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Analysis of the Influence of the Use of Artificial Intelligence (AI) in Academic Interactions on Students' Language Politeness Purnamasari, Ramdani; Ikhwannul Muslimin
Ethical Lingua: Journal of Language Teaching and Literature Vol. 12 No. 2 (2025): Volume 12 No 2 October 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/25409190.882

Abstract

The use of Artificial Intelligence (AI) in higher education is increasingly widespread, but its impact on pragmatic competencies such as language politeness has not been widely studied. This study aims to: (1) measure the effect of AI use on students' language politeness, (2) explore students' interpretations of these changes, and (3) analyze significant differences between groups using AI and those not. This study used a mixed method with a quasi-experimental design involving students divided into experimental (n=30) and control (n=29) groups. Data were collected through language politeness tests (pre-test and post-test), Focus Group Discussions (FGD), interviews, and observations, then analyzed statistically (t-test) and thematically. The results showed that: (1) There was a significant increase in the experimental group (from an average of 53.70 to 60.17; p < 0.001). (2) Students perceive AI as a learning partner that triggers cognitive, behavioral, and affective transformation, and (3) There is no significant difference between the scores of the experimental and control groups (p = 0.138). These findings indicate that although AI is effective in improving language politeness, the improvement can be matched by other methods that are also successful in raising metapragmatic awareness. The control group achieved equivalent results through the use of social support (social scaffolding), intensive self-evaluation, and high motivation triggered by awareness as research participants (Hawthorne Effect). Therefore, it can be concluded that metapragmatic awareness is a key factor that is more decisive in improving language politeness, compared to simply using certain tools or technologies.
Peningkatan Kemampuan Berbicara Mahasiswa dalam Presentasi Ilmiah melalui Metode Simulasi Purnamasari, Ramdani
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan berbicara mahasiswa dalam presentasi ilmiah melalui metode simulasi. Penelitian dilakukan terhadap mahasiswa program Studi Pendidikan Teknologi Informasi STKIP Taman Siswa Bima yang memprogram mata Kuliah Bahasa Indonesia pada semester ganjil dengan jumlah keseluruhan 20 orang. Desain penelitian yang digunakan adalah penelitian Tindakan Kelas (PTK) yang terdiri atas Siklus I dan Siklus II. Data penelitian dikumpulkan melalui teknik observasi, tes dan dokumentasi berupa video. Hasil penelitian menunjukkan bahwa diperoleh peningkatan kemampuan berbicara mahasiswa dari siklus I ke Siklus II berdasarkan lima aspek yang dinilai, yaitu aspek pelafalan mengalami kenaikan yang signifikant, dari Siklus I meningkat pada siklus II (77,5%), dilanjutkan dengan kosa kata dari siklus I (56,7%) meningkat pada Siklus II (79,2%), kemudian kelancaran, dari siklus I (56,7%) meningkat pada Siklus II (77,5%), tata bahasa dari siklus I (57,5%) meningkat pada siklus II (78,3) dan, terakhir pengucapan, dari siklus I (61,7%) meningkat pada siklus II (81,7%). Berdasarkan hasil penelitian yang diperoleh, menunjukkan bahwa penerapan metode simulasi dapat meningkatkan kemampuan berbicara mahasiswa dalam presentasi ilmiah.
Transformasi kemampuan analisis statistik mahasiswa UIN Mataram melalui pelatihan software JASP Ghazali, Muhammad; Zohri, Muhammad; Lestari, Juwita; Purnamasari, Ramdani; Fitriati, Ita
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 4 No 2 (2023): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v4i2.22540

Abstract

Statistical data analysis is the process of examining, cleaning, transforming, and modeling data with the aim of discovering useful information, drawing conclusions, and supporting decision-making. This process involves various statistical techniques and methods applied to data to understand, explain, and predict phenomena. Skills like these are greatly needed by students. Therefore, training in the use of the open-source statistical application JASP is necessary to enhance the statistical data analysis capabilities of UIN Mataram students, especially those in their final semester. This community service activity aims to introduce and train the use of JASP as a free and license-free alternative for statistical data analysis, considering the limitations of accessibility and ethical issues surrounding the use of paid software like SPSS in academic environments. The training methodology includes theoretical sessions and practical application of JASP, focusing on multiple linear regression analysis and path analysis. An initial survey showed that only 25% of final-semester students were familiar with open-source applications like JASP. After the training, there was a significant increase in understanding and application of JASP, with 85% of participants showing improved competence. These results demonstrate the importance of training in open-source statistical applications to support student academic research and strengthen academic integrity within the Islamic university environment. This study provides insights into ethical and affordable statistical software alternatives and highlights the importance of analytical skills in higher education.
Kesalahan Penggunaan Bahasa Indonesia Pada Ruang Publik Di Kecamatan Woha Ramdani Purnamasari; Muhammad Ghazali
JURNAL PENDIDIKAN BAHASA Vol. 9 No. 1 (2019): JURNAL PENDIDIKAN BAHASA
Publisher : STKIP Taman Siswa Bima

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Abstract

Masalah dalam penelitian ini adalah bagaimana penggunaan bahasa Indonesia di ruang publik yang terdapat di wilayah Kecamatan Woha Kabupaten Bima. Penelitian ini bertujuan untuk mendeskripsikan kesalahan penulisan kata dan penulisan unsur serapan bahasa asing pada ruang publik yang terdapat di wilayah Kecamatan Woha. Metode yang digunakan adalah metode deskriptif kualitatif. Sumber data dalam penelitian ini diperoleh dari tulisan-tulisan terdapat pada papan-papan pengumuman, iklan, spanduk, serta papan informasi secara umum yang terdapat di wilayah Kecamatan Woha. Berdasarkan hasil analisis data ditemukan kesalahan penulisan kata, hal ini tampak pada penggunaan kata yang tidak sesuai dengan kaidah penulisan kata yang baku, dan kesalahan penulisan unsur serapan bahasa asing tampak dari ketidakkonsistenan pengguna bahasa dalam menggunakan kata dari bentuk asal (asing) atau menggunakan kata yang telah diserap secara adaptasi ke dalam bahasa Indonesia, dan ketidakpatuhan pengguna bahasa terhadap kaidah penulisan unsur asing dalam bahasa Indonesia.
PENGEMBANGAN MEDIA GAMIFIKASI EDPUZZLE DAN GENIALLY DALAM MENINGKATKAN KREATIVITAS SISWA PADA MATERI ALGORITMA DASAR Tri Ramdani; Ita Fitriati; Muslim Muslim; Arif Rahman Hakim; Ramdani Purnamasari
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i3.12539

Abstract

ABSTRACT The introduction of basic algorithms in elementary schools requires learning media that can promote active engagement and foster students’ creativity, while the use of interactive digital media based on gamification still needs to be optimized. This study aimed to develop gamification-based learning media for introducing basic algorithms through the integration of Edpuzzle and Genially to enhance elementary school students’ creativity. The study employed a Research and Development (R&D) approach using the ADDIE model, consisting of the analysis, design, development, implementation, and evaluation stages. The participants were 16 students of SDIT Al-Azzam. Data were collected through media and content expert validation questionnaires, student response questionnaires, and creativity tests, and were analyzed using descriptive quantitative techniques, percentages, and N-Gain analysis. The findings showed that the developed media obtained feasibility scores of 92.19% from media experts and 93.75% from content experts, both categorized as Highly Feasible. Student responses were highly positive, with 75.00% of students classified as Strongly Agree and 25.00% as Agree. Students’ creativity reached 89.06%, categorized as Very High, while the mean N-Gain score of 0.73 fell within the High category. Therefore, the gamification-based learning media integrating Edpuzzle and Genially met the criteria of feasibility, practicality, and effectiveness in supporting the improvement of students’ creativity in basic algorithm learning. ABSTRAK Pembelajaran pengenalan algoritma dasar di sekolah dasar memerlukan media yang mampu mendorong keterlibatan aktif dan mengembangkan kreativitas siswa, sementara pemanfaatan media digital interaktif berbasis gamifikasi masih perlu dioptimalkan. Penelitian ini bertujuan mengembangkan media pembelajaran pengenalan algoritma dasar berbasis gamifikasi melalui integrasi Edpuzzle dan Genially untuk meningkatkan kreativitas siswa sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas 16 siswa SDIT Al-Azzam. Data dikumpulkan melalui angket validasi ahli media dan ahli materi, angket respons siswa, serta tes kreativitas, kemudian dianalisis secara deskriptif kuantitatif menggunakan persentase dan N-Gain. Hasil penelitian menunjukkan bahwa media memperoleh persentase kelayakan sebesar 92,19% dari ahli media dan 93,75% dari ahli materi, yang keduanya berada pada kategori Sangat Layak. Respons siswa menunjukkan penerimaan yang sangat positif terhadap penggunaan media, dengan 75,00% siswa berada pada kategori Sangat Setuju dan 25,00% pada kategori Setuju. Kreativitas siswa mencapai persentase 89,06% dengan kategori Sangat Tinggi, sedangkan nilai rata-rata N-Gain sebesar 0,73 berada pada kategori Tinggi. Dengan demikian, media pembelajaran berbasis gamifikasi yang mengintegrasikan Edpuzzle dan Genially memenuhi kriteria layak, praktis, dan efektif untuk mendukung peningkatan kreativitas siswa dalam pembelajaran algoritma dasar.