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Pengembangan E-Learning Berbasis WEB Untuk Pembelajaran Bahasa Inggris Marifatulloh, Sayid; Fajarina, Maskhurin
SUKMA: Jurnal Pendidikan Vol. 6 No. 1 (2022)
Publisher : Yayasan Sukma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32533/06102.2022

Abstract

In this modern era, the use of ICT-based technology in education is increasingly widespread. Likewise, online learning facilities are widely available, ranging from free to payable. The government and educational institutions also try to provide these facilities for the advancement of education, but the facilities provided have not been able to cover the complexity of the scientific clumps being taught so that in some cases appropriate innovations and platforms of online learning facilities are needed. In learning English, for example, facilities or platforms are needed to accommodate the needs to improve four English skills, namely speaking, reading, writing, and listening. Therefore, this study aims to develop an online laboratory platform that facilitates the teaching of 4 English skills.This research uses the R&D method with several stages commonly referred to as the R&D cycle including: 1) Assessing products that are similar to the product to be developed, 2) developing products based on previous findings, 3) Testing products in real conditions, and 4) revising the shortcomings of the product. This cycle is repeated until the product meets the desired standard. Starting with designing the initial design of the e-learning platform, it is adjusted to the approach to the English learning process based on the skills to be developed. The product of this research is in the form of software for language laboratories that can be accessed both online via internet or in the local network (intranet) without internet access.Di era modern ini, penggunaan teknologi berbasis TIK dalam pendidikan semakin marak. Begitu juga dengan fasilitas belajar online yang banyak tersedia, mulai dari yang gratis hingga yang berbayar. Pemerintah dan lembaga pendidikan juga berupaya menyediakan fasilitas tersebut untuk kemajuan pendidikan, namun fasilitas yang diberikan belum mampu menutupi kompleksitas rumpun keilmuan yang diajarkan sehingga dalam beberapa hal diperlukan inovasi dan platform yang tepat untuk fasilitas pembelajaran online. . Dalam pembelajaran bahasa Inggris misalnya, diperlukan sarana atau platform untuk mengakomodir kebutuhan peningkatan empat keterampilan berbahasa Inggris, yaitu berbicara, membaca, menulis, dan mendengarkan. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan platform laboratorium online yang memfasilitasi pengajaran 4 keterampilan bahasa Inggris. Penelitian ini menggunakan metode R&D dengan beberapa tahapan yang biasa disebut dengan siklus R&D diantaranya: 1) Menilai produk yang mirip dengan produk yang akan dibuat. dikembangkan, 2) mengembangkan produk berdasarkan temuan sebelumnya, 3) Menguji produk dalam kondisi nyata, dan 4) merevisi kekurangan produk. Siklus ini diulang sampai produk memenuhi standar yang diinginkan. Dimulai dengan merancang desain awal platform e-learning, disesuaikan dengan pendekatan proses pembelajaran bahasa Inggris berdasarkan keterampilan yang akan dikembangkan. Produk dari penelitian ini berupa perangkat lunak untuk laboratorium bahasa yang dapat diakses baik secara online melalui internet maupun dalam jaringan lokal (intranet) tanpa akses internet. 
PELATIHAN GAME BERBASIS POWERPOINT UNTUK PENINGKATAN KOMPETENSI MENGAJAR GURU Ma’rifatulloh, Sayid; Zuhriyah, Mukminatus; Fajarina, Maskhurin; Kamilah Agustina, Ria
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 6 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i6.1977-1984

Abstract

Guru yang professional adalah guru yang mampu meningkatkan kompetensinya, salah satu cara yaitu dengan meningkatkan kreatifitas dalam membuat media ajar yang interaktif untuk menunjang keberhasilan proses belajar mengajar. Dengan media ajar yang menarik, diharapkan dapat meningkatkan motivasi belajar siswa sehingga dapat memperoleh hasil pembelajaran yang lebih baik. Akan tetapi, tidak semua guru familiar dengan media ajar berbasis ICT. Guru di SDN 2DJ (Nama sekolah disamarkan untuk alasan konfidensial) misalnya, masih banyak yang belum bisa membuat media ajar berbasis ICT. Salah satu penyebabnya dikarenakan kurangnya pelatihan atau workshop yang diikuti oleh para guru. Maka dari itu tujuan dari program Pengabdian Kepada Masyarakat (PKM) ini yaitu untuk memberikan pelatihan atau workshop serta pendampingan membuat media ajar interaktif berbasis powerpoint kepada guru di SDN 2DJ Jombang. Sedangkan, luaran dari program ini adalah guru bisa membuat media ajar interaktif berbasis powerpoint dan menerapkannya dalam pembelajaran di kelas sehingga siswa mendapat hasil belajar yang maksimal.
Sosialisasi Dan Instalasi Penggunaan Aplikasi Alarm Clock Berbasis Dekstop Sebagai Bel Sekolah Otomatis Bahtiar, Yuyun; Agustina, Ulfa Wulan; Fajarina, Maskhurin; Nisak Nur, Luluk Choirun
Jurnal Pengabdian Masyarakat IPTEK Vol. 4 No. 1 (2024): Edisi Januari 2024
Publisher : STMIK Triguna Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53513/abdi.v4i1.9465

Abstract

Penelitian ini bertujuan untuk menginvestigasi efektivitas dan manfaat sosialisasi serta instalasi aplikasi alarm clock berbasis desktop sebagai solusi untuk bel sekolah otomatis di lingkungan pendidikan. Aplikasi alarm clock ini dirancang untuk meningkatkan ketepatan waktu dalam menjalankan aktivitas belajar dan mengajar di sekolah. Metode penelitian yang digunakan dengan cara wawancara dan tanya jawab dengan kepala sekolah dan dewan guru. Penelitian ini mencakup tahap sosialisasi aplikasi kepada guru dan siswa, serta instalasi serta penggunaan aplikasi dalam pengaturan waktu bel sekolah. Hasil penelitian menunjukkan bahwa sosialisasi aplikasi alarm clock berbasis desktop secara signifikan meningkatkan pemahaman dan penerimaan guru dan siswa terhadap teknologi ini. Selanjutnya, instalasi dan penggunaan aplikasi alarm clock telah memperbaiki ketepatan waktu dalam memulai aktivitas sekolah, mengurangi keterlambatan, dan meningkatkan efisiensi pengaturan bel sekolah otomatis. Aplikasi ini juga memberikan fleksibilitas dalam mengatur jadwal bel sekolah sesuai dengan kebutuhan individu atau sekolah. Penelitian ini memberikan wawasan yang berharga tentang manfaat aplikasi alarm clock berbasis desktop sebagai solusi untuk bel sekolah otomatis. Hasilnya menunjukkan potensi aplikasi ini dalam membantu meningkatkan efisiensi dan disiplin waktu di lingkungan pendidikan. Dengan pemahaman dan penerimaan yang lebih baik terhadap teknologi ini melalui sosialisasi, sekolah dapat memanfaatkan aplikasi ini sebagai alat yang efektif dalam mendukung operasional sekolah yang lebih efisien.
THE EFFECTIVENESS OF USING SCRABBLE GAME IN MASTERING ENGLISH VOCABULARY Fitriya Fitriya; Maskhurin Fajarina
Journal of Student Research Vol. 1 No. 1 (2023): Januari: Journal of Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jsr.v1i1.932

Abstract

This research aims to determine the effectiveness of using scrabble game in students’ vocabulary mastery in seventh grade of junior high school. The study was carried out at SMPN 1 Gudo Jombang. Pre-experimental research techniques and a quantitative research design were used in this study. A one-group pretest-posttest design was adopted by the researcher. Thirty students from class VII-H of SMPN 1 Gudo made up the sample for this study. Tests were utilized by the researcher to gather data. The findings of this study suggest that playing scrabble can help students learn more vocabulary. The significant value obtained from the data analysis utilizing the paired sample t-test and normality test in SPSS version 25 statistics supports this. From normality test a significance result of 0.106 > 0.05, indicating that the data are normal. The paired sample t-test additionally displays a significance value of 0.000 0.05, indicating that the alternative hypothesis (Ha) is accepted and the null hypothesis (H0) is rejected. Given that the scrabble game has a considerable impact on students' vocabulary knowledge, it is advised that it be used to help students learn vocabulary.
THE IMPORTANCE OF LANGUAGE LEARNING FOR EARLY CHILDREN IN KASREMAN VILLAGE, KANDANGAN, KEDIRI Agustina, Ria Kamilah; Nurul Laili, Elisa; Daristin, Pipit Ertika; Indrawan, Fani; Fajarina, Maskhurin; Zuhriyah, Mukminatus
ABIDUMASY 2024: ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.7575

Abstract

Language is the ability to communicate with others, encompassing various forms such as verbal, written, gestures, numbers, drawings, and facial expressions. It allows people to express thoughts, feelings, and ideas using symbols. Effective communication requires language skills, which are essential for humans to connect with one another. Language is a key factor that distinguishes humans from animals, enabling individuals to understand themselves, others, and their surroundings. Through language, people can share their thoughts, preferences, and ideas. In Kasreman village, Kanangan subdistrict, Kediri district, many children cannot communicate well, which is due to a lack of interaction between parents and children. Based on this, it inspired the PKM team consisting of UNHASY lecturers and students to carry out PKM with the title "Outreach for Parents About the Importance of Language Learning for Early Childhood in Kasreman Village, Kandangan, Kediri." This activity aims to equip parents so they can apply it in everyday life.
PELATIHAN MEDIA ENGLISH LANGUAGE CAFE GURU BAHASA INGGRIS MGMP MAN JOMBANG Daristin, Pipit Ertika; Agustina, Ria Kamilah; Zuhriyah, Mukminatus; Fajarina, Maskhurin; Ma'rifatulloh, Sayid; Nurul Laili, Elisa
ABIDUMASY 2024: ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.7608

Abstract

In an effort to implement the Independent Curriculum, English teachers face a major challenge in creating creative and innovative teaching materials. The Independent Curriculum gives teachers the freedom to determine teaching methods and teaching materials that suit students' needs, but this also requires high creativity from teachers (Kemendikbud, 2021). Many teachers are still trapped in conventional teaching patterns and find it difficult to develop interesting and interactive materials (Putri, 2023). In this training, a program was implemented in the form of training to increase knowledge and insight related to physical visual teaching materials. Therefore, the approach methods used are presentations, lectures, practice, questions and answers, discussions, simulations, and pair or group work. The results of this training are that English teachers at the MGMP MAN Kab Jombang level are able to create innovative and contemporary media teaching materials to increase students' learning motivation in class. Keywords: Independent Curriculum, Teaching Media, English Language Cafe
EMPOWERING EDUCATORS WITH 'SCRATCH': A REFLECTION ON DIGITAL LITERACY TRAINING FOR PRIMARY SCHOOL TEACHERS Marifatulloh, Sayid; Fajarina, Maskhurin; Zuhriyah, Mukminatus; Agustina, Ria Kamilah; Hardinanto, Eko; Nuruddin, Muhammad
ABIDUMASY 2024: ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.8343

Abstract

This article discusses the improvement of digital literacy among elementary school teachers in Indonesia and Malaysia through a Scratch programming workshop. The training program aimed to enhance teachers' abilities to create interactive learning media while addressing challenges in integrating technology into the classroom. Qualitative data were collected through in-depth interviews with three participants, highlighting their experiences, challenges, and the impacts of the training. The findings reveal that the training significantly improved teachers' digital literacy and confidence in using Scratch. However, some challenges, such as understanding coding logic, were noted. This training also positively impacted student engagement through interactive and creative learning tools. The study emphasizes the need for ongoing support, broader training coverage, and collaboration to sustain the benefits of such programs in transforming education
PKM MENEJEMEN MARKETING UMKM Fajarina, Maskhurin; Nurul Laili, Elisa; Indrawan, Fani; Ertika Daristin, Pipit; Bahroodin, Ariga; Ansori, Sholihul; Anah, Lik; Amer, Afizan
ABIDUMASY 2024: ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.8418

Abstract

Marketing is very important for entrepreneurs to attract consumers so as to increase sales results. Knowledge about branding and marketing is not easy, it is not enough just once or twice, but it needs to be done continuously. Apart from that, marketing is not just about offering to potential consumers, but requires management to maximize marketing results. Therefore, training and assistance to the public regarding marketing management, especially for novice entrepreneurs, is very important. This community service regarding "marketing" is carried out to provide knowledge and assistance regarding "marketing management" to micro economics at Unhasy Jombang Indonesia and UiTM Malaysia and the surrounding communities. The PKM participants consist of micro businesses in Unhasy and its surroundings and UiTM and its surroundings. Using Seminar and Mentoring methods. The result of this PKM is that partners receive continues assistance in carrying out marketing management to improve marketing quality and increase sales results.
The Implementation of Muhadhoroh Activities to Improve Public Speaking for Junior High School agung saputra, nopran riyan; Fajarina, Maskhurin; Af’idah, Syifa’aul’
Bilingua Vol. 2 No. 1 (2024): Bilingua: Journal of English and Arabic Studies
Publisher : Lembaga Pengembangan Bahasa Universitas Hasyim Asy'ari Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/bilingua.v2i1.7852

Abstract

This study aims to analyze the implementation of the muhadhoroh program in improving students' public speaking skills at Junior High School Ngesong Jombang. The muhadhoroh program involves students giving short talks to their peers regularly. Its goal is to help students develop communication skills, reduce fear or nervousness when speaking, and build confidence. This research used a qualitative case study approach, with data collected through interviews, observations, and documentation. Results show that the muhadhoroh program successfully creates a supportive learning environment that helps students gradually improve their communication skills. Additionally, support from teachers as facilitators plays an important role in the program's success, providing guidance and regular evaluations to help students prepare content and deliver messages effectively. The program also helps develop students' character through topics like moral values, leadership, and social responsibility. This allows students not only to become confident speakers but also to build integrity. The program positively impacts both speakers and the audience, who also benefit by learning from the talks. Overall, muhadhoroh serves as an effective and relevant public speaking model that other schools could use to help students grow into confident individuals with strong communication skills, ready to contribute in social and professional settings.
ENCOURAGING READING INTEREST USING PICTURE STORY BOOKS TO YOUNG LEARNERS Pipit Ertika Daristin; Maskhurin Fajarina
Jurnal Bastra (Bahasa dan Sastra) Vol. 7 No. 2 (2022): JURNAL BASTRA EDISI APRIL-JUNI 2022
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia, FKIP, Universitas Halu Oleo Kampus Bumi Tridharma Andounohu Kendari, Provinsi Sulawesi Tenggara – Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (145.46 KB) | DOI: 10.36709/bastra.v7i2.122

Abstract

Reading is one of the fundamental skills needed to improve language skills and global knowledge. The key to increasing students' reading interest is to get them used to read from an early age. The purpose of this study was to describe the use of picture story books to increase students' reading interest in literacy activities and to find out teacher and student responses to it. This research is a qualitative descriptive study that includes teachers and 32 first-grade students in an elementary school in Trenggalek as research subjects. Based on the study's results, the use of picture story books in literacy activities was carried out in six steps with a different story at each meeting. Furthermore, teachers and students gave positive responses about it. Teachers agree that learning with picture story books can increase students' reading interest because pictures can help them understand the meaning of unknown words. Also, the use of picture story books can be an illustration to guide students in understanding the storyline and help develop students' cognitive aspects in critical thinking, as well as creating a sense of pleasure and enthusiasm during the reading process.