep-konsep kunci, memilih unit tertentu untuk dianalisis, mengumpulkan data yang berkaitan dengan topik, dan menjalin hubungan logis antara informasi yang dikumpulkan yang digunakan untuk menggambarkan hasil studi ini sesuai dengan maksud riset dan bertujuan untuk menanggapi masalah yang telah diidentifikasi. Penelitian ini menyoroti pentingnya integrasi nilai budaya dan perkembangan ilmu pengetahuan dan teknologi (IPTEK) dalam pengembangan kurikulum pendidikan. Integrasi ini tidak hanya memungkinkan penyelarasan pendidikan dengan konteks sosial, budaya, dan perkembangan teknologi yang terkini, tetapi juga mempromosikan kesadaran akan keberagaman budaya dan memberikan akses terhadap pembelajaran yang lebih interaktif, inklusif, dan efektif. Hasil penelitian menegaskan bahwa kurikulum yang mencerminkan nilai-nilai budaya dan memanfaatkan kemajuan IPTEK dapat menjadi instrumen yang kuat dalam meningkatkan mutu pendidikan serta mencapai tujuan pembelajaran yang diinginkan.
Sharing Session: Transformasi Pengelolaan Organisasi Masyarakat Dalam Era Digital Sinaga, Andromeda Valentino; Sianipar, Rimma; Pongtambing, Yulita Sirinti; Tampubolon, Jonris; Sampetoding, Eliyah Acantha Manapa
Open Community Service Journal Vol. 4 No. 2 (2025): Open Community Service Journal
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33292/ocsj.v4i2.145

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Latar Belakang: Kemajuan teknologi digital menuntut organisasi berbasis komunitas (OBK) untuk terus beradaptasi, khususnya dalam bidang administrasi, komunikasi, dan transparansi. Namun, masih terdapat berbagai tantangan, termasuk rendahnya literasi digital, keterbatasan infrastruktur, serta kekurangan sumber daya manusia yang terampil, yang semuanya menghambat proses transformasi.Tujuan: Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kapasitas digital para pengelola organisasi berbasis komunitas (OBK) agar mereka dapat secara efektif mengintegrasikan teknologi ke dalam manajemen organisasi mereka.Metode: Melalui program pengabdian masyarakat yang dilaksanakan secara daring melalui Zoom, kegiatan ini dirancang untuk meningkatkan kapasitas digital para pengelola OBK. Program ini disusun dalam bentuk sesi berbagi interaktif yang mencakup topik utama seperti manajemen organisasi digital, komunikasi melalui platform daring, dan keamanan data.Hasil: Hasil kegiatan menunjukkan adanya peningkatan kesadaran akan pentingnya digitalisasi, yang tercermin dari meningkatnya minat peserta dalam mengadopsi teknologi untuk keperluan manajemen administrasi dan keuangan. Namun demikian, masih terdapat beberapa hambatan, antara lain keterbatasan akses terhadap perangkat teknologi dan kurangnya pelatihan teknis berkelanjutan. Oleh karena itu, dapat disimpulkan bahwa transformasi digital merupakan kebutuhan mendesak bagi OBK. Pelatihan yang berkesinambungan dan peningkatan akses terhadap teknologi merupakan faktor kunci dalam mempercepat adaptasi mereka di era digital.
A COMPARATIVE STUDY ON THE EFFECTIVENESS OF CASE-BASED AND PROJECT-BASED LEARNING IN ENHANCING STUDENT LEARNING OUTCOMES Sinaga, Andromeda Valentino; Sianipar, Rimma
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 2 (2025): Volume 8 No. 2 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i2.43878

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This study aims to compare the effectiveness of Case-Based Learning (CBL) and Project-Based Learning (PBL) in improving student learning outcomes. The study was carried out on 60 sixth-semester students of the Educational Technology program at Universitas Negeri Makassar, divided into two groups: CBL and PBL. A quasi-experimental method with a pre-test and post-test design was employed. The results indicate that both methods positively contributed to students' learning outcomes, but with varying degrees of effectiveness. The average pre-test score for the CBL group was 66, while the PBL group scored 64, showing relatively equal initial abilities. After the learning intervention, the CBL group improved by 18.2%, achieving an average post-test score of 78, whereas the PBL group showed a more significant improvement of 31.3%, reaching an average score of 84. Statistical analysis using the t-test revealed a significant difference in learning outcomes between the two groups (p < 0.05), indicating that PBL was more effective than CBL. These findings suggest that PBL is superior in enhancing student comprehension through active engagement in real-world projects. Therefore, PBL is recommended as a more effective instructional strategy, particularly for courses requiring applied skills. Future research should explore factors that maximize PBL effectiveness and its application across various disciplines.
PKM Pelatihan Pembuatan Modul Berbasis Project Based Learning di Kabupaten Gowa Febriati, Farida; Pattaufi, Pattaufi; Sinaga, Andromeda Valentino; Aswan, Dedy; Syah, Maenuddin Bustanil
DEDIKASI Vol 27, No 2 (2025): JURNAL DEDIKASI
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/dedikasi.v27i2.78524

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru MIN 2 Gowa dalam merancang dan mengimplementasikan modul pembelajaran berbasis Project Based Learning (PjBL). Latar belakang kegiatan ini didasarkan pada masih terbatasnya pemahaman guru mengenai konsep PjBL, minimnya keterampilan dalam penyusunan modul, serta rendahnya pemanfaatan teknologi dalam proses pembelajaran. Program dilaksanakan melalui tahap sosialisasi, pelatihan intensif, pendampingan, serta praktik penyusunan modul. Aplikasi Canva dipilih sebagai media utama karena kemudahan akses, fleksibilitas fitur, serta kemampuannya dalam mendukung kreativitas guru. Hasil kegiatan menunjukkan adanya peningkatan pemahaman konsep PjBL, keterampilan dalam menyusun modul yang kontekstual, serta respon positif dari guru terhadap pemanfaatan Canva sebagai sarana inovatif dalam pengembangan bahan ajar. Dengan demikian, pelatihan ini menjadi langkah strategis dalam memperkuat kapasitas profesional guru sekaligus mendukung peningkatan kualitas pendidikan di Kabupaten Gowa.Kata kunci: Modul Pembelajaran, Pelatihan Guru, Project Based Learning
Inovasi Kurikulum dengan Pendekatan Pembelajaran Edutainment Interaktif untuk Penguatan Pendidikan Karakter Siswa Sekolah Dasar Raihan, Siti; Monoarfa, Merrisa; Sinaga, Andromeda Valentino; Ibrahim, Nur Wahyuningsih
JPM: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): October 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v6i2.2859

Abstract

Character education in elementary schools faces problems of low student engagement (65%) and limited interactive learning media that is enjoyable, making the internalization of the eight dimensions of Profil Pelajar Pancasila less optimal. This community service applies curriculum innovation with interactive edutainment learning approach based on student character card media using Participatory Action Research (PAR) method involving schools, teachers, and students actively. Stages include needs analysis, media design, teacher training, implementation with assistance, field observation monitoring, and evaluation using observation sheets, student engagement questionnaires, and field notes on 30 fourth-grade students at partner elementary school. Results show edutainment interactive curriculum innovation increased student engagement by 35% (to 88%) and average character score rose 36.7% (from 2.59 to 3.54). Significant increases occurred in creativity (61%), communicative (46%), mutual cooperation (41%), and collaborative (39%). This innovation effectively creates enjoyable and meaningful learning, enhances learning motivation, and strengthens student character holistically, with replication potential in other elementary schools
INTEGRASI AI DALAM PEMBELAJARAN: PERSEPSI MAHASISWA DAN IMPLIKASINYA TERHADAP PEMBELAJARAN MANDIRI Sinaga, Andromeda Valentino; Merrisa Monoarfa; Rimma Sianipar
Al-Irsyad: Journal of Education Science Vol 5 No 1 (2026): Januari 2026
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/aijes.v5i1.476

Abstract

Perkembangan kecerdasan buatan (AI) menawarkan peluang besar dalam mendukung pembelajaran mandiri mahasiswa. Penelitian ini bertujuan menelaah persepsi mahasiswa terhadap integrasi AI serta implikasinya terhadap kemandirian belajar. Dengan desain quasi-eksperimen non-equivalent control group dan pendekatan mixed methods, penelitian melibatkan 60 mahasiswa Teknologi Pendidikan Universitas Negeri Makassar yang dibagi ke dalam kelompok eksperimen (AI) dan kontrol (konvensional). Data dikumpulkan melalui pre-test, post-test, angket, wawancara, dan observasi. Hasil menunjukkan peningkatan signifikan pada kelompok eksperimen dibanding kontrol (∆=16,70 vs 6,30; p<0,05). Mahasiswa menilai AI positif terutama dalam aspek inisiatif, pencarian informasi, dan refleksi diri, meski muncul kekhawatiran terkait kebergantungan dan validitas informasi. Temuan ini menegaskan bahwa integrasi AI dapat memperkuat pembelajaran mandiri, namun memerlukan dukungan infrastruktur, literasi digital, dan regulasi etis agar implementasinya efektif dan berkelanjutan.