Trimey Liria Hutauruk
Akademi Keperawatan Pemkab Tapanuli Utara, Indonesia

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Improving Students’ of Senior High School Writing Ability through Cue Card in Short Story : English Petrus Jacob Pattiasina; Aditya Ridho Fatmawan; Trimey Liria Hutauruk; Zulkifli Tanipu; Agus Rofi'i; Agnes Tesalonika Yolanda
Journal of English Development Vol. 3 No. 02 (2023): Journal of English Development
Publisher : Prodi Tadris Bahasa Inggris

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Abstract

 The author uses the cue card application method in the learning process. This study aims todetermine the level of students' writing ability through the use of cue cards in Senior HighSchool. The method of this research is classroom action research. The data collectiontechniques used were interview, observation, and writing test. The teacher observation sheetwas used to assess how the teacher used cue cards in the classroom, the student activityobservation sheet, and the student work test questions were used to evaluate and determine thecreativity of X grade students of SMA Negeri 1 Maluku. The results of the meeting stated thatthe success of cycle I research had not been achieved because those who scored ≥ 70 were 24students. In cycle II, 36 students scored more than ≥70. This means that the target of learninghas been achieved. This can be seen from the students' score of 60% from cycle I to 90% incycle II. Based on these results, it can be concluded that the application of cue cards has apositive impact on students' writing skills, this can be seen from the increasing writing skills oftenth grade students at SMA Negeri Maluku.
Exploration augmented reality-based flashcards as a teaching tool to improve children's cognitive ability Eri Mardiani; Fujiono Fujiono; Citra Siwi Hanayanti; Nana Citrawati Lestari; Trimey Liria Hutauruk
Jurnal Scientia Vol. 13 No. 01 (2024): Education, Sosial science and Planning technique, 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i01.2173

Abstract

The present study examines the revolutionary capacity of Augmented Reality (AR) by employing AR-based flashcards as an inventive pedagogical instrument to augment the cognitive capacities of young learners. Motivated by an acknowledgment of the constraints inherent in conventional pedagogical techniques, the objective of this study is to establish a connection between established methods and state-of-the-art technologies. The study employed an experimental design, consisting of control and experimental groups, to assess the effects of augmented reality (AR) flashcards on the problem-solving abilities and memory retention of children. Augmented reality significantly improved memory retention by supplying supplementary stimuli throughout the encoding and retrieval processes. In addition, compared to children who utilized conventional flashcards, those who utilized AR-based flashcards demonstrated enhanced critical and analytical reasoning. The results of this study underscore the general efficacy of augmented reality (AR) instructional aids in enhancing cognitive capacities. Consequently, this opens the door for their incorporation into the curriculum of early childhood education. With the continuous evolution of the educational landscape, this study makes a valuable contribution to the ongoing dialogue surrounding the incorporation of augmented reality (AR), underscoring the criticality of developing learning environments that are both adaptive and engaging.