Claim Missing Document
Check
Articles

Found 3 Documents
Search

CAMPUR KODE SEBAGAI SUMBER KONFLIK BAHASA DI BAGIAN KOMENTAR INSTAGRAM Reza Angriyashati Adara; Tin Hartini; Euis Nurhalizah
Interpretasi: Communication & Public Relations Vol 2, No 2 (2022): Interpretasi: Communication & Public Relation
Publisher : Institut Bisnis Muhammadiyah Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (437.773 KB) | DOI: 10.53990/ijpik.v2i2.185

Abstract

Language conflict can happen anywhere, including on social media. Understanding language conflict may help to escalate problems that might arise in the aftermath. The present study aims to analyze language conflicts in social media comments. In order to obtain the results, the present study uses a descriptive qualitative method by analyzing 20 comments from three different posts on Instagram, a social media website. The findings of the present study suggest that language conflicts in Instagram’s comments might be caused by dictions used by the commenters. Their dictions can be interpreted differently by other commenters. In addition, code-mixing can cause language conflicts among commenters. As the commenter used a mix of Indonesian and English language due to their lack of knowledge in expressing their thoughts in the same language, it can cause a language conflict in Instagram’s comment section. The results of the present study suggest that language conflicts might arise due to a lack of knowledge regarding both languages. In order to avoid language conflicts, it seems important for concerned parties such as educational institutions and media to provide suitable promotion of the proper use of language and proper etiquette of social media
PENGENALAN COLLABORA OFFICE UNTUK PELAJAR SMK IT MATHLA’UL ANWAR SEGARAN Ma'ruf Ali Fitri; Tin Hartini; Yudha Asmara
An-Nizam Vol 1 No 3 (2022): An Nizam : Jurnal Bakti Bagi Bangsa
Publisher : Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/an-nizam.v1i3.5310

Abstract

Technology keeps advancing with time. Right now, most modern people use computers. That's including administration work. Office suites are a bundle of computer’s application used for administration work. What's used most in office suites are word processors and spreadsheets. The most used office suites are Microsoft Office. But unfortunately Microsoft Office is a paid application, and there are a lot of people who use this application illegally. LibreOffice is one of the alternatives for Microsoft Office. This application is an open source application. Which means this application has its source code spread on the internet and anyone is allowed not only to use this application but also modify it according to their needs. Collabora Office is one of the applications that use LibreOffice's source code as its basis. One of Collabora Office's superiority over LibreOffice is that this application can run on more operating systems and devices compared to LibreOffice. That’s the reason Collabora Office was introduced in this community service. This activity is done by way of training where there is presentation and demonstration. After this activity has been done, students show an increase in skills of both word processor and spreadsheets application. Where the error in word processor is reduced by 1.85%, and uses of basic function on spreadsheets. I hope, the next community service can introduce open source based applications.
Meningkatkan Motivasi dan Kemampuan Bahasa Siswa SMK melalui Pembelajaran Berbasis Permainan Reza Anggriyashati Adara; Winda Primasari; Siti Khadijah; Miftakhudin; Tin Hartini
JE (Journal of Empowerment) Vol. 7 No. 1 (2026): JUNI
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/je.v7i1.6177

Abstract

Kemampuan berbicara bahasa Inggris memberikan nilai tambah bagi generasi muda, terutama pada dunia perkuliahan dan dunia kerja. Namun, rendahnya motivasi belajar dan keterbatasan kemampuan berbahasa Inggris masih menjadi hambatan utama bagi siswa sekolah menengah kejuruan. Pembelajaran berbasis permainan (game-based learning) dipandang sebagai salah satu pendekatan yang mampu meningkatkan motivasi, keterlibatan, dan minat siswa dalam belajar bahasa Inggris. Kegiatan pengabdian ini bertujuan meningkatkan motivasi dan kemampuan berbicara bahasa Inggris siswa melalui penerapan game-based learning yang dipadukan dengan sesi berbagi pengalaman dari praktisi. Kegiatan dilaksanakan di SMK Karya Guna 2 Bekasi pada 3 Agustus 2024 dengan melibatkan 72 siswa dari beberapa SMK dan SMA di Kota Bekasi sebagai mitra. Metode yang digunakan meliputi permainan bahasa, diskusi, praktik langsung, dan wawancara. Evaluasi dilakukan melalui kuesioner berskala Likert yang terdiri atas lima butir serta wawancara singkat dengan peserta. Hasil evaluasi menunjukkan respons positif peserta berkisar antara 80% hingga 100%, dengan penilaian tertinggi pada kejelasan penyampaian materi dan 80% peserta menyatakan minat untuk terus belajar bahasa Inggris setelah kegiatan. Kegiatan ini berkontribusi dalam meningkatkan motivasi belajar bahasa Inggris siswa sekaligus menjadi model pelatihan yang dapat direplikasi pada sekolah menengah kejuruan lain untuk meningkatkan daya saing lulusan di dunia kerja.