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Analysis of Commissive, Directive and Expressive Speech Acts in the Film the God Father Director Francis Ford Coppola Marlianda, Rendi
The Future of Education Journal Vol 3 No 1 (2024): February
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v3i1.132

Abstract

The God Father is a 1972 American crime film, directed by Francis Ford Coppola and with a screenplay by Mario Puzo and Coppola. The aim of this research is to describe commissive, directive and expressive speech acts in the film The Godfather. The research method uses a qualitative descriptive method. The data collection technique used is documentation technique. Data analysis techniques include description, classification, analysis, data interpretation, evaluation and conclusion stages. The results of this research show that there were 9 types of commissive speech acts found in the film The God Father, 5 in promising utterances, and 4 in swearing utterances. In the directive speech in the film The God Father, 26 types of speech were found, 7 in pleading speech, 2 in demanding speech, 10 in suggesting speech, and 7 in challenging speech. In the expressive speech in the film The God Father, 20 types of speech were found, 10 were praise speech, 4 were thanking speech, 3 were criticizing speech, and 3 were complaining speech.
The Effect of The Teams Games Tournament (TGT) Learning Model on Students' Learning Results in Mathematics Subjects For Class III Primary School Students Aprimadedi, Aprimadedi; Marlianda, Rendi; Verliana, Verliana
The Future of Education Journal Vol 3 No 4 (2024): November
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v3i4.153

Abstract

This research is motivated by the learning process that has not shown interesting progress and has yet to encourage active participation from students. This situation directly negatively impacts students' academic performance in mathematics, which remains relatively low. Therefore, there is a need for efforts to develop more effective and engaging learning methods to improve students' learning outcomes in this subject. This study aims to obtain information on the extent of the influence of the Teams Games Tournament (TGT) learning model on the mathematics learning outcomes of third-grade elementary school students. This research is an experimental study using a quasi-experimental design, specifically a Posttest Only Control Design. The research was conducted at SDN 20 Sitiung, Sitiung District, Dharmasraya Regency. The sample consisted of 49 students, representing all students in grade III. The data collection instrument used was a 20-item multiple-choice test that has been tested for validity and reliability. The results showed that the average posttest score for the experimental class was 73.54, while the control class had an average posttest score of 44. Data analysis of the posttest results, using an Independent Sample Test, indicated a significance value of 0.000 < 0.05. Based on the criteria, if the significance is < 0.05, then H0 is rejected and Ha is accepted. Thus, it can be concluded that there is a significant effect of the application of the Teams Games Tournament (TGT) learning model on the mathematics learning outcomes of third-grade students at SDN 20 Sitiung
PENGARUH PENGGUNAAN MEDIA AUDIO VISUAL DAN MOTIVASI BELAJAR TERHADAP KEMAMPUAN MEMBACA PUISI SISWA KELAS X SMA Marlianda, Rendi; Harjono, Hary Soedarto; Rustam, Rustam
SEBASA Jurnal Pendidikan Bahasa dan Sastra Vol 5 No 1 (2022): SeBaSa
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/sbs.v5i1.5246

Abstract

This study aims to determine whether there is an effect of using audio-visual media on the ability of students to read poetry in class X SMA. Sampling in this study used a purpose sampling technique. This research design is pretest posttest control group only design. The research design uses a 2x2 factor. This research method is quasiexperimental or quasi-experimental. Sources of data in this study were the results of students' motivation and poetry reading ability tests. The results of this study prove that there is a significant effect of using audio visual media on students' poetry reading skills with the results of hypothesis testing the value of t count = 3.156 > t table = 1.710 so that the null hypothesis (Ho) is rejected and the Alternative Hypothesis (Ha) is accepted. Hypothesis 2 test shows that the use of audio-visual media on highly motivated students has a significant effect, this is indicated by the value of tcount = 3.676 > ttable = 1.782. Hypothesis test 3 shows a significant effect of using audiovisual media on low-motivated students as indicated by the value of tcount = 2,572 > ttable 1,782. Hypothesis test 4 shows that there is a significant effect of learning motivation on the ability to read poetry with the value of t count = 2,399 > t table 1,710. This study proves that the use of audio-visual media has a better influence on students' poetry reading skills so that it can be used as an alternative learning that can be applied in the classroom.Keywords: Audio Visual Media, Learning Motivation, Poetry Reading Ability
PENGEMBANGAN MEDIA POP UP BOOK MATERI KEMAMPUAN MEMBACA PERMULAAN MUATAN BAHASA INDONESIA KELAS I DI SDN 01 PADANG LAWEH KABUPATEN DHARMASRAYA. Yanti, Afrida; Salahuddin, Amar; Marlianda, Rendi
Consilium: Education and Counseling Journal Vol 4 No 2 (2024): Edisi Agustus
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v4i2.4664

Abstract

Penelitian ini dilatar belakangi oleh proses pembelajaran yang monoton, pendidik saat menjelaskan hanya terpaku dengan materi yang ada dibuku dan memberikan contoh abstrak dari benda sekitar tidak mempraktekanya secara langsung sedangkan anak pada usia kelas rendah sangat membutuhkan media yang kongkret dalam proses pembelajaranya. Sehingga sebagian anak hanya mengetahui nama benda tapi tidak dengan bentuk bendanya sehingga siswa sering merasa bosan saat proses pembelajaran. Tujuan penelitian adalah untuk menghasilkan Media Pop Up Book materi kemampuan membaca permulaan muatan bahasa Indonesia siswa kelas 1 di SD Negeri 01 Padang Laweh Kabupaten Dharmasraya yang valid, praktis, dan efektif. Jenis penelitian adalah penelitian dan pengembangan yaitu model Plomp yang terdiri dari tahap penelitian pendahuluan (preliminary research), tahap prototype (Prototyping phase) dan tahap penelitian (assessment phase). Hasil penilaian validasi media media Pop Up Book pada uji validasi oleh tiga ahli yakni ahli bahasa dengan presentase 93,5% termasuk dalam kategori sangat valid, ahli isi/materi dengan presentase 85,71 termasuk dalam kategori sangat valid, dan ahli konstruk dengan presentase 97,5% termasuk dalam kategori snagat valid, Maka diperoleh skor rata-rata 92,32%. Dengan demikian media Pop Up Book sudah sesuai dengan bahasa, media dan materi pembelajaran, uji praktikalitas respon guru 89,55 % One to One Evaluatiuon 93,65% dan Small Group Evaluation 88,1 % dengan kategori sangat praktis dan hasil efektifitas dinilai dari hasil belajar siswa diperoleh presentase 93,75% dengan kategori sangat efektif artinya media dapat meningkatkan hasil belajar peserta didik
PENGARUH MEDIA PEMBELAJARAN GAME EDUKASI TERHADAP KEMAMPUAN SISWA SEKOLAH DASAR DALAM BERHITUNG Marlianda, Rendi; Aprimadedi; Titus Nugroho
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4615

Abstract

In light of the evolving times, a variety of new types of games have emerged, especially with the rapid advancement of technology, which has significantly influenced the development of new game genres. Besides being created for enjoyment, games can also be designed for educational purposes with specific objectives as educational tools. Educational games have proven to increase students' interest in learning, making them a revolutionary step in enjoyable learning for students. This research is a quantitative study with an experimental approach using a two-group pretest-posttest design. Quantitative research deals with data and numbers, starting from data collection, interpretation of the data, and presenting the final results in numerical form. Quantitative research is also a process that generates numerical data and analyzes it using statistics. This research design aims to ensure that the research process is directed and follows the proper procedures.Based on the t-test result of 7.622, which is greater than the t-table value of 2.728 (7.622 > 2.728), it means that the alternative hypothesis (Ha) is accepted and the null hypothesis (Ho) is rejected. The acceptance of Ha indicates that there is a difference in the average scores of multiple-choice questions between the posttest and the pretest. The positive t-test value shows that the average posttest results are higher than the average pretest results. Therefore, the Math Educational Game has an impact on the counting ability of third-grade students. Similarly, for the experimental class, the t-test result of 9.354 is greater than the t-table value of 2.728 (9.354 > 2.728), which means that Ha is accepted and Ho is rejected. The acceptance of Ha indicates that there is a difference in the average scores of multiple-choice questions between the posttest and the pretest. The positive t-test value shows that the average posttest results are higher than the average pretest results. Thus, the Math Educational Game affects the counting ability of third-grade students.
PENGEMBANGAN MEDIA POP – UP BOOK BERBASIS APLIKASI POWERPOINT MATERI BANGUN DATAR PADA PEMBELAJARAN MATEMATIKA SISWA KELAS IV SD Marlianda, Rendi; Riza Fadli; Wilidia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4616

Abstract

There are problems in mathematics learning, namely low student learning outcomes in mathematics subjects involving flat shapes including squares, rectangles, triangles, parallelograms, trapezoids, kites, rhombuses.This research is a type of research and development using the ADDIE model which was developed by the learning technology center at the University of Florida for the United States military service. These models are: 1) analysis, aimed at collecting data that characterizes the media being developed, 2) Design, designing a pop-up book media that will be used by researchers, 3) development, aimed at developing valid pop-up book media, practical and effective, 4) implementation, aims to document learning media procedures and, 5) evaluation, aims to determine students' knowledge after studying flat shape material using pop-up book media. The results of this research state that the pop-up book media on flat material is as follows: 1) the pop-up book media on flat building material is in very valid criteria because it is in accordance with the characteristics of class IV students, so it is suitable for use, 2) pop-up media flat shape material book for grade IV elementary school students is in very practical criteria, with the characteristics of being easy to understand, interesting, and can be applied by teachers and students, 3) the pop-up media book for flat shape material for class IV elementary school students is effective for learning outcomes about flat shapes, namely squares, rectangles, triangles, parallelograms, trapezoids, rhombuses and kites.
Pengaruh Model Team Games Tournament (TGT) Berbantu Media Ubur-Ubur Terhadap Hasil Belajar Matematika Siswa Kelas lV SD Lutfiah, Zumrotun; Marlianda, Rendi; wulandari, Resti
Jurnal Ilmiah Dikdaya Vol 14, No 2 (2024): September 2024
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/dikdaya.v14i2.688

Abstract

This study applies the Team Games Tournament learning model assisted by jellyfish media in Mathematics learning.This study uses the type of Quasy Experimental Design research. The population in this study were all students of SDN 02 Timpehand the samples were two classes, namely class lVA and lVB totaling 32 students. The data collection technique was taken usingpretest and posttest sheets which were calculated and compared based on the criteria and analyzed with normality tests,homogeneity tests, and hypothesis tests through SPSS 20 at a level of 0.05. While the data collection technique was taken using atest sheet and then analyzed using normality tests, homogeneity tests, and hypothesis tests through SPSS 20 at a level of 0.05. Theresults of data analysis from the hypothesis test on the independent sample t test with a significance level of 0.05 showed theresults of sig. (2-tailed) smaller than Ha, so Ho was rejected. While the results of the test data analysis from the hypothesis test onthe independent sample t test with a significance level of 0.05 showed the results of sig. (2 tailed) smaller than a, so Ho wasrejected. Based on the results of the analysis of observation data and test data, it can be concluded that the team gamestournament learning model has a significant influence on the learning outcomes of Mathematics in grade IV of ElementarySchool
PENGARUH MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) TERHADAP HASIL BELAJAR SISWA MATEMATIKA SISWA KELAS III SEKOLAH DASAR Aprimadedi; Marlianda, Rendi; Verliana, Verliana
Jurnal Muara Pendidikan Vol. 10 No. 1 (2025): Jurnal Muara Pendidikan, Vol 10 Issue 1, Juni 2025
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/mp.v10i1.2287

Abstract

The mathematics learning process in class III of Sitiung State Elementary School 20 has been found to lack interest and has not been effective in encouraging active student participation. The present situation has a deleterious effect on students' achievement in mathematics, which remains comparatively low. Consequently, there is a necessity for the implementation of effective and engaging learning methodologies to enhance mathematics learning outcomes. The objective of this study is to ascertain the extent to which the Teams Games Tournament (TGT) learning model exerts an influence on the mathematics learning outcomes of third grade elementary school students. This research employs an experimental study design, utilizing a true experimental research design, specifically a posttest-only control design. The research was conducted at State Elementary School 20 Sitiung, Sitiung District, Dharmasraya Regency. The research sample consisted of 49 students who were all third grade students. The data collection instrument employed was a multiple-choice test comprising 20 items, which had previously undergone rigorous validity and reliability testing. The findings indicated that the mean value of the experimental class posttest was 73.54, while the mean value of the control class posttest was 44. The research data from the posttest data analysis, utilizing the Independent Sample Test, yielded a significance value of 0.000 <0.05. Pursuant to the established criteria, when the significance is less than 0.05, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. Therefore, it can be concluded that the application of the Teams Games Tournament (TGT) learning model has a significant effect on the learning outcomes of third grade mathematics students at SDN 20 Sitiung.
Development of Flipbook-Based Learning Media for Short Story Texts in 10th Grade at Madrasah Aliyah Negeri 1 Tebo Salahuddin, Amar; Marlianda, Rendi; Riola, Arsinta
The Future of Education Journal Vol 4 No 7 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.802

Abstract

This study aims to develop a learning media using Flipbook media for short story text material. The researcher chose Flipbook media because it is easy to use for the learning process to be interactive and interesting which provides students with an experience like reading a real book with an interactive page turning effect because Flipbook as a visual and multimedia that can contain text, images, and animation. This media was developed to involve the presentation of material in a structured manner, encourage independent learning, be environmentally friendly, cost-effective, make students interested in the learning process and make learning more interesting. This research method is development research or R&D with a 4D model consisting of the stages of defining (define), designing (design), developing (development), and disseminating (disseminate). This research was conducted at Madrasah Aliyah Negeri 1 Tebo in the 2024/2025 academic year, the research subjects were 20 class X students. Data collection techniques used student response questionnaires, teacher responses, media expert validation sheets, language experts, and material experts. The results of this study indicate that researchers produce Flipbook-based learning media as a learning medium for short story text material, the media is said to be valid, seen from the results of the media expert validation obtained a score of 97.3% and is included in the "very valid" category, the language expert validation obtained a score of 95% and is included in the "very valid" category, and the material expert validation obtained a score of 98.3% and is included in the "very valid" category. This means that Flipbook-based learning media is suitable for use by educators and students. The results of the practicality research conducted by educators obtained a score of 96.3% including the "very valid" category, and class X students obtained a score of 98% including the "very valid" category. So it can be concluded that the Flipbook-based learning media that has been developed by researchers is suitable for use, because it has met the valid category.
Development of Powtoon-Assisted Animation Video for Poetry Writing Material in Grade VIII at SMPN 1 Sitiung Salahuddin, Amar; Marlianda, Rendi; Yani, Rahma
The Future of Education Journal Vol 4 No 7 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.761

Abstract

This study aims to develop a learning media using Powtoon-assisted animation videos for teaching poetry writing. The researcher chose the CapCut application because it is accessible and easy to use for creating learning videos that actively engage students' visual and auditory senses, enhancing the absorption of the material. This research employed a Research and Development (R&D) method using the 4D model, which consists of the stages: define, design, develop, and disseminate. The study was conducted at SMPN 1 Sitiung in the 2025/2026 academic year, with 29 grade VIII students as participants. Data collection techniques included questionnaires for student responses, teacher responses, media expert validation sheets, material expert validation sheets, and language expert validation sheets. The results show that the researcher successfully developed a learning video as a teaching aid for reading poetry texts. The video was considered valid based on expert validations: media expert validation scored 100%, categorized as "very valid," material expert validation scored 70%, categorized as "valid," and language expert validation scored 97.1%, categorized as "very valid." This indicates that the learning video is suitable for use by both teachers and students. The practicality assessment, conducted by the teacher, scored 96.3%, categorized as "very valid," and the grade VIII students scored 97.6%, also categorized as "very valid." Therefore, it can be concluded that the developed learning video is eligible for use, as it meets the criteria of validity, practicality, and effectiveness.