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Penerapan Media Pembelajaran Vlog untuk Meningkatkan Kemampuan Berbicara Bahasa Inggris Calon Kadet Polimarin Sari, Dhesi Wulan
Joined Journal (Journal of Informatics Education) Vol 5 No 1 (2022): Volume 5 Nomor 1 (2022)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v5i1.2180

Abstract

Calon kadet di kapal multikultur dituntut untuk meningkatkan kemampuan Bahasa Inggris khususnya pada keterampilan berbicara (speaking skill) sebelum terjun di dunia kerja nyata. Namun, pada masa pandemic Covid-19, pembelajaran Bahasa Inggris yang terbatas pada pertemuan daring dan kurang variatifnya metode pembelajaran yang digunakan, menghambat pengembangan keterampilan berbicara Bahasa Inggris secara maksimal. Maka dari itu, strategi pembelajaran “vlogging” menjadi solusi untuk mengembangkan kemampuan berbicara Bahasa Inggris. Penelitian ini dilakukan dengan menggunakan metode deskriptif kualitatif dimana data diperoleh dari hasil wawancara, observasi, dan analisis video. Obyek penelitian merupakan mahasiswa semester 3 dari prodi D3 Teknika kelas A dan B dengan total 28 mahasiswa. Hasil penelitian menunjukkan bahwa penerapan media pembelajaran dapat meningkatkan kemampuan berbicara Bahasa Inggris.
Polimarlish.id, a game-based learning website to meet the standard marine communication phrases proficiency Sari, Dhesi Wulan; Herdawan, Deri; Kurniawan, Fajar Sari; Marselia, Marselia; Anggoro, Retno
Journal of Education and Learning (EduLearn) Vol 19, No 2: May 2025
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v19i2.21361

Abstract

Previous studies suggested that game learning method could assist students in improving English proficiency. However, Gen Z students in a semi-military maritime vocational school had a lack of motivation to enrich their maritime English mastery because of their many non-academic activities. The goal of this study was to present polimarlish.id as an alternative game learning medium to enhance maritime English phrases, vocabulary, and idioms through interactive game-learning such as matching pictures, matching sounds, jumbled words, and fill-in-the-blank. This website was developed by considering various types of games and details of the user experience, such as giving clear instructions, attaching real pictures, and using a native sound speaker. Therefore, in order to evolve this game-based learning website, the researcher also gained data by taking observations, conducting interviews, and delivering questionnaires. The data was analyzed using a Likert scale. A total of 85.71% of 28 participants agreed that polimarlish.id could enhance their maritime English standard marine communication phrases (SMCP) proficiency.
The Development of ChemicoMine, Maritime Chemistry Comic Webtoon as an Edutainment Media Accordance to the IMO Regulations Nafillah, Khoirotun; Sari, Dhesi Wulan; Purwanto, Purwanto
Jurnal Pendidikan Kimia Indonesia Vol. 8 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpki.v8i2.82417

Abstract

Based on the IMO Model Course 7.04 curriculum, chemistry is an introductory course that a candidate for sailor must master. However, most abstract chemistry concepts require technology-based learning media and edutainment. Webtoon is a digital comic that presents the concept of chemistry through real-life visualization strategies to attract student interest. This research aimed to create ChemicoMine, a maritime chemistry comic webtoon whose material content follows IMO regulations. The research method is R&D with the ADDIE model, which is limited to the Development stage. The instruments used in this research were analyst instruments of necessity, the validation tools of storyboard, the instrument validated by an expert in media and material, and the instrument for students. The data analysis techniques used the Likert scale 5. Validation results from an expert in material and media stated that the product received a percentage rating of 87.66% and 95.28% with the category (very good). Student response results obtained percentage of rating of 88.94% with the category (very good). Based on the results, ChemicoMine received a positive student response and can be used as an alternative edutainment media.
Workshop Inovatif: Strategi Pembelajaran Aktif Berbasis Gamifikasi dan Teknologi untuk Guru SMK Pelayaran Wira Samudera Sari, Dhesi Wulan; Setyoningrum, Ari Ani Dyah; Alimatussa’diyah, Alimatussa’diyah; Aufi, Ahmad Umam; Sirait, Evi; Kurniawan, Fajar Sari; Purwanto, Purwanto; Herdawan, Deri
Jurnal Pengabdian Masyarakat Bhinneka Vol. 3 No. 4 (2025): Bulan Juli
Publisher : Bhinneka Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58266/jpmb.v3i4.183

Abstract

Akumulasi aktivitas di luar kegiatan pembelajaran di sekolah menengah kejuruan pelayaran seringkali menyebabkan kelelahan fisik dan mental yang berdampak pada rendahnya tingkat konsentrasi dan kesiapsiagaan siswa dalam mengikuti proses pembelajaran. Pendekatan pembelajaran aktif menjadi salah satu alternatif untuk mengatasi masalah tersebut. Tim pengabdian Politeknik Maritim Negeri Indonesia melaksanakan kegiatan workshop dengan mengintegrasikan gamifikasi dan teknologi di SMK Pelayaran Wira Samudera Semarang untuk membantu menguatkan kapasitas guru dalam menyajikan pembelajaran aktif dan interaktif. Kegiatan pengabdian kepada masyarakat ini terbagi menjadi 3 tahap yaitu perencanaan, pelaksanaan workshop, dan evaluasi. Perencanaan dilakukan dengan matang dengan mempersiapkan alat dan bahan yang dibutuhkan selama workshop berlangsung. Kegiatan workshop disajikan dengan menerapkan model sharing knowledge, best practice, dan pemberian umpan balik. Selama workshop berlangsung, guru-guru SMK Pelayaran Wira Samudera berpartisipasi aktif menyampaikan ide-ide kreatif dan tanya jawab terkait strategi pembelajaran berbasis gamifikasi. Hasil kegiatan pengabdian kepada masyarakat ini menunjukkan bahwa guru-guru SMK Pelayaran Wira Samudera memiliki komitmen tinggi untuk merancang kegiatan pembelajaran yang aktif dan interaktif dengan mengintegrasikan gamifikasi dan teknologi. Program lanjutan perlu yang intensif dan berkelanjutan perlu diterapkan untuk menguatkan kompetensi guru-guru SMK Pelayaran Wira Samudera.
Kemampuan Literasi Di Media Sosial Sebagai Kecakapan Hidup Generasi Z Kurniawan, Fajar Sari; Sari, Dhesi Wulan; Alimatussa'diyah, Alimatussa'diyah; Purwanto, Purwanto
Journal of System, Information Technology and Electronics Engineering Vol 2 No 2 (2022): DESEMBER 2022
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (443.342 KB) | DOI: 10.31331/jsitee.v2i2.2507

Abstract

Generasi Z di era industri 4.0 mempunyai ketergantungan yang sangat kuat pada kemajuan teknologi dan informasi. Derasnya arus informasi yang mendominasi media sosial menjadi bagian yang tak terhindarkan. Hal tersebut menuntut generasi Z untuk memiliki kecakapan hidup khususnya kecakapan dalam melakukan literasi di media sosial. Penelitian ini bertujuan untuk mengukur pemahaman dan penerapan literasi di media sosial pada generasi Z khususnya mahasiswa Politeknik Maritim Negeri Indonesia. Penelitian ini menggunakan metode kuantitatif deskriptif. Objek penelitian adalah mahasiswa dari program studi nautika, teknika dan transportasi laut. Jumlah sampel ditentukan menggunakan teknik purposive random sampling. Data didapatkan dengan menyebarkan kuisioner melalui pesan Whatsapp. Kuisioner menggunakan skala Likert dan terdiri dari tiga komponen. Hasil dari penelitian ini diketahui bahwa komponen A untuk mengukur kemampuan membaca di media sosial mendapatkan nilai indeks berharga positif dengan prosentase 95%, sedangkan indeks literasi di media sosial pada kemampuan menggali ide dan menulis sebesar 82%, dan indeks literasi di media sosial pada kemampuan memahami dan menyeleksi informasi generasi z mendapatan prosentase sebesar 98%
Integrating Games in Teaching Maritime English: A Collaborative Auto-Ethnographic Inquiry Herdawan, Deri; Sari, Dhesi Wulan; Marselia, Marselia; Rahayuningsih, Mahsunah Etik
English Education: Jurnal Tadris Bahasa Inggris Vol 17 No 2 (2024): English Education: Jurnal Tadris Bahasa Inggris
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ee-jtbi.v17i2.24007

Abstract

English for Specific Purposes (ESP) has been getting attention as it puts a strong emphasis on specific language needs in various professional and academic settings, meeting the current trend of English education. As a sub-field of ESP, Maritime English (ME) is taught to students who are projected to be involved in the maritime industry. The present study explored the journey of teachers in integrating game-based learning to teach ME. Specifically, it investigated what teachers experienced in teaching ME, how teachers integrated games into teaching ME, and what challenges teachers faced in integrating games into teaching ME. A Collaborative Auto-Ethnographic Inquiry design was implemented in this qualitative study. The data were sourced from the four authors as we shared our experience in teaching from the first time we taught ME. The necessary data were collected through narrative inquiry, photo voice, and semi-structured interviews, followed by a thematic data analysis. The findings revealed challenges that were faced in teaching ME before and after integrating games. Through the discussion, we highlighted how professional teachers should prepare for the class and adapt to the situation in the class.
Rancang Bangun Webgame Edukasi Sebagai Media Pembelajaran Bahasa Inggris Maritim Kurniawan, Fajar Sari; Sari, Dhesi Wulan; Purwanto, Purwanto
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 3 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i3.7931

Abstract

The phenomenon of online game addiction is increasing among students, including students at the Indonesian State Maritime Polytechnic (Polimarin). They tend to spend time to playing game which decrease their academic performance. Apart from that, students also face challenges in learning through traditional learning methods which tend to be less interesting and boring, especially when learning English. English language skills are an important aspect that must be mastered by shipping students, because this language is widely used in the international maritime world. To improve students' English skills, an interactive and fun maritime English learning web game was built that can increase their interest in learning English in a more interesting way. The development method used the waterfall model, which consisted of the stages of analysis, design, implementation, testing and maintenance. At the analysis stage, user needs were identified to understand the most relevant and interesting content for students. Then, the interface and game mechanisms were designed to be attractive and easy to access. The implementation was carried out using responsive web technology so that it can be accessed via computer or mobile devices. The features in the web game were designed to enrich vocabulary, sentence understanding and English communication skills, which were relevant to the needs of the maritime studies field. Web game-based learning media provided a good learning experience in improving the quality and effectiveness of the teaching and learning process. Web games can be an innovative solution in increasing student learning motivation and helping students understand the material in a fun and interactive way.Keywords: learning media; maritime English; webgame.
Kolaborasi @promomakansmg dalam Upaya Meningkatkan Promosi Digital UMKM Warga Ngobo, Karangjati, Semarang Sari, Dhesi Wulan; Nuriyanis, Akhmad; Suyono, Suyono; Herdawan, Deri
Manggali Vol 3 No 1 (2023): Manggali
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/manggali.v3i1.2506

Abstract

Perkembangan teknologi yang cepat dan sulit dikendalikan menghambat perkembangan usaha UMKM warga dusun Ngobo, Kecamatan Karangjati, Kabupaten Semarang. Penjualan dan pemasaran produk hasil UMKM masih dilakukan secara konvensional dengan cara dititipkan di pasar. Kegiatan pengabdian kepada masyarakat berupa pelatihan digital marketing dilakukan menggunakan metode pendekatan klasikal. Seluruh peserta ditempatkan pada ruang yang dapat menampung 50 peserta. Metode yang digunakan dalam pendekatan klasikal ini adalah dengan mode ceramah dan praktek secara langsung. Peserta mengedit foto produk menggunakan Canva, membuat caption dan hashtag sesuai dengan produk untuk kemudian dibagikan di instagram dengan mention dan tag akun instagram @promomakansmg.