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Implementasi Pelaksanaan Asessmen Nasional Berbasis Komputer (ANBK) di SDN 01 Benteng Hulu Lahagu, Siti Nuraini; Panduwinata, Tiara
ALACRITY : Journal of Education Volume 4 Issue 1 Februari 2024
Publisher : LPPPI Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52121/alacrity.v4i1.265

Abstract

This study aims to find out how the implementation of the ANBK exam will affect SDN 01 Benteng Hulu from 2021 to 2023. More than that, this study also explains how the school integrates learning ANBK questions that are literacy and numeracy through learning materials in the classroom environment and conducting simulations before the implementation of the ANBK exam. The method in this study is a quantitative method by observing and collecting school archive data related to the ANBK exam and conducting direct interviews with the school. The implementation of the ANBK exam, which has been running since 2021, 2022, and 2023, shows that the implementation of the ANBK exam at SDN 01 Benteng Hulu runs smoothly, which can be seen in the readiness of students when carrying out the ANBK exam. In its application, the ANBK exam uses a computer and laptop for each student and carries out the exam by dividing the time into two shifts, namely the morning and afternoon shifts filled by 15 students per exam.
The Role of Audio-Visual Media to Overcome Problems Learning English Language Panduwinata, Tiara
At-Taqwa: Jurnal Pendidikan dan Islamic Studies Vol 2, No 1 (2024): JULI
Publisher : Yayasan Nurma Gemilang

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Abstract

This journal discusses the role of audio-visual media in overcoming problems that occur in English learning at STAI Sultan Syarif Hasyim Siak. This research aims to explore the effectiveness of using audio-visual technology, such as digital learning videos, in English language learning. The research method uses qualitative methods through classroom observations, interviews, and documentation. The results of the research show that the problems in English language learning that can be overcome by using audio-visual technology are: 1) By using audio-visual media, it becomes easier for lecturers to demonstrate teaching materials or learning materials to students so that they can improve the understanding of students who find it difficult to understand the material; 2) lecturers can attract the interest and attention of students who lack motivation to learn English; 3) improve the language skills of students who have difficulty pronouncing English; and 4) prepare students to face educational challenges in the digital era. The practical implication of this research is that the role of audio-visual media can support learning strategies that are more adaptive and responsive to the demands of technological developments and overcome problems that occur in the English learning process
Implementasi Pelaksanaan Asessmen Nasional Berbasis Komputer (ANBK) di SDN 01 Benteng Hulu Lahagu, Siti Nuraini; Panduwinata, Tiara
ALACRITY : Journal of Education Volume 4 Issue 1 Februari 2024
Publisher : LPPPI Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52121/alacrity.v4i1.265

Abstract

This study aims to find out how the implementation of the ANBK exam will affect SDN 01 Benteng Hulu from 2021 to 2023. More than that, this study also explains how the school integrates learning ANBK questions that are literacy and numeracy through learning materials in the classroom environment and conducting simulations before the implementation of the ANBK exam. The method in this study is a quantitative method by observing and collecting school archive data related to the ANBK exam and conducting direct interviews with the school. The implementation of the ANBK exam, which has been running since 2021, 2022, and 2023, shows that the implementation of the ANBK exam at SDN 01 Benteng Hulu runs smoothly, which can be seen in the readiness of students when carrying out the ANBK exam. In its application, the ANBK exam uses a computer and laptop for each student and carries out the exam by dividing the time into two shifts, namely the morning and afternoon shifts filled by 15 students per exam.
EXPLORING STUDENTS' ENGLISH LEARNING EXPERIENCES THROUGH GAME-BASED LEARNING: A PHENOMENOLOGICAL STUDY OF THE USE OF GIMKIT AT STAI SUSHA SIAK Panduwinata, Tiara
Multidisciplinary Indonesian Center Journal (MICJO) Vol. 2 No. 4 (2025): Vol. 2 No. 4 Edisi Oktober 2025
Publisher : PT. Jurnal Center Indonesia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62567/micjo.v2i4.1495

Abstract

English language learning in Islamic colleges faces challenges related to motivation, engagement, and a classroom atmosphere that tends to be monotonous. In today's digital context, Game-Based Learning (GBL) offers an innovative approach that can change these dynamics through fun and interactive game elements. This study aims to explore the subjective experiences of students at the Susha Siak Islamic College (STAI) in using Gimkit as a game-based English learning medium. The approach used is interpretive phenomenology based on Heidegger's thinking, which focuses on the meaning of participants' life experiences. Data were obtained through in-depth interviews, participant observation, and reflective journals from seven students who actively used Gimkit in their English classes. Data analysis followed Colaizzi's (1978) steps to identify essential themes from the participants' experiences.The results of the study show three main themes: (1) fun and challenging learning, (2) a more lively and competitive classroom atmosphere, and (3) increased cohesiveness and solidarity among students. The learning experience through Gimkit brings out strong intrinsic motivation, self-confidence, and positive emotional involvement. This study concludes that GBL through Gimkit not only improves the effectiveness of English language learning, but also strengthens the values of togetherness and collaboration in the context of Islamic higher education.