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The Gamifikasi Pembelajaran Berbasis Quizizz Sebagai Upaya Peningkatan Kompetensi Pemanfaatan Teknologi Pengajar Aisyiah Al Adawiyah; Akbar Syamsul Arifin; Dany Buyung Yudha Prasetya
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v4i3.460

Abstract

Post-pandemic, the implementation of IT makes learning more creative, innovative, and interactive. The presence of interaction and collaboration between students through ICT-based learning means is important for them to become enthusiastically engaged in learning. With the development of technology, educators must have knowledge and skills in using IT to support learning in the smart society era. However, based on the basic research conducted by one of the students of the SMA Negeri 8 Semarang department, the department found that there is still no optimal way to use ICT as a means of learning due to the time it takes to prepare materials. learning is limited. On the other hand, thanks to Quizizz, preparing to use it does not take much time because Quizizz offers many different features to help teachers learn more easily. Quizizz is a game-based educational app that features fun and free games that entertain you during the learning process. Quizizz training aims to ensure that teachers have equal opportunities to maximize learning using ICT-based media, so that Quizizz can be a solution embedded in the learning media creation framework. IT-based learning takes a lot of time to create an accessible, student-centered environment. The classroom atmosphere in the development of critical thinking (critical thinking), cooperation (collaboration), communication (communication) and creativity (creativity) are called the 4Cs.
The Gamifikasi Pembelajaran Berbasis Quizizz Sebagai Upaya Peningkatan Kompetensi Pemanfaatan Teknologi Pengajar Aisyiah Al Adawiyah; Akbar Syamsul Arifin; Dany Buyung Yudha Prasetya
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v4i3.460

Abstract

Post-pandemic, the implementation of IT makes learning more creative, innovative, and interactive. The presence of interaction and collaboration between students through ICT-based learning means is important for them to become enthusiastically engaged in learning. With the development of technology, educators must have knowledge and skills in using IT to support learning in the smart society era. However, based on the basic research conducted by one of the students of the SMA Negeri 8 Semarang department, the department found that there is still no optimal way to use ICT as a means of learning due to the time it takes to prepare materials. learning is limited. On the other hand, thanks to Quizizz, preparing to use it does not take much time because Quizizz offers many different features to help teachers learn more easily. Quizizz is a game-based educational app that features fun and free games that entertain you during the learning process. Quizizz training aims to ensure that teachers have equal opportunities to maximize learning using ICT-based media, so that Quizizz can be a solution embedded in the learning media creation framework. IT-based learning takes a lot of time to create an accessible, student-centered environment. The classroom atmosphere in the development of critical thinking (critical thinking), cooperation (collaboration), communication (communication) and creativity (creativity) are called the 4Cs.
EDUKASI TUMBUH KEMBANG ANAK DAN POLA ASUH UNTUK MENGATASI KENAKALAN REMAJA BAGI KELOMPOK PKK DESA KALIKAYEN Dany Buyung Yudha Prasetya; Andy Moorad Oesman; Sunahrowi Sunahrowi; Pundani Eki Pratiwi
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): Volume 6 No. 2 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i2.42480

Abstract

Meningkatnya kenakalan remaja ditandai dengan maraknya kenakalan remaja seperti Kreak di Semarang. Faktor signifikan yang mempengaruhi kenakalan remaja adalah pola asuh orang tua dan lingkungan sebaya. Pengabdian ini bertujuan untuk memberikan solusi terhadap permasalahan kenakalan remaja melalui program edukasi yang melibatkan orang tua dan Lembaga PKK Desa Kalikayen. Edukasi yang diselenggarakan fokus pada pemahaman mengenai tumbuh kembang anak secara fisik dan mental serta mengenai pola asuh yang melibatkan penerapan nilai-nilai Bushido seperti integritas, rasa hormat, sopan-santun dan kasih sayang. Metode edukasi meliputi ceramah, diskusi kasus, serta konseling. Program edukasi ini menunjukkan adanya peningkatan pemahaman peserta mengenai pola asuh yang baik serta tumbuh kembang anak, dengan peningkatan skor rata-rata post-test sebesar 70, dibandingkan pre-test sebesar 55. Edukasi ini juga berhasil menciptakan kesadaran akan pentingnya peran komunal yang melibatkan segenap masyarakat dan Lembaga pemerintahan setempat dalam menangani kenakalan remaja. Diharapkan hasil ini dapat diterapkan lebih lanjut dalam program-program edukasi berkelanjutan.
Evidence-Based Predictors of the Japanese Language Proficiency Test Succes: The Role of Kanji, Grammar, Reading, and Listening Skills Andy Moorad Oesman; Dany Buyung Yudha Prasetya; Setiyani Wardhaningtyas; Chiara Manno
JOLLT Journal of Languages and Language Teaching Vol. 14 No. 1 (2026): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v14i1.17552

Abstract

This study examined the relationship between core Japanese language competencies Kanji, Bunpou (grammar), Dokkai (reading comprehension), and Choukai (listening comprehension) and success on the Japanese Language Proficiency Test (JLPT). This quantitative, predictive correlational research involved 60 students enrolled in Universitas Negeri Semarang Japanese language program. Based on the structural equation modelling and binary logistic regression analysis, the combined effects of Kanji, Bunpou (grammar), Dokkai (reading), and Choukai (listening) on JLPT outcomes were highly significant (χ² (4) = 42.957, p < 0.001), accounting for 73.4% of the variance (Nagelkerke R2.734). The model correctly classified 95% of cases, has an 88% accuracy for failures, and has a 98% accuracy for passes, indicating its robust predictive power. All four competencies were also significantly related to JLPT performance when considered separately (all p < 0.001). However, only Kanji (p = 0.041, odds ratio ≈ 1.69) and Bunpou (p = 0.046, odds ratio ≈ 1.77) were significantly associated with JLPT performance in the simultaneous model, as the impacts of Dokkai and Choukai were not significant. These findings imply that grammar, vocabulary and Kanji are fundamental elements for Japanese language learning, with reading and listening comprehension being heavily reliant on these skills. Therefore, because mastery of both lexical and syntactic skills appears to be a prerequisite for other abilities to meaningfully influence JLPT performance, this study recommends refining the integrative linguistic threshold concept and adopting a more comprehensive ‘Foundational-First’ pedagogical framework. It further suggests structuring weekly learning cycles to prioritize intensive lexico-syntactic automatization as the essential gateway to developing higher-order reading and listening proficiency.
Ageisme Verbal Bahasa Jepang Berdasarkan Teori Speaking Dell Hymes Ai Sumirah Setiawati; Dany Buyung Yudha Prasetya; Irvan Syahid Raharjo Putra
Kajian Linguistik dan Sastra Vol. 11 No. 1 (2026)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/kls.v11i1.5226

Abstract

This research aims to analyse how ageism behaviour occurs using Dell Hymes' SPEAKING theory. The data sources for this research are from Japanese animation series, dramas and reality shows. This research was conducted using a qualitative approach, with a qualitative descriptive analysis method carried out in three procedures: (1) data collection, involving note-taking techniques; (2) data analysis using the pragmatic equivalent method, which in its implementation uses Dell Hymes' SPEAKING theory, and; (3) presenting the results of data analysis using an informal presentation method of descriptive data analysis. Based on the data analysis results, 21 Japanese expressions data contained ageism were found. The result of this study shows that verbal act of ageism can occur in the following five ways: (1) in various places and situations; (2) older people towards younger people, and vice versa, even towards oneself; (3) the purpose of the conversation is very influential towards the occurrence of verbal act of ageism, whether intentionally or unintentionally (4) verbal act of ageism occurs in various kinds of speaker intonations whether it high, flat or low, and (5) Most verbal act of ageism occurs in informal conversational setting.