Claim Missing Document
Check
Articles

Found 7 Documents
Search

Developing Website-Based Gamification Learning Media on Debate Texts in Indonesian Language Learning Diana, Purwati Zisca; Indriyani, Ika Putri; Sulistiyono, Roni; Wulandari, Putri Ayu; Prafitra, Revola Aridya
Journal of Languages and Language Teaching Vol 12, No 1 (2024)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v12i1.9744

Abstract

This research and development is motivated by the lack of creative learning media in Indonesian language learning, especially in grade X high school debate text material. Therefore, there is a need to develop website-based gamification learning media that makes learning more creative and innovative. Until the researcher developed the Website-Based "Adventure of Gama" Gamification in Class to determine the feasibility of developing website-based "Adventure of Gama" gamification in class X high school debate texts, and (3) to determine the effectiveness of the gamification trials being developed. This research uses the Research and Development (R&D) research method, using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development procedure. In this research, the ADDIE development procedure. The subjects in this research were class X high school students The data collection technique and instrument used in this research is a questionnaire sheet, while the information analysis technique used is quantitative descriptive data analysis. The research results show that the learning media developed is in the "Very Good" category. This is proven by obtaining an average score of 85.2 and is suitable for testing to obtain an effectiveness test. The average obtained from material experts was 100, from media experts as much as 78.8, and teaching experts as much as 77. Based on these results, it can be concluded that research into the development of website-based "Adventure of Gama" Gamification in Class X High School Debate Texts was used as media. learning that can motivate students to follow the Indonesian language learning series, especially in debate material.
READING INTEREST STUDIES AT STUDENT IN INDONESIAN LITERATURE AND LANGUAGE EDUCATION DEPARTMENT, AHMAD DAHLAN UNIVERSITY Kurniawan, Muhammad Ardi; Haryadi, Haryadi; Sulistiyono, Roni
SEBASA Jurnal Pendidikan Bahasa dan Sastra Vol 3 No 1 (2020): SeBaSa
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/sbs.v3i1.1579

Abstract

This study aims to determine the level of interest in reading, factors that affect interest in reading, and the type of reading PBSI UAD students. The method used in this research is the mix method. Data obtained using instruments in the form of observation sheets, interview guidelines, and questionnaires. Data collected through the process of observation, interview activities, and filling out the questionnaire. Data collected in the form of quantitative and qualitative data. The results of this study indicate that the reading interest of PBSI UAD students is categorized as low. This is known from the results of a survey that showed that 51.6% of PBSI UAD students had the frequency of reading one book per month. Other results show that the factors that influence the reading interest of PBSI UAD students are family, school, and environmental factors. Friendship Related to the variety of reading, it can be formulated that the reading consumed by PBSI UAD students can be quite broad and varied. These readings include books, magazines and social media.Keywords: factors forming reading interest, students, reading, reading interest, PBSI UAD
Peningkatan keterampilan menulis dengan pendekatan experiential learning terintegrasi P5 pada siswa kelas X-1 SMAN 3 Yogyakarta Wimala, Elang Yudhistira Wimala; Sulistiyono, Roni; Pramesti, Restituta Devi
Jurnal Genre (Bahasa, Sastra, dan Pembelajarannya) Vol. 7 No. 1 (2025): JURNAL GENRE: (Bahasa, Sastra, dan Pembelajarannya)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jg.v7i1.12626

Abstract

Penelitian ini bertujuan untuk meningkatkan keterampilan menulis teks laporan hasil observasi (LHO) siswa SMAN 3 Yogyakarta melalui model project based learning dengan pendekatan experiential learning terintegrasi kegiatan P5. Siswa kelas X-1 SMAN 3 Yogyakarta sejumlah 35 siswa menjadi subjek dalam penelitian ini. Sementara itu, keterampilan menulis teks LHO menjadi objek dalam penelitian ini. Data dalam penelitian ini dikumpulkan melalui tes tertulis berupa pemberian LKPD. Prosedur penelitian ini meliputi empat tahapan, yakni perencanaan, tindakan, pengamatan, serta evaluasi dan refleksi. Analisis data PTK ini dilakukan secara deskriptif kuantitatif. Pada tahap pratindakan, rerata perolehan skor menulis teks LHO siswa adalah 72,88. Kemudian pada siklus I, rerata perolehan skor menulis teks LHO siswa adalah 79,60. Rerata perolehan skor menulis teks LHO siswa  pada siklus II adalah 85,17. Dari hasil tersebut, dapat diketahui bahwa pada siklus I terjadi peningkatan skor sebesar 6,72 dari pratindakan. Pada siklus II, terjadi peningkatan sebesar 5,57 dari siklus I.  Di akhir siklus, seluruh siswa sebanyak 35 siswa telah memperoleh skor di atas KKTP yang telah ditentukan.
ANDROID BASED SYAIR APPLICATION AS AN OLD LITERATURE TEACHING INNOVATION IN THE DIGITAL ERA Wulandari, Yosi; Purwanto, Wachid Eko; Effendi, Muh Saeful; Sulistiyono, Roni; Fisari, Nika
Salingka Vol 19, No 1 (2022): SALINGKA, Edisi Juli 2022
Publisher : Balai Bahasa Sumatra Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26499/salingka.v19i1.652

Abstract

As one of Indonesian original literary works, Syair needs to be introduced and taught proportionally. Unfortunately, in the implementation of teaching, syair still meets some constrains, including (1) Indonesian language textbooks in junior high schools contain only a small amount of material on syair. (2) syair teaching is focused on cognitive competence, so it is not attractive. (3) syair teaching material only provides the definition, the elements, and limited examples. (4) there is no digital-based teaching material specifically for syair that is used as teaching material. (5) the teacher found difficulty providing examples on how to read syair according to the song or venom. Therefore, it is necessary to develop digital-based teaching materials in syair teaching. This research uses the Research Development method developed by Borg and Gall. The research stage that has been carried out in the development stage and the teaching materials' feasibility test. Based on the feasibility test results on the Syair application, it can be concluded that this application is feasible to be applied to Class VII SMP students. In addition, based on the validator's assessment, the limited trial and large class of this application in terms of material and learning is appropriate and feasible to use to meet students' needs in learning and mastering syair.Keywords: It consists of maximum five words/phrases typed in bold style.
Pengembangan AMPURASIA: media interaktif berbasis aplikasi android pada materi teks puisi rakyat kelas VII SMP Wijayanti, Citra Putri; Sulistiyono, Roni
Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya Vol 7 No 4 (2024)
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/diglosia.v7i4.1056

Abstract

Android-based learning media has become one of the innovations in 21st-century education. There is a need for new educational technologies aligned with the current demands and challenges of learning, especially in preparing for PISA and AKM assessments. This article describes the development and feasibility testing of the Android-based application 'AMPURASIA' as a learning medium for 7th-grade junior high school students on traditional poetry texts. The research follows the R&D approach, using the Borg & Gall model, which involves seven essential stages: (1) data collection, (2) product design planning, (3) initial product development, (4) limited-scale preliminary testing, (5) initial product revision, (6) field testing, and (7) final product revision. This study employed observation sheets and questionnaires as data collection instruments. In the limited trial, the researcher involved 10 students as subjects, while experts served as validators. The data collected were analyzed using descriptive quantitative methods. The analysis results showed that the learning media was rated 'highly feasible' with an average score of 88% on the product feasibility test. Therefore, the product can be utilized as an interactive learning medium.
Developing Website-Based Gamification Learning Media on Debate Texts in Indonesian Language Learning Diana, Purwati Zisca; Indriyani, Ika Putri; Sulistiyono, Roni; Wulandari, Putri Ayu; Prafitra, Revola Aridya
Journal of Languages and Language Teaching Vol. 12 No. 1 (2024): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v12i1.9744

Abstract

This research and development is motivated by the lack of creative learning media in Indonesian language learning, especially in grade X high school debate text material. Therefore, there is a need to develop website-based gamification learning media that makes learning more creative and innovative. Until the researcher developed the Website-Based "Adventure of Gama" Gamification in Class to determine the feasibility of developing website-based "Adventure of Gama" gamification in class X high school debate texts, and (3) to determine the effectiveness of the gamification trials being developed. This research uses the Research and Development (R&D) research method, using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development procedure. In this research, the ADDIE development procedure. The subjects in this research were class X high school students The data collection technique and instrument used in this research is a questionnaire sheet, while the information analysis technique used is quantitative descriptive data analysis. The research results show that the learning media developed is in the "Very Good" category. This is proven by obtaining an average score of 85.2 and is suitable for testing to obtain an effectiveness test. The average obtained from material experts was 100, from media experts as much as 78.8, and teaching experts as much as 77. Based on these results, it can be concluded that research into the development of website-based "Adventure of Gama" Gamification in Class X High School Debate Texts was used as media. learning that can motivate students to follow the Indonesian language learning series, especially in debate material.
Development of android-based gamification for hikayat text learning Diana, Purwati Zisca; Sulistiyono, Roni; Zultiyanti, Zultiyanti; Iswatining, Daroe
BAHASTRA Vol. 44 No. 1 (2024): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v44i1.711

Abstract

Research on the use of learning media has great significance in helping teachers and students overcome learning challenges. The latest innovation in this research is the development of Android-based gamification learning media targeted at high school grade X students in learning Indonesian hikayat text. The research aims to analyze the need for learning media for teachers and students, and develop the media. The research method used is research and development with a modified approach from Borg & Gall adapted by Sugiyono. Data were collected through interviews, questionnaires, observation, and documentation, with product validation by three experts. The subjects of this research were teachers and students from SMAN 1 Kalasan, Sleman, Yogyakarta. The results of the needs analysis showed the need for learning media that is more interesting, interactive, and in accordance with current technology. Meanwhile, the evaluation results of the Android-based gamification media showed positive responses from teachers and students, with increased student engagement and effectiveness of material delivery by teachers, as well as students' interest in learning and better understanding of hikayat text.