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PENINGKATAN SKILL MENULIS ABSTRAK BAHASA INGGRIS MELALUI PEMBELAJARAN REVIEW BUKU BAGI SANTRI FLASHROOM Nur Rokhmatulloh; Aminatuz Zuhriah
Jurnal Darussalam: Jurnal Pendidikan, Komunikasi dan Pemikiran Hukum Islam Vol. 12 No. 1 (2020): September 2020
Publisher : IAI Darussalam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30739/darussalam.v12i1.2580

Abstract

Writing requires language structure, graphology, and vocabulary skills. Improving students' writing skills requires a creative approach and continuous practice. One type of writing skill that students need to master is abstract writing. Writing abstracts through book reviews is a fun alternative learning approach for students. This approach is very helpful for the students of Pesantren Ngalah about how to write abstracts easily. This research uses classroom action research method. With this method, it is possible to know in detail the problems in the classroom, and how to solve them. This study aims to provide recommendations to teachers as learning evaluation materials. Thus, it is hoped that the quality of learning will be better. Based on the results of the study that students were able to write abstracts properly and correctly with the percentage level of the high category interval 60%, the medium category 26.67%, and the low category 13.33%.
Use of Learning Media to Increase Student Motivation in Junior High School Suyahman, Suyahman; Pattiruhu, Claudia Monique; Zuhriyah, Aminatuz; Rintaningrum, Ratna; Manyullei, Syamsuar
World Psychology Vol. 3 No. 1 (2024)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/wp.v3i1.605

Abstract

The development of the times greatly affects life, one of which is in the field of education, many innovations related to education, one example is the use of learning media in the teaching and learning process and motivation. Lots of learning innovations that produce technology that makes it easier for an educator to provide learning material so that students get motivation to learn. Learning media is very useful in every lesson at the Junior High School level. This study aims to determine the application of the use of any media that can influence and encourage students' learning motivation at the Junior High School level. This type of research is descriptive qualitative research. Data obtained through observation, interviews and documentation. The results showed that the use of learning media on students' learning motivation greatly supported motivation in learning activities. Students are very motivated when the learning uses projector media and speakers. In addition, the use of learning media at the junior high school level has an important role in the interest and motivation of students to learn, including feelings of pleasure and interest in the material increases. The implication of this research is that educators in delivering learning materials in the classroom must be good at choosing and using the right media, educators must also have creative and innovative ideas so that the learning atmosphere of students is more enthusiastic and motivated. The limitation of this study is that researchers only observed one school, therefore researchers hope that future researchers can observe more schools and better ways.
The Implementation of Halal Network Indonesia (HNI) Business Among Muslim and Non-Muslim Communities Abdillah Mundzir; Aminatuz Zukhriyah; M. Sulhan
MALIA: Jurnal Ekonomi Islam Vol 15 No 2 (2024)
Publisher : Department of Islamic Economics, Faculty of Islamic Religion, Yudharta University Pasuruan, East Java, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35891/ml.v15i2.4308

Abstract

This research aims to describe the assumptions of mountain communities (Tosari and Nongkojajar) in using Halal labeling products (HNI) during the pandemic. The research design employed in this study is quantitative descriptive research with an associative or relational approach. Data collection techniques utilized research instruments, and the data analysis is quantitative/statistical, with the objective of testing the predetermined hypotheses. The researcher determined a sample size of 65 individuals using the Slovin formula, who then became one of the research targets for obtaining several data points. The research findings indicate that both non-Muslim and Muslim communities in Tosari and Nongkojajar generally prefer HNI for their daily needs and health due to the sense of security and high trust placed by the community in the HNI halal label. The implications of this research extend to the development of the local economy, the creation of sustainable business models, and the formulation of policies for the government.
Game Edukasi Bahasa Inggris Berbasis Android Untuk Meningkatkan Kemampuan Kosakata Dengan Algoritma Fisher Yates Shuffle: Android-Based English Education Game to Improve Vocabulary Skills Using the Fisher Yates Shuffle Algorithm Nur Aisyah, Firda; Lukman Hakim; Aminatuz Zuhriyah
EXPLORE IT : Jurnal Keilmuan dan Aplikasi Teknik Informatika Vol 16 No 1 (2024): Jurnal Explore IT Edisi June 2024
Publisher : Program Studi Teknik Informatika, Fakultas Teknik, Universitas Yudharta Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35891/explorit.v16i1.5258

Abstract

Kemampuan berbahasa Inggris yang baik sangat diperlukan sejak dini agar anak-anak dapat bersaing di era globalisasi saat ini. Meskipun demikian, banyak anak mengalami kesulitan dalam belajar bahasa Inggris di sekolah dasar, yang dapat mengurangi minat mereka terhadap pelajaran ini. Penelitian ini bertujuan untuk mengembangkan aplikasi game edukasi berbasis Android sebagai solusi untuk meningkatkan minat dan kemampuan siswa dalam belajar bahasa Inggris. Salah satu tantangan dalam pengembangan game edukasi adalah menjaga agar permainan tetap menarik dan tidak monoton. Algoritma Fisher-Yates Shuffle digunakan untuk mengacak urutan soal dalam game ini, sehingga siswa dapat menghadapi variasi yang baru setiap kali mereka memainkan permainan tersebut. Hasil analisis menunjukkan bahwa penggunaan algoritma Fisher-Yates Shuffle efektif dalam menciptakan pengalaman belajar yang dinamis dan menyenangkan bagi siswa. Hasil uji coba menunjukkan peningkatan signifikan dalam pemahaman dan kemampuan siswa dalam bahasa Inggris setelah menggunakan aplikasi ini. Nilai rata-rata pada pretest sebesar 73 meningkat menjadi 84 pada posttest, menunjukkan peningkatan sebesar 11 poin setelah siswa menggunakan game edukasi ini.
Game Edukasi Bahasa Inggris Algoritma Fisher-Yates Shuffle Unity Dengan Media Musik Bakdia, Saidatul; Huda, Walidini Syaihul; Zuhriyah, Aminatuz
Explore: Jurnal Sistem Informasi dan Telematika (Telekomunikasi, Multimedia dan Informatika) Vol 16, No 2 (2025): Desember
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/jsit.v16i2.4416

Abstract

Pembelajaran bahasa Inggris seringkali dianggap monoton, terutama dalam pengembangan keterampilan listening. Penelitian ini merancang game edukasi berbasis Android yang memanfaatkan lagu berbahasa Inggris sebagai media pembelajaran, dengan menerapkan algoritma Fisher-Yates Shuffle untuk menentukan bagian lirik mana yang akan dikosongkan secara acak dari beberapa pilihan yang tersedia. Pengembangan game menggunakan metode Multimedia Development Life Cycle (MDLC) yang mencakup tahap konsep hingga distribusi. Hasil pengujian menunjukkan peningkatan kemampuan listening siswa yang menunjukkan bahwa pendekatan berbasis musik dengan pengosongan lirik yang bervariasi dapat menciptakan pengalaman belajar yang lebih menarik.