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A Literature Review On The Use Of Songs In Teaching English To Young Learners: Benefits And Difficulties Febrina, Widya
Jurnal Ilmu Pendidikan Nasional (JIPNAS) Vol. 1 No. 2 (2023): JIPNAS - Agustus
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jipnas.v1i2.143

Abstract

This paper contains a comprehensive literature review on the use of songs in teaching English to young learners. This paper reviews the concept of teaching English to young learners, and then discusses the benefits and difficulties in using songs and how songs should be implemented in English as a Foreign Language (EFL) classroom. A number of previous studies from 2008 to 2015 investigating the use of songs in teaching English have been analysed. Most of the studies used in this research are empirical studies. It is found that the benefits of songs to teach English can be classified into four categories: (1) affective; (2) cognitive; (3) linguistic; and (4) culture. This review presents a better understanding on the benefits and difficulties of using songs to teach English to young learners. It can be argued that teaching English songs to young learners is prominent. At the end, the author outlines several recommendations regarding on how to overcome the difficulties in teaching songs so the use of songs in teaching can be maximised.
Memomath: Educational Game Application for Elementary School Children in Special Inclusion Classes for Students with Slow Learner Diagnosis Trinovita Zuhara Jingga; Rina Novita; Ega Evinda Putri; Widya Febrina; Perdana Putera
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 7 No. 2 (2024): Jurnal Teknologi dan Open Source, December 2024
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v7i2.3999

Abstract

Memomath is a game-based educational application designed to support the learning of children diagnosed as slow learners in elementary school inclusion classes. This application integrates mnemonic-based math, reading, and memory exercises to improve students' academic skills and learning motivation. This research was conducted at SDIT Madani Islam Terpadu Kota Payakumbuh, an inclusive school that provides special programs for students with slow learning needs. The waterfall method was applied in the development of this application, involving the stages of needs analysis, design, implementation, testing, and maintenance. The test results showed that this application was effective in increasing engagement and understanding of concepts in students, especially at the age of 7-12 years. The data also revealed the relationship between age and duration of application use, providing important insights for design optimization. This study shows that a targeted gamification approach can make a significant contribution to the education of children with special needs, especially in helping them overcome learning challenges.
Empowering Youth of Nagari Koto Tuo Through Population Information Systems and Digital Marketing for Household Products Syukriadi; Amrizal; Hendra; Rabby Nazli; Ega Evinda Putri; Widya Febrina
Unram Journal of Community Service Vol. 6 No. 2 (2025): June
Publisher : Pascasarjana Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/ujcs.v6i2.1033

Abstract

This community service activity aims to increase the digital literacy and entrepreneurial capacity of youths in Nagari Koto Tuo, Harau District, by introducing a Population Information System and training on Digital Marketing for household products. Through a series of workshops held at the computer laboratory of Politeknik Pertanian Negeri Payakumbuh, participants were taught basic data management, website creation, and strategies for marketing local products through digital platforms. This program provides solutions to the lack of a structured population data system and the limited market reach of household businesses. The outcomes include the development of a prototype village population database system and enhanced participant capability in online marketing.
Perancangan Aplikasi Mobile untuk Otomatisasi Pemberian Pakan Ikan Berbasis Metode Agile Fadia, Zulasni; Rabby, Nazli; Febrina, Widya
Technologica Vol. 4 No. 2 (2025): Technologica
Publisher : Green Engineering Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55043/technologica.v4i2.267

Abstract

Alat Pemberi Makan Ikan Otomatis merupakan salah satu inovasi pada dunia budidaya ikan, dimana berfungsi sebagai pemberi pakan ikan berdasarkan waktu yang diinginkan oleh sang pemilik. Dalam hal ini, pemilik akuarium menghadapi masalah dalam pemberian pakan ikan secara rutin dan tepat waktu serta kualitas air yang masih melakukan pengecekan secara manual. Proses pemberian pakan yang masih kurang optimal karena belum adanya sistem otomatis yang dapat memastikan ikan mendapat pakan secara teratur. Tujuan penelitian ini adalah merancang sebuah alat pemberi pakan ikan otomatis yang dapat diatur melalui aplikasi mobile. Metode perancangan aplikasi yang digunakan pada penelitian ini adalah metode agile terdiri dari tahapan analisis sistem, perancangan, development aplikasi, testing, deploy aplikasi, revisi dan evaluasi, serta maintenance sistem. Perancangan aplikasi mobile menggunakan Kodular serta penyimpanan data dengan menggunakan Firebase database. Penelitian ini menghasilkan sebuah aplikasi pemberi pakan ikan otomatis yang intuitif dan mudah digunakan, yang sesuai dengan kebutuhan pengguna, dengan pendekatan Metode Agile. aplikasi ini diharapkan dapat membantu pemeliharaan ikan hias menjadi lebih efektif dan efisien.
Pengembangan Sistem Informasi Pengaduan Untuk Meningkatkan Pelayanan Bagi Pengunjung Kampung Eropa Harau Fadillah, Muhiyaul; Aulia, Romy; Febrina, Widya
J-Com (Journal of Computer) Vol. 5 No. 2 (2025): JULI 2025
Publisher : STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v5i2.4009

Abstract

Abstract; This research aims to create and develop a web application as a place of information and complaints for visitors to the Harau European Village tour, which is located in the Harau Valley, Lima Puluh Kota Regency, West Sumatra. This application was created to make tourists feel safe and comfortable. Its main features include problem reporting and an interactive map connected with Google Maps. This helps users search for nearby services and navigate easily. The system was created using the Agile method which includes planning, design, testing, and implementation stages. This research also includes user needs analysis and system testing with the black box method to ensure all functions work properly. The results showed that this application can work well according to user needs. This application makes it easier to access information, send reports online, and monitor reports directly. This application helps improve digital services at tourist attractions and makes the tourist experience safer and more efficient. Keywords; web application; tourist report; information service; security; convenience; kampung eropa harau Abstrak: Penelitian ini bertujuan untuk membuat dan mengembangkan aplikasi web sebagai tempat informasi dan pengaduan bagi pengunjung wisata Kampung Eropa Harau, yang berada di Lembah Harau, Kabupaten Lima Puluh Kota, Sumatera Barat. Aplikasi ini dibuat untuk membuat wisatawan merasa aman dan nyaman. Fitur utamanya termasuk pelaporan masalah dan peta interaktif yang terhubung dengan Google Maps. Ini membantu pengguna mencari layanan terdekat dan menavigasi dengan mudah. Sistem dibuat menggunakan metode Agile yang meliputi tahap perencanaan, desain, pengujian, dan pelaksanaan. Penelitian ini juga termasuk analisis kebutuhan pengguna dan pengujian sistem dengan metode black box untuk memastikan semua fungsi bekerja dengan baik. Hasil penelitian menunjukkan bahwa aplikasi ini bisa bekerja dengan baik sesuai kebutuhan pengguna. Hasil dari penelitian ini menunjukkan bahwa aplikasi ini mempermudah akses informasi, pengiriman laporan secara online, dan pemantauan laporan secara langsung. Aplikasi ini membantu meningkatkan layanan digital di tempat wisata dan membuat pengalaman wisatawan lebih aman dan efisien. Kata kunci; aplikasi web; laporan wisatawan; layanan informasi; keamanan; kenyamanan; kampung eropa harau
Training on the Use of GNS3 in Computer Networks Learning for Vocational High School Teachers Amrizal; Khomarudin, Agus Nur; Jamaluddin; Jingga, Trinovita Zuhara; Hendra; Nurtam, M Riza; Laksmana, Indra; Syukriadi; Aulia, Romy; Novita, Rina; Nazli, Rabby; Putri, Ega Evinda; Febrina, Widya
Indonesian Journal of Community Services Cel Vol. 1 No. 3 (2022): Indonesian Journal of Community Services Cel
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1176.04 KB) | DOI: 10.70110/ijcsc.v1i3.20

Abstract

The development of Science and Technology (IPTEK), especially information technology, has had a positive impact on all aspects of human life, including education aspect. The teaching and learning process is the core of the whole educational process. The quality of teaching and learning is determined by the teacher and the students themselves as subjects or actors in the process. Therefore, a teacher is required to always improve skills through learning activities/seminars/training related to their competence field. This Community Service Program (CSP) used mentoring methods in its implementation, while the approaches used were classical and individual approach. This CSP activity has succeeded in providing debriefing and training for teachers to install computer networks using the GNS3 software. The training participants in this CSP were teachers of SMKN 1 Suliki, Lima Puluh Kota Regency and SMKN 1 Ampek Angkek, Agam Regency, West Sumatra. To find out the effectiveness of this CSP activity, a questionnaire was used as an assessment instrument. Based on the tabulation results, it was found that this CSP activity obtained an average value of 82.71% in the good category. Even though this activity has obtained good results from CSP participants, consistent efforts are needed to increase the effectiveness of CSP implementation for the next period. Efforts to increase the effectiveness of CSP implementation are also based on several suggestions and input submitted by CSP participants through an effectiveness questionnaire. The suggestions and input submitted by several participants became evaluation material for the CSP implementation team of the Computer Engineering Study Program, Payakumbuh State Agricultural Polytechnic in the future.