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Pengembangan E-komik Media Pembelajaran Menulis Teks Negosiasi Pratami, Fisnia; Devita Sari, Nindy; Hidayani, Nuri; Supriyadi, Randi
Jurnal Pembahsi (Pembelajaran Bahasa Dan Sastra Indonesia) Vol. 14 No. 1 (2024): Pembahsi (Pembelajaran Bahasa dan Sastra Indonesia)
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/pembahsi.v14i1.14071

Abstract

The purpose of this research is to explain the development process and appeal of E-comics as a learning tool in negotiating text materials for tenth-grade classes. The research method employed is research and development, following the ADDIE model consisting of 5 steps: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. The focus of the study is on the third stage, in accordance with the established objectives. The research instrument uses a Likert scale questionnaire, with analysis conducted using predetermined percentages. The research findings indicate that E-comics as a teaching tool for negotiating text in tenth-grade classes are considered feasible and usable, supported by validation from three experts in the fields of content and instructional media. Trials involving three Indonesian language teachers at SMAN 1 Buay Madang Timur also show the suitability of E-comics. Positive responses from students regarding the appeal of E-comics are also evident, with several indicators showing a significant level of appeal. Therefore, it can be concluded that E-comics are considered attractive. The hope of this developmental research is that it can be implemented in the learning process by researchers in the future.
PENGARUH GANGGUAN BAHASA TERHADAP KEMAMPUAN BICARA PADA ANAK GAGAP USIA 7-10 TAHUN Lutvi Qolbiyatu Zuhro NH; Miftahul Hasan; Vella Julia; Fisnia Pratami
Jurnal Ilmiah Multidisiplin Ilmu Vol. 1 No. 6 (2024): Desember : Jurnal Ilmiah Multidisiplin Ilmu (JIMI)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/tg4czg64

Abstract

The study analyzes developmental stuttering in children aged 7-10 years in elementary school. It uses a descriptive qualitative method through observation, audio recordings, and interviews. The findings show that stuttering is caused by anxiety, fear, and low self-confidence, especially in stressful situations. Support from family, teachers, a positive environment, and relaxed speaking practice effectively improve speech fluency. If stuttering persists, consulting a speech therapist or psycologist is highly recommended.
ANALISIS AFIKSASI PADA CERPEN KOTAK AMAL KARYA FARIZAL SIKUMBANG PADA MEDIA INDONESIA TAHUN 2022 Pratami, Fisnia; Hasanah, Miftahul; Julia, Vella; Qolbiyatu Zuhro NH, Lutvi
Parataksis: Jurnal Bahasa, Sastra, dan Pembelajaran Bahasa Indonesia Vol. 8 No. 1 (2025): Parataksis: Jurnal Bahasa, Sastra, dan Pembelajaran Bahasa Indonesia
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/parataksis.v8i1.17609

Abstract

ABSTRACT This study aims to analyze the process of affixation in the short story ”Kotak Amal” by Farizal Sikumbang using a descriptive approach. The research object includes various forms of affixation, namely prefixes, suffixes, and confixes, which play a role in shaping word meanings within the text. The methods employed involve observation and note-taking techniques, with data analyzed based on the short story’s context. The results show 39 words with affixation, consisting of 22 [refixes, 7 suffixes, and 10 confixes. Affixation in this short story is used to clarify the description of characters, emotions, and the storyline. This study highlights the importance of morphological analysis, particularly affixation, in understanding the linguistic structure in literary works. The findings indicate that affixation not only functions to form words but also strengthens narrative elements in short stories. Keyword: prefixes, suffixes, confixes ABSTRAK Penelitian ini bertujuan untuk menganalisis proses afiksasi dalam cerpen “Kotak Amal” karya Farizal Sikumbang menggunakan pendekatan kualitatif deskriptif. Objek penelitian mencakup berbagai bentuk afiksasi, yaitu prefiks, sufiks, dan konfiks, yang berperan dalam membentuk makna kata dalam teks. Metode yang digunakan meliputi teknik simak dan catat, dengan analisis data berdasarkan konteks cerpen. Hasil penelitian menunjukkan terdapat 39 kata dengan afiksasi yang terdiri atas 22 prefiks, 7 sufiks, dan 10 sufiks. Afiksasi dalam cerpen ini digunakan untuk memperjelas deskripsi karakter, emosi, dan alur cerita. Penelitian ini menekankan pentingnya analisis morfologi, khususnya afiksasi, untuk memahami struktur bahasa dalam karya sastra. Temuan ini menunjukkan bahwa afiksasi tidak hanya berfungsi membentuk kata tetapi juga memperkuat elemen naratif dalam cerita pendek. Kata kunci: prefiks, sufiks, konfiks
PEMANFAATAN KOMIK DIGITAL INTERAKTIF: PENDAMPINGAN GURU MI ROUDHOTUL ULUM AGUNG JATI Pratami, Fisnia; Sari, Nindy Devita; Afifah, Siti; Alawi, Faiz; Fitria, Rima
Journal of Community Empowerment Vol 4, No 1 (2025): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v4i1.31850

Abstract

ABSTRAK                                                                            Pembelajaran di Madrasah Ibtidaiyah (MI) sering mengalami kendala, terutama dalam penggunaan media yang kurang menarik dan belum sesuai dengan karakteristik peserta didik usia sekolah dasar. Mitra dalam kegiatan pengabdian ini adalah para guru di MI Roudhotul Ulum Agung Jati, yang berjumlah 9 orang. Pengabdian ini bertujuan untuk mendampingi mereka dalam mengembangkan dan memanfaatkan komik digital interaktif berbasis aplikasi Pixton sebagai media pembelajaran yang efektif. Metode kegiatan meliputi identifikasi kebutuhan mitra, pelatihan penggunaan aplikasi, pendampingan pembuatan komik secara individu dan kelompok, serta evaluasi terhadap hasil media dan implementasinya dalam pembelajaran. Evaluasi dilakukan melalui observasi, penilaian produk, dan diskusi reflektif bersama para guru. Hasil kegiatan menunjukkan bahwa 90% mitra mampu secara mandiri membuat dan menggunakan komik digital interaktif. Komik yang dihasilkan memuat konten naratif dan dialog kontekstual yang menarik dan mudah dipahami siswa. Selain peningkatan keterampilan digital (hard skill), kegiatan ini juga berdampak positif terhadap pengembangan keterampilan kolaborasi dan kreativitas guru (soft skill). Secara keseluruhan, program pendampingan ini memberikan kontribusi positif dalam inovasi pembelajaran Bahasa Indonesia yang lebih interaktif dan sesuai dengan perkembangan peserta didik di MI. Kata kunci: aplikasi Pixton; komik digital; literasi digital; media pembelajaran  ABSTRACTLearning in Madrasah Ibtidaiyah (MI) often faces challenges, particularly due to the use of less engaging media that do not align with the characteristics of elementary school-aged students. The partners in this community service activity were nine teachers from MI Roudhotul Ulum Agung Jati. This program aimed to assist them in developing and utilizing interactive digital comics using the Pixton application as an effective learning medium. The methods implemented included needs assessment, hands-on training in using the application, individual and group mentoring in comic creation, and evaluation of the media products and their implementation in teaching. Evaluation was conducted through classroom observation, product assessment, and reflective discussions with the teachers. The results showed that 90% of the partner teachers were able to independently create and use interactive digital comics. The developed media featured narrative content and dialogues that were contextually relevant to students' daily lives, making them more engaging and easier to understand. In addition to enhancing digital (hard) skills, the program also fostered teachers' soft skills such as collaboration and creativity. Overall, this mentoring activity contributed positively to the innovation of Indonesian language learning by making it more interactive and aligned with students' developmental needs at the MI level. Keywords: Pixton application; digital comics; digital literacy; learning media
Pelatihan Pembuatan Bahan Ajar Elektronik untuk Guru di Madrasah Aliyah Swasta Nahdlatul Ulama (MAS NU) Yosowinangun Nindy Devita Sari; Fisnia Pratami; Raju Junaidi
Jurnal Indonesia Mengabdi Vol. 7 No. 1 (2025): June Edition
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) STKIP Nurul Huda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30599/egyvm749

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan untuk mengatasi permasalahan yang dihadapi oleh guru-guru di Madrasah Aliyah Swasta Nahdlatul Ulama (MAS NU) Yosowinangun, yaitu rendahnya kemampuan dalam membuat bahan ajar elektronik yang menarik dan interaktif. Sebagian besar guru belum familiar dengan platform desain daring seperti Canva, serta kurang percaya diri dalam menyusun materi ajar berbasis digital. Untuk itu, dilaksanakan pelatihan tatap muka pada tanggal 9–10 November 2023 yang diikuti oleh 20 guru. Pelatihan mencakup sesi teori dan praktik dengan dua indikator keberhasilan: (1) kemampuan peserta dalam menginstal dan membuat akun Canva; dan (2) kemampuan peserta dalam membuat bahan ajar elektronik menggunakan Canva. Hasil evaluasi menunjukkan bahwa 100% peserta berhasil memenuhi indikator pertama, dan 95% peserta berhasil membuat bahan ajar elektronik dengan desain yang layak untuk pembelajaran. Selain itu, 85% peserta menunjukkan peningkatan kreativitas dan semangat dalam menyusun bahan ajar digital.
LITERASI CILIK: PENDAMPINGAN BACA TULIS ANAK DESA MARGODADI Pratami, Fisnia; Sari, Nindy Devita; Ramadani, Intan; Khadiq, Ahmad Lutfil; Wardhana, Rega Kusuma
Journal of Community Empowerment Vol 4, No 2 (2025): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v4i2.34338

Abstract

ABSTRAK                                                                                     Literasi dasar, khususnya membaca dan menulis, merupakan fondasi penting bagi perkembangan akademik dan sosial anak. Namun, anak-anak di Desa Margodadi masih menghadapi kendala, seperti rendahnya penguasaan huruf, kesulitan membaca kalimat sederhana, serta keterbatasan dalam menulis dengan ejaan yang benar. Program Pengabdian kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan keterampilan literasi dasar anak melalui strategi pembelajaran kreatif dan menyenangkan. Kegiatan dilaksanakan dalam empat tahapan. Pertama, persiapan, yang meliputi koordinasi dengan pihak desa dan orang tua siswa, identifikasi kebutuhan, serta penyusunan perangkat pembelajaran. Kedua, implementasi, dilakukan selama dua belas kali pertemuan dengan pendekatan belajar sambil bermain melalui media kartu huruf, permainan kata, dan komik edukatif. Ketiga, monitoring dan evaluasi, dilakukan secara berkala untuk menilai perkembangan keterampilan membaca dan menulis siswa melalui observasi, tes sederhana, serta analisis hasil belajar. Keempat, pelaporan, yaitu penyusunan hasil kegiatan dan rekomendasi tindak lanjut. Peserta program terdiri atas sebelas siswa (1 siswa TK, 7 siswa kelas II, dan 3 siswa kelas III). Hasil kegiatan menunjukkan peningkatan signifikan: anak TK yang semula belum mengenal huruf mampu mengenali hampir seluruh alfabet dan mulai mengeja; sebagian besar siswa kelas II sudah lancar membaca kalimat sederhana dan mulai menulis dengan ejaan benar; sementara siswa kelas III semakin terampil menulis kalimat dengan struktur yang lebih baik. Nilai membaca berada pada rentang 76–95 dengan rata-rata 85,1, sedangkan nilai menulis pada rentang 72–90 dengan rata-rata 82,5. Sebanyak 82% siswa berada pada kategori baik hingga sangat baik. Dengan demikian, program PKM literasi ini terbukti efektif dalam meningkatkan keterampilan membaca dan menulis dasar anak sekaligus menumbuhkan motivasi serta rasa percaya diri. Kata kunci: Literasi Anak; Membaca; Menulis; Pendampingan ABSTRACTBasic literacy, particularly reading and writing, is a crucial foundation for children’s academic and social development. However, children in Margodadi Village still face several challenges, such as limited mastery of letters, difficulties in reading simple sentences, and constraints in writing with correct spelling. This Community Service Program (PKM) aims to improve children’s basic literacy skills through creative and enjoyable learning strategies. The activities were carried out in four stages. First, preparation, which included coordination with the village authorities and parents, needs identification, and the development of learning tools. Second, implementation, conducted over twelve meetings using a learning-by-playing approach through letter cards, word games, and educational comics. Third, monitoring and evaluation, conducted regularly to assess students’ reading and writing progress through observation, simple tests, and analysis of learning outcomes. Fourth, reporting, which involved compiling the results of the program and providing recommendations for follow-up actions. The program participants consisted of eleven students (1 kindergarten student, 7 second graders, and 3 third graders). The results showed significant improvement: the kindergarten student who previously did not recognize letters was able to identify almost the entire alphabet and began spelling; most second graders became fluent in reading simple sentences and started writing with correct spelling; while third graders showed greater ability in writing sentences with better structure. Reading scores ranged from 76 to 95 with an average of 85.1, while writing scores ranged from 72 to 90 with an average of 82.5. A total of 82% of students fell into the good to very good categories. Thus, this PKM literacy program proved effective in improving children’s basic reading and writing skills while also fostering motivation and self-confidence. Keywords: Children's Literacy; Reading; Writing; Assistance
Digital Literacy: Utilization of Social Media as a Media for Course Assignments for Indonesian Language and Literature Education Students Suryani, Suryani; Fitriyah, Lailatul; Mardiansya, Dedi; Pratami, Fisnia
Procedia of Social Sciences and Humanities Vol. 6 (2024): International Conference Psychology and Education Transformation For Bright Future
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pssh.v6i.579

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This research aims to describe various forms of social media content that can be utilized as assignments in the teaching of Indonesian language and literature. The method used is qualitative descriptive with data analysis techniques employing literature review. The main focus of this study is to provide a concrete overview of assignments that can generate a product from students. The results categorize assignment types based on stages in UKBI (Indonesian Language Ability Test) and identify 10 types of content that can be adapted into Indonesian language and literature materials. The conclusion drawn from this research is that social media can serve as an excellent assignment medium with various contexts that can be creatively, innovatively, interactively, and productively developed.
PELATIHAN PEMBUATAN KOMIK DIGITAL MENGGUNAKAN PIXTON APP DI SMK AL-ITTIHAD OKU TIMUR Pratami, Fisnia; Devita Sari, Nindy; Anam, Syaiful; Akhodiyah, Sulistina; Rosulana, Ahmad
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 5 (2024): Vol. 5 No. 5 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i5.33731

Abstract

Pelatihan pembuatan komik digital menggunakan aplikasi Pixton di SMK Al-Ittihad bertujuan untuk meningkatkan keterampilan digital dan kreativitas siswa dalam menyampaikan ide dan cerita melalui media visual. Di era teknologi yang terus berkembang, pemanfaatan aplikasi digital dalam pendidikan menjadi semakin penting. Pixton, sebuah aplikasi pembuat komik digital, menawarkan fitur-fitur yang mudah digunakan dan interaktif, sehingga cocok untuk diaplikasikan dalam lingkungan pendidikan. Pelatihan ini dirancang untuk memberikan pemahaman dasar tentang komik digital, pengenalan aplikasi Pixton, serta teknik-teknik dasar dalam mendesain komik. Metode Pelatihan meliputi presentasi materi, diskusi interaktif, dan praktik langsung menggunakan Pixton. Peserta pelatihan terdiri dari siswa kelas X dan XI SMK. Siswa diberikan kesempatan untuk merancang dan membuat komik digital mereka sendiri. Hasil dari pelatihan siswa bisa menggunakan teknologi untuk tujuan kreatif, mengembangkan keterampilan dalam bercerita secara visual, dan memperkaya metode pembelajaran di SMK Al-Ittihad. Dengan keterampilan baru ini siswa mampu menghasilkan e-komik. Melalui pendampingan ini siswa mampu menghadapi tantangan di era digital dan memiliki alat tambahan untuk mengekspresikan ide-ide mereka secara kreatif.
Development of Interactive Digital Comics Based on Gamification to Improve Komering Cultural Literacy in Junior High Schools of OKU Timur Devita Sari, Nindy; Fisnia Pratami; Widya Dhara; Vella Julia
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.8107

Abstract

This study aims to develop an interactive digital comic based on gamification to enhance Komering cultural literacy among junior high school students in Ogan Komering Ulu Timur Regency. The research employed a Research and Development (R&D) method using the ADDIE model, encompassing the stages of analysis, design, development, implementation, and evaluation, involving 35 students as trial participants. The digital comic product was presented in an interactive video format equipped with gamified quizzes. The results indicated a significant improvement in cultural literacy, with an average pre-test score of 2.21 and a post-test score of 3.23. Paired-sample t-test results showed t = 12.4; df = 34; p < 0.001, with a Cohen’s d effect size of 2.09 (very large). These findings suggest that the gamification-based interactive digital comic is valid, practical, and effective as a learning medium for Komering local culture content. This study has implications for cultural preservation through interactive media utilization and provides a development model that can be replicated in other regional cultural contexts.