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Development of Ternate Language Vocabulary Games Using Wordwall at SMP Islam 1 Ternate Sasmayunita; Roni Kurniawan
RETORIKA: Jurnal Ilmu Bahasa Vol. 10 No. 3 (2024)
Publisher : Program Studi Magister Ilmu Linguistik Universitas Warmadewa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22225/jr.10.3.2024.990-997

Abstract

The objective of this research is to develop an educational game of Ternate language vocabulary using the Wordwall application to enhance interest and learning outcomes in Ternate local language learning at SMP Islam 1 Ternate. The study was guided by Thiagarajan's 4-D model, which consists of the stages of Define, Design, Develop, and Disseminate. This model structured the development of the educational game for vocabulary in Ternate language, ensuring that it addressed students' needs, was successfully designed and validated, and was implemented in the classroom. The study’s participants were 25 students from the eighth grade, specifically from class VIII-A. The data was analysed using a quantitative descriptive technique, expressed as the mean value of the validation scores. In regard to the feasibility of the educational game, the results of the verb feasibility test conducted by material experts yielded a score of 95.5%, while the test administered by media experts returned a score of 92.25%. In the case of vocabulary games, the results of the feasibility test of nouns by material experts reached 96%, while the figure from media experts was 94%. The results of the feasibility test for the adjective game conducted by the material expert reached 92.5%, while the test conducted by the media expert reached 90.5%. The learning outcome test for Ternate language using this educational game reached 100% classical completeness with an average score of 86.72. These results demonstrate that this educational game is highly feasible for use in language learning and has the potential to significantly enhance student learning outcomes.
ADAPTASI LITERASI DIGITAL DALAM PEMBELAJARAN BAHASA INDONESIA: STUDI PADA MAHASISWA DI KOTA TERNATE Sasmayunita Sasmayunita; Roni Kurniawan
INDONESIA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia Volume 6 Number 3 October 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/indonesia.v6i3.85700

Abstract

This study explores the lived experiences of language education students in adapting to digital literacy practices shaped by generative AI technologies. Using a descriptive phenomenological approach, data were collected through in-depth interviews, observations, and documentation involving 26 participants selected through purposive sampling. Thematic analysis revealed six major themes: transformation of learning patterns, in which students shifted from conventional learning to more responsive AI-assisted learning; linguistic development, reflected in improved awareness of grammar, vocabulary, and sentence structure; ethical confusion, marked by uncertainty about the boundary between legitimate assistance and academic misconduct; institutional attitudes, shown through inconsistent responses from lecturers and the university; creativity, where AI stimulated new ideas but also risked passive dependence; and students’ expectations for clearer ethical guidance and structured integration of AI in learning. These findings indicate that digital literacy in the generative AI era is not limited to technical skills, but also involves critical awareness, ethical reflection, and sensitivity to academic and sociocultural contexts. The study highlights the need for AI-integrated language education curricula that are critical, ethical, and reflective.
Design and Development of Engklek Carpet Learning Media for Early Childhood Motor Stimulation Riya Wahyuni; Hamidah Apriani; Roni Kurniawan
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.286

Abstract

Early childhood education requires varied and enjoyable media to stimulate optimal child development, but the availability of media that integrate motor, cognitive, language, and social-emotional aspects is still limited. This study aims to develop interactive learning media in the form of an engklek carpet to stimulate fine and gross motor skills in children aged 3-6 years while introducing traditional games. The method used is Research and Development with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through interviews, observations, literature studies, and documentation at PG & TK Islam Nurul Hasanah East Jakarta. The results showed that the engklek carpet media was successfully developed by integrating four types of games that adapted the traditional games of engklek tapak gunung/tapak bulan and engklek sliding. The design uses bright colors, representative illustrations, and a box size of 30 x 30 cm according to the characteristics of early childhood. A trial on 20 Kindergarten B students showed that students participated in activities enthusiastically, orderly, and were able to achieve development indicators in the aspects of art, language, cognitive, physical-motor, and social-emotional. The conclusion of this study is that the hopscotch carpet media is suitable for use as an effective PAUD learning medium to increase children's interest in learning and contribute to the preservation of local culture.
Pengembangan Bahan Ajar Teks Cerita Pendek Berbasis Media Aplikasi Hot Potatoes Jclose Pada Mahasiswa Universitas Khairun Roni Kurniawan; Iwan Abdy; Dwi Widyastuti Nurharyanto
ALFABETA: Jurnal Bahasa, Sastra, dan Pembelajarannya Vol. 7 No. 1 (2024): ALFABETA: Jurnal Bahasa, Sastra, dan Pembelajarannya
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/alfabeta.v7i1.1128

Abstract

Pembelajaran bahasa Indonesia merupakan bagian dari kurikulum 2013 yang menekankan pentingnya keseimbangan, kemampuan, sikap, pengetahuan dan keterampilan.Proses belajar mengajar merupakan suatu kegiatan interaktif antara guru dan siswa.Salah satu penerapan teknologi pembelajaran yang banyak dibicarakan di kalangan peneliti, pendidik (guru), dan pemerhati pendidikan adalah penggunaan aplikasi Hot Potatoes Jclose. Metode penelitian yang digunakan adalah pengembangan, jenis penelitian yang digunakan dalam penelitian ini adalah R&D (Research and Development) dengan menggunakan model 4D yaitu Define, Design, Develop, dan Dissemination.It's development. Melaksanakan).Jenis data yang dikumpulkan meliputi data kualitatif dan kuantitatif. Hasil Penelitian yang diperoleh bahwa buku ajar teks cerita pendek berbasis Hot Pottaoes Jclose 86 % layak digunakan sebagai media Pembelajaran. Berdasarkan hasil verifikasi ahli bahan ajar dan ahli bahasa, kesesuaian media Jclose Hot Potatoes untuk pengajaran teks cerita pendek pada mahasiswa PGSD Universitas Kairun sangat layak dan dapat digunakan sebagai media dalam proses pembelajaran
Pengembangan Media Pembelajaran Menyimak Berbasis Google Form dengan Add On Form Presenter + Timer pada Mahasiswa Universitas Khairun Roni Kurniawan; Adityarini Kusumaningtyas
ALFABETA: Jurnal Bahasa, Sastra, dan Pembelajarannya Vol. 8 No. 1 (2025): Alfabeta: Jurnal Bahasa, Sastra, dan Pembelajarannya
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/alfabeta.v8i1.1509

Abstract

This study aims to create an easy-to-use Google Form-based listening learning tool, enhanced with the Form Presenter and Timer Add-Ons, to address the lack of language lab facilities at the Indonesian Language and Literature Education Program at Khairun University. We used a Research and Development (R&D) approach with the 4D model (Define, Design, Develop, Disseminate). The process started with a needs analysis, followed by designing the content and format, expert validation, and limited and field testing. Data was collected through expert reviews, student feedback surveys, and pre- and post-tests. The results showed the tool is highly suitable, with a 95.5% approval from content experts and 92.25% from media experts. Effectiveness tests revealed a significant improvement in student learning outcomes, with an N-gain score of 0.7, considered high. The tool was also rated practical, scoring 87% for usability. It allows students to access listening materials and questions independently on their devices, without relying on a language lab. Overall, this learning tool is effective, reliable, and practical for teaching listening courses in higher education, with strong potential to boost student performance.