Ahmad Jami'ul Amil
Universitas Trunojoyo Madura

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Legenda Tokoh Jokotole sebagai Representsi Pendidikan Karakter dalam Pengembangan Media Aplikasi Android pada Pembelajaran Bahasa Indonesia Aspek Kemampuan Membaca Kelas VII Di SMP Negeri se-Kabupaten Bangkalan Ahmad Jami'ul Amil; Arief Setyawan; Prita Dellia
Proceedings of The ICECRS Vol 2 No 1 (2019): Literacy based Character and Professionalism Enhancement for Educators in Facing
Publisher : International Consortium of Education and Culture Research Studies

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (76.782 KB) | DOI: 10.21070/picecrs.v2i1.2385

Abstract

These studies are research on the development of research and development (R & D) using the Borg and Gall model. However, this development research takes several stages, namely, problem identification, information gathering, product design, and product testing. The results of the study found that Jokotole figures were legendary figures in the Madura region from Bangkalan, Sampang, Pamekasan, and Sumenep. The legend of Jokotole is found in every legend in the villages of Madura, there are 38 stories that tell the character of Jokotole both in his journey (stop) so as to create his own legend or narrate the battle against his enemies, while in the Bangkalan region there are 12 legends which tell Jokotole namely in the area of talk, keleyen, tip plate, and so forth. In this development research, the Jokotole story was made the main character in its emergence as a learning media based on andorid, because the tendency of the majority of Madurese people to accept Jokotole figures as positive figures starting from Jokotole's birth, journey, chivalry, spirituality, and death. Furthermore, in the development research this took the legend of the villages that gave rise to the character of Jokotole. Andorid media based on learning media applications ranging from stories, places (the area adopted from google map maps, questions, and reading ability tests using the ability formula to read elementary school children, namely junior high school. Jokotole figures in the andorid learning media application created using multimedia unity and design Corel Draw with Story Board Jokotole character journey when visiting the western Madura area until the trip in Bangkalan area, namely in the village of Telang, Socah, Ujung Plate, Bancaran, and Jambu Village.
Pengaruh Media Virtual Reality Berbantuan Google Cardboard Terhadap Kemampuan Menulis Puisi Siswa Kelas X SMA Assa’adah Bungah Gresik Tahun Ajaran 2019/2020 Fina Nabilah Layalia; Abdul Rosyid; Ahmad Jami'ul Amil
Deiksis : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol 7 No 2 (2020): DEIKSIS: JURNAL PENDIDIKAN BAHASA DAN SASTRA INDONESIA
Publisher : Universitas Swadaya Gunung Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/deiksis.v7i2.4519

Abstract

Abstrak. Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam menuangkan ide menjadi sebuah karya tulis puisi serta kurangnya pemanfaatan media dalam pembelajaran. Rumusan masalah pada penelitian ini yakni bagaimanakah pengaruh media virtual reality berbantuan google cardboard terhadap keterampilan menulis puisi siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020. Jenis penelitian kuantitatif dengan perencanaan penelitian Quasi Eksperimental Design. Populasi penelitian ini adalah siswa kelas X SMA Assa’adah Bungah Gresik tahun ajaran 2019/2020, dengan sampel sebanyak 2 kelas. Teknik pengumpulan data menggunakan teknik observasi keterlaksanaan pembelajaran, tes, angket, dan dokumentasi. Analisis data tes keterampilan menulis puisi menggunakan uji normalitas, uji homogenitas, dan uji hipotesis (uji signifikansi). Hasil penelitian (1) Kemampuan menulis puisi kelas eksperimen saat pelaksanaan posttest lebih baik dari pada pelaksanaan pretest. (2) Terdapat pengaruh yang signifikan terhadap penggunaan media virtual reality berbantuan google cardboard terhadap kemampuan menulis puisi siswa. (3) Respons siswa terhadap media virtual reality berbantuan google cardboard sangat positif dengan memperoleh rata-rata 92,89%. (4) Keterlaksanaan pembelajaran dengan media virtual reality berbantuan google cardboard memperoleh persentase 93% dengan kategori “sangat baik”.Kata kunci : google cardboard, keterampilan menulis puisi, media virtual reality.