Hilda Natalia Hulu
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Development of an Indonesian Language Learning Video for Grade VIII of Junior High School Negeri 2 Gunungsitoli Utara Hilda Natalia Hulu; Riana; Kesaktian Telaumbanua
RETORIKA: Jurnal Ilmu Bahasa Vol. 9 No. 3 (2023)
Publisher : Program Studi Magister Ilmu Linguistik Universitas Warmadewa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55637/jr.9.3.7923.457-465

Abstract

Finding a workable, practical, and successful way to create instructional films for the Indonesian language at SMP Negeri 2 Gunungsitoli Utara based on persuasive text writing content is the goal of this research. Research and development encompasses this sort of study. The five-stage ADDIE paradigm is used for development; they are as follows: analysis, design, development, implementation (or execution), and evaluation. The Indonesian language learning film went through a rigorous testing process that included three separate groups of specialists (materialists, linguists, and design experts) and was piloted in eighth grade at SMP Negeri 2 Gunungsitoli Utara. Researchers found that material expert validators gave the video a 92% validity rating at revision II, language expert validators gave it a 100% validity rating, and design expert validators gave it a 95% feasibility rating, all in relation to the persuasive text writing material taught at SMP Negeri 2 Gunugsitoli Utara. The field test had a very practical category score of 96% and a small group test score of 93% for the learning video's practicality. With a classical completion percentage of 95%, the learning film has also been evaluated and shown to be quite successful. This study's findings suggest that the ADDIE-based instructional video for the Indonesian language at SMP Negeri 2 Gunugsitoli Utara has fulfilled all criteria and is ready for usage.
Development of Interactive Multimedia for Indonesian Language Class VII SMPN 1 Gido Kesaktian Telaumbanua; Riana; Hilda Natalia Hulu
RETORIKA: Jurnal Ilmu Bahasa Vol. 9 No. 3 (2023)
Publisher : Program Studi Magister Ilmu Linguistik Universitas Warmadewa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55637/jr.9.3.7950.466-470

Abstract

The aim of this study is to create legitimate, usable, and efficient interactive multimedia learning tools. Research and development describes this sort of study. One such model that is utilized is the 4D model. For the creation of a wide range of educational materials, the 4D development model is an invaluable tool. There are four steps to the 4D process: defining, designing, developing, and disseminating. Interactive multimedia learning materials in the form of apps were created and tested in class VII-B at SMP Negeri 1 Gido using a validity testing stage that involved three validators, small group tests, and field tests. Interactive multimedia learning media in the form of apps has been validated by 97.5% of material and content experts, 100% of language experts, and 96.67% of design experts as valid and viable, according to the research. The questionnaire used to evaluate the practicality of application-based interactive multimedia learning material has a rating range from 1 to 4, with 4 being the most appropriate, 3 the most appropriate, 2 the least appropriate, and 1 the least appropriate. Applications using interactive multimedia learning materials that have been validated are considered viable for testing. In small group assessments, 86.67% of students found interactive multimedia learning materials to be practically applicable, while in field tests, 88.46% fell into the "very practical" category. A two-part student response questionnaire, administered in both small-group and field settings, was used to assess the usefulness of Indonesian language apps as interactive multimedia learning tools. With a percentage of classical completeness of 100% in the field test and an impressive 83.3% in the small group test, it is clear that learning mediums are highly successful. If the classical completeness in each trial is more than 80% with a very effective degree of efficacy, then learning is considered to grow. Research conducted by SMP Negeri 1 Gido in seventh grade using a 4D model to create an interactive multimedia learning tool that analyzes the language and structure of fables has been shown to be valid, practical, and successful.