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THE CAUSE FACTORS OF SPEAKING ANXIETY IN EFL CLASSROOM Rahayu, Widya Adhariyanty
DINAMIKA DOTCOM DINAMIKA DOTCOM VOL 7 NO 1 TAHUN 2016
Publisher : DINAMIKA DOTCOM

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Abstract

This research investigated about the factors and situation causes the students’ anxiety inspeaking English as a Foreign Language (EFL) classroom. The data collected by quantitative andqualitative method. The quantitative data were collected by questionnaire through FLCAS. TheFLCAS consist of 5 point Likert scale. The data analyzed through Statistical Package for SocialSciences (SPSS) 20.0. Qualitative method was chosen through face to face interview to get indepth data or information about students’ speaking anxiety. The quantitative data presented thehighest reason of the students speaking anxiety is the students’ nervous and feel un-confidence inspeaking English. The qualitative data showed several factors and situations that create triggerand anxiety of students speaking such pronouncing the words, speak in front of class, speakingwithout preparation, and confused to create sentences. Keywords: Speaking Anxiety, English as a Foreign Language
OPTIMASI JUMLAH MAHASISWA ASIA MELALUI PREDIKSI MASA STUDI MENGGUNAKAN METODE INDUKSI DECISION TREE Arifin, Jaenal; Subekti, Puji; Adhariyanty, Widya
DINAMIKA DOTCOM DINAMIKA DOTCOM VOL 7 NO 2 TAHUN 2016
Publisher : DINAMIKA DOTCOM

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Abstract

The accuracy of the study period can be determinant the students to pursued undergraduate degree. The available data indicated that only 30% of students can graduate <5 years, the rest graduate > 5 years and became non-active students. To overcome of low graduation rate is needed the system to determine the relationship between the masters students with study period that taken by the students. The use of data mining techniques in this system is expected to provide insights that were previously hidden in the data warehouse to be valuable information. By utilizing data mining techniques particularly algorithm ID3, then the researchers made an application to find a pattern that can predict the future of a students study period based on the data from students and academic score. The student data, scores, and the study period integrated into the data training. The data training is processed into a decision tree based on the calculation of the gain and entropy. From that tree made a rule that can predict a students study period. From 140 data training and 20 data testing with 6 kinds of attributes input and 2 kinds of target attributes, can be obtained by the accuracy of the ID3 prediction result for 85%, while the error rate prediction results for 15%. Keywords : Optimasi, Jumlah Mahasiswa Asia, Prediks, Induksi Decision Tree
Developing English Vocabulary Learning Game Widya Adhariyanty Rahayu; Suastika Yulia Riska
Jurnal Cakrawala Pendidikan CAKRAWALA PENDIDIKAN EDISI FEBRUARI 2018, TH.XXXVII, NO.1
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2337.824 KB) | DOI: 10.21831/cp.v37i1.15965

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Abstract: The purpose of this study was to develop an English vocabulary game as learning media for students majoring in informatics and management. Research and Development (RD) approach was employed in this study. This study involved several steps, namely needs analysis, material development, expert validation, try out, and final product. The result of the needs analysis showed that the students found it difficult to understand English vocabularies so they needed fun learning media to motivate themselves. The material development stage resulted in vocabulary learning media that is “English with Ido”. The expert validation involved media and material experts. The percentage of media eligibility obtained from the media expert was 76, 78% or it was very decent; while the percentage of the material feasibility obtained from the material expert was 75% or it was decent to use as learning media. The try out cycle involved students majoring in informatics and management program. Based on judgment from the media and material expert as well as from the respondents of this study, it can be concluded that the final product of the English vocabulary game was considered as good learning media. PENGEMBANGAN MEDIA PEMBELAJARAN GAME KOSAKATA BAHASA INGGRIS Abstrak: Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis game kosakata Bahasa Inggris pada program studi teknik informatika dan manajemen. Metode yang digunakan adalah Research and Development (RD). Tahap penelitian meliputi need analysis, material development, expert validation, try out, dan final product. Hasil tahap need analysis adalah mahasiswa masih sulit memahami kosakata Bahasa Inggris, maka diperlukan media pembelajaran yang menyenangkan sehingga bisa memotivasi mahasiswa dalam proses belajar mengajar. Pada tahap material development menghasilkan media pembelajaran berbasis game kosakata English with Ido. Tahap expert validation dilakukan dengan melibatkan ahli media dan ahli materi untuk menilai kelayakan produk. Pada tahap ini presentase kelayakan berdasarkan ahli media adalah 76,78% (sangat layak) dan presentase ahli materi adalah 75% (layak) untuk digunakan sebagai media pembelajaran. Tahap try out dilakukan pada responden mahasiswa program studi teknik informatika dan manajemen. Dari tahap-tahap tersebut dan saran dari ahli media, ahli materi, serta responden maka dihasilkan produk final berupa game media pembelajaran kosakata Bahasa Inggris. Kata Kunci: media pembelajaran, game, kosakata bahasa Inggris
Edukasi Pembuatan Desain Grafis Menarik Menggunakan Aplikasi Canva Lilis Widayanti; Adriani Kala’lembang; Widya Adhariyanty Rahayu; Suastika Yulia Riska; Yudistira Arya Sapoetra
Jurnal Pengabdian Masyarakat Vol 2 No 2 (2021): Jurnal Pengabdian Masyarakat
Publisher : LP2M Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v2i2.813

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One of the capabilities that need to be updated in the era of the COVID-19 pandemic is the ability to utilize technology to disseminate information and communication. In disseminating information, it is necessary to have a media that supports the delivery of information, one of which is design media. Canva is a graphic design application that can help design, create, and edit designs for beginners. These designs can be in the form of greeting cards, posters, brochures, infographics, and even presentations. The service is carried out in partnership with the Mahardika Vocational School of Karangploso. The training material on designing using Canva is focused on poster design. This activity takes place with the transfer of knowledge and technology in the form of Canva training in designing more attractive posters. There are three sessions in the training, an introduction and understanding session, an implementation session, and a training simulation session. The training is carried out through online meetings using the Zoom Meeting application. The training was attended by 27 participants who were students of the Mahardika Vocational School of Karangploso. The evaluation results obtained from the google form score showed an average score of 8.4. These results indicate a positive response from the participants
DEVELOPMENT OF PROBLEM-BASED ENGLISH MATHEMATICS WORKSHEETS FOR INFORMATICS STUDENTS Risa Santoso; Lilis Widayanti; Widya Adhariyanty Rahayu
INOVISH JOURNAL Vol 6, No 1 (2021): INOVISH JOURNAL, Vol 6, No 1 - 2021
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (606.253 KB) | DOI: 10.35314/inovish.v6i1.1947

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Mathematics and English can collaborate so that the students in practice on computers are also familiar with mathematical terms in English. This will help the ability of informatics students to understand other materials in the informatics study program. The fact that occurs in learning mathematics and English at Institut Asia campus is that students are still less enthusiastic in pursuing these subjects so that the majority of students have not achieved optimal learning outcomes. In collaborating the English and Math course in learning, the instructional needs learning tools that can help. One of the learning tools needed is teaching materials such as worksheets. The worksheet that will be developed uses a Problem Based Learning approach. The development model adopted is Plomp’s development model which consists of 3 stages, namely preliminary research, prototyping, and assessment phase. The developed math worksheets will meet the criteria of validity, practicality, and effectiveness. Based on the validation test, the score obtained shows that the mathematics worksheet is in the proper category. While the results of the effectiveness test and the results of student responses showed a score of 80.35 and 76.76 or in the effective category and quite feasible.
THE RELATIONSHIP BETWEEN TEACHERS’ MOTIVATION AND STUDENTS’ ENGLISH COMMUNICATION SKILL Widya Adhariyanty Rahayu; Adriani Kala’lembang
INOVISH JOURNAL Vol 6, No 2 (2021): INOVISH JOURNAL, Vol 6, No 2 - 2021
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/inovish.v6i2.2138

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Motivation plays an essential role in the teaching and learning process of students in class. Through motivation can be determined success or failure in the teaching and learning process. This study was conducted to determine the relationship of teacher motivation with students' English communication skills in Middle School of Malang Regency. Calculation of the correlation between motivation and English communication skills of students using Stastical Product and Service Solution V.23 (SPSS 23). In descriptive statistics with 30 respondents, the average motivation value was 44.67 with a standard deviation of 3.14. While the average value for English communication skills or student achievement is 30 people at 78.90 with a standard deviation of 3.99. The correlation between the two variables of motivation and achievement is 0.741. In sig. (2-tailed) of 0,000 in the sense that there is a significant correlation between students' motivation and English communication skills (achievement) because the correlation value is smaller than 0.05.
Edukasi Pembuatan Media Presentasi Interaktif dengan Memanfaatkan Mentimeter Widya Adhariyanty Rahayu; Suastika Yulia Riska; Lilis Widayanti; Adriani Kala’lembang; Yudistira Arya Sapoetra
Jurnal Pengabdian Masyarakat Vol 3 No 2 (2022): Jurnal Pengabdian Masyarakat
Publisher : Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v3i2.434

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Dampak merebaknya Corona Virus Disease (Covid-19) langsung dirasakan pada semua lini pendidikan, mulai dari TK bahkan sampai perguruan tinggi. Berbagai institusi serta tenaga pengajar melakukan pelatihan untuk mengasah kemampuan dalam memanfaatkan aplikasi demi mendukung kegiatan belajar mengajar atau presentasi secara online. Salah satu aplikasi yang dapat digunakan dalam mendukung proses belajar mengajar adalah mentimeter. Fitur utama dalam mentimeter yaitu menciptakan presentasi interaktif, melakukan voting, mengumpulkan data, dan pendapat dari para peserta dengan menggunakan smartphone atau PC. Kegiatan pengabdian kepada masyarakat ini dilakukan secara online dengan menggunakan zoom meeting. Pada saat pengabdian kepada masyarakat pemateri menggunakan metode ceramah, tanya jawab, diskusi, dan demonstrasi. Peserta dari pengabdian yang dilakukan adalah tenaga pengajar yang berjumlah 30 orang. Pada akhir pelatihan dilakukan evaluasi terhadap pelatihan mentimeter penilaian berupa tingkat kemanfaatan mentimeter sebesar 8,6. Penyajian materi mentimeter mendapatkan nilai rata-rata 7,6. Peserta akan mereferensikan training ini untuk orang lain mendapatkan nilai rata-rata 8,2. Dengan adanya training ini, peserta rata-rata ingin mengikuti training lagi dengan nilai rata-rata 8,5.
Penguatan Budaya Literasi Melalui Karya Ilmiah Siswa-Siswi SMK Mahardika Malang Karangploso Lilis Widayanti; Widya Adhariyanty Rahayu; Adriani Kala'lembang; Vivi Aida Fitria
Jurnal Pengabdian Masyarakat Vol 3 No 1 (2022): Jurnal Pengabdian Masyarakat
Publisher : LP2M Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v3i1.1222

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Penulisan karya ilmiah merupakan suatu kegiatan untuk mengekpresikan pemahaman tentang suatu permasalahan yang dihadapi dengan secara logis dan terstruktur. Artinya dalam melakukan penulisan diperlukan suatu metodologi sehingga diperoleh suatu hasil yang sistemastis dan dapat dipertanggung jawabkan. Oleh karena itu, sangatlah penting untuk memahami dan mengerti akan langkah-langkah dan proses dalam pembuatan sutau karya ilmiah hingga sampai dapat dipublikasikan. Pembelajaran pastinya hasrus dimulai sejak dini, agar dikemudian diperoleh pemahaman yang baik dalam menghasilkan suatu karya ilmiah. Pada kesempatan ini pembelajaran yang kami lakukan bekerja sama dengan salah satu mitra sekolah, yaitu SMK Mahardika. Dimana proses pembelajaran kami berusaha untuk memberikan pemahaman tentang manfaat menyusun suatu karya ilmiah hingga berhasil sampai ke dalam publikasi.
THE EFFECTIVENESS OF TEAMS GAMES TOURNAMENT IN BILINGUAL MATHEMATICS LEARNING AGAINTS ACTIVITIES AND LEARNING OUTCOME Lilis Widayanti; Widya Adhariyanty Rahayu
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 11, No 4 (2022)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (606.897 KB) | DOI: 10.24127/ajpm.v11i4.6186

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AbstrakPenelitian ini bertujuan untuk menguji teori-teori di bidang yang digelutinya. Teori yang akan diujikan adalah metode Teams Game Tournament (TGT) dalam pembelajaran matematika bilingual. Penelitian bertujuan untuk mengetahui keefektifan pembelajaran kooperatif tipe TGT dalam meningkatkan hasil belajar dan keaktifan berbicara bahasa Inggris pada pembelajaran matematika. Penelitian ini menggunakan metode pra eksperimen dengan subjek penelitian sebanyak 30 mahasiswa program studi teknik informatika. Data penelitian berupa data hasil pretest dan posttest. Untuk mengetahui dan mengetahui kondisi data yang diperoleh, peneliti melakukan perhitungan dengan menggunakan software statistika paket untuk ilmu-ilmu sosial (SPSS). Analisis data dilakukan analisis deskriptif berupa uji normalitas dan uji t sampel berpasangan. Didapatkan bahwa pembelajaran kooperatif tipe TGT efektif dalam meningkatkan hasil belajar dan keaktifan berbahasa Inggris siswa. Berdasarkan hasil pretes dan postes, terdapat peningkatan nilai hasil tes dari 59.23 menjadi 83.87. Model pembelajaran kooperatif tipe TGT mampu meningkatkan hasil belajar. Perbedaan persentase keaktifan siswa dalam berbicara bahasa Inggris yang tercatat pada pertemuan kedua dan ketiga menunjukkan peningkatan yang signifikan sebesar 47,41% dan 65,56%. Model pembelajaran kooperatif tipe TGT mampu meningkatkan keaktifan berbicara. Kata kunci: Efektivitas; Hasil belajar; Keaktifan; Pembelajaran kooperatif; Teams Games Tournament. AbstractThe research aims is testing theories in field they are engaged in. The theory that will be tested is Teams Game Tournament (TGT) method in bilingual mathematics learning. Research aims to determine the effectiveness of cooperative learning TGT improving learning outcomes and activeness of English speaking on mathematics learning. Pre-experimental methodology was employed in this study with research subject as many as 30 students in informatics study program. Research data in the form of results data pretest and posttest. To find out the condition of the data obtained, the researchers performed calculations using the statistical software package for the social sciences (SPSS). Analysis of data performed descriptive analysis form of paired-sample t-test. Obtained that cooperative learning type TGT is effective in improve learning outcomes and students’ activeness of English speaking. Based on the result of pretest and posttest, there is an increase in the value of test results from 59.23 to 83.87. The cooperative learning model of TGT is able improving learning outcomes. The difference in percentage of students' activeness recorded at the second and third meetings shows a significant increase of 47.41% and 65.56%. The cooperative learning model of TGT type is able to make speaking activeness increase. Keywords: Activeness; Effectiveness; Learning Outcome; Cooperative Learning; Teams Games Tournament.
The Use of SEO in Efforts to Increase Instagram Visitors at UD Bima Baru Adriani Kala'lembang; Widya Adhariyanty Rahayu; Lilis Widayanti; Vivi Aida Fitria; Suastika Yulia Riska
Jurnal Pengabdian Masyarakat Vol 4 No 2 (2023): Jurnal Pengabdian Masyarakat
Publisher : Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v4i2.1901

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Purpose: This research addresses increasing online sales competition and the use of SEO techniques, focusing on UD Bima Baru's Instagram. Method: This study employs a mixed-method research approach. The research design involves a combination of qualitative and quantitative elements to comprehensively investigate the impact of SEO techniques on online sales via Instagram. Data collection encompasses surveys, website traffic analytics, and content analysis of the Instagram account. Statistical analysis and content coding are utilized to derive meaningful insights from the collected data. Practical Applications: Our findings offer practical advantages, enhancing online visibility, engagement, and sales benefiting businesses across industries. Conclusion: This research highlights SEO's effectiveness in boosting visitor traffic and sales, offering actionable insights for thriving in the digital marketplace.