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ONLINE LANGUAGE ASSESSMENT ON SECONDARY SCHOOLS: AN INVESTIGATION ON STUDENTS’ PERCEPTION AND PREFERENCE Sa'adah, Lailatus; Daning Hentasmaka
E-Link Journal Vol 11 No 1 (2024): E-Link Journal
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/ej.v11i1.1078

Abstract

Since the beginning of development, language assessments have been provided on paper. However, since the COVID-19 pandemic, it has shifted from paper-based to online. This phenomenon is still happening even though the pandemic has subsided, considering the advantages revealed. However, did students perceive them well? And did they prefer them as well? This present study aimed to answer those questions using a survey study design. The data were taken from 300 high school students who have carried out online language assessments using e-questionnaire. The questionnaire covered four aspects: ease of access, instruction, benefit, and motivation. Further, the questionnaire clarified students’ preference for the assessment type. Students’ positive perceptions toward language online assessments were found by the descriptive statistics results. They also tended to choose the online assessment over the paper-based one.
AKSARA CARD BERBASIS TEKNOLOGI AUGMENTED REALITY SEBAGAI INOVASI PEMBELAJARAN AKSARA JAWA PADA ANAK SEKOLAH DASAR Afenia Wulan Cahya; Lisa Kusuma Aprilia; Ana Fauziyah; Nur Laili Rahmawati; Daning Hentasmaka
Argopuro: Jurnal Multidisiplin Ilmu Bahasa Vol. 3 No. 6 (2024): Argopuro: Jurnal Multidisiplin Ilmu Bahasa
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.6734/argopuro.v3i6.5670

Abstract

Learning Media Plays a Vital Role in Creating an Interactive and Enjoyable Learning Environment. In today’s educational landscape, with the advancement of technology penetrating the field of education, it’s unfortunate that teachers still struggle at times to determine effective media that can engage students’ interest and attention. This challenge becomes even more pronounced when teaching subjects with limited popularity, such as regional languages, particularly Javanese. Research by Nurhasanah et al. (2016) revealed that 60% of 40 elementary school students were unable to read Javanese script. This issue arises due to low interest in learning and the monotonous use of traditional teaching materials, primarily textbooks and modules. These constraints highlight the inadequacy of existing learning media in capturing students’ attention and providing an enjoyable and interactive learning experience. Addressing this phenomenon, researchers have developed the “Aksara Card Based on Augmented Reality Technology” as an innovative solution for Javanese script learning. The research employed the Research and Development (R&D) method, which involves developing specific products and evaluating their effectiveness. The development process occurred iteratively, with each step building upon the insights gained from the previous stages. The results include the creation of Aksara Cards and an analysis of sales data. In June, 16 pieces of the product were sold, while in July, sales surged to 30 pieces—an impressive 75% increase from the predefined target. Overall, the revenue generated from Aksara Card sales during that period amounted to Rp331,500. The sales graph reflects positive performance and promising growth potential for the upcoming months
AKSARA CARD BERBASIS TEKNOLOGI AUGMENTED REALITY SEBAGAI INOVASI PEMBELAJARAN AKSARA JAWA PADA ANAK SEKOLAH DASAR Afenia Wulan Cahya; Lisa Kusuma Aprilia; Ana Fauziyah; Nur Laili Rahmawati; Daning Hentasmaka
Argopuro: Jurnal Multidisiplin Ilmu Bahasa Vol. 3 No. 6 (2024): Argopuro: Jurnal Multidisiplin Ilmu Bahasa
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.6734/argopuro.v3i6.5670

Abstract

Learning Media Plays a Vital Role in Creating an Interactive and Enjoyable Learning Environment. In today’s educational landscape, with the advancement of technology penetrating the field of education, it’s unfortunate that teachers still struggle at times to determine effective media that can engage students’ interest and attention. This challenge becomes even more pronounced when teaching subjects with limited popularity, such as regional languages, particularly Javanese. Research by Nurhasanah et al. (2016) revealed that 60% of 40 elementary school students were unable to read Javanese script. This issue arises due to low interest in learning and the monotonous use of traditional teaching materials, primarily textbooks and modules. These constraints highlight the inadequacy of existing learning media in capturing students’ attention and providing an enjoyable and interactive learning experience. Addressing this phenomenon, researchers have developed the “Aksara Card Based on Augmented Reality Technology” as an innovative solution for Javanese script learning. The research employed the Research and Development (R&D) method, which involves developing specific products and evaluating their effectiveness. The development process occurred iteratively, with each step building upon the insights gained from the previous stages. The results include the creation of Aksara Cards and an analysis of sales data. In June, 16 pieces of the product were sold, while in July, sales surged to 30 pieces—an impressive 75% increase from the predefined target. Overall, the revenue generated from Aksara Card sales during that period amounted to Rp331,500. The sales graph reflects positive performance and promising growth potential for the upcoming months