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Cybernetic Thinking: Serialist and Wholist style as an English Grammar Problem Solving Learning Perspective during the Pandemic Susanto, Ferri; Khan, Ali; Deng, Changjiang; Cardinal, Kaufmann
Al-Hijr: Journal of Adulearn World Vol. 1 No. 4 (2022)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/alhijr.v1i4.532

Abstract

This study aims to describe how students think cybernetics in solving English grammar problems using serialist and wholist thinking styles. The qualitative approach used in this study is because it is more descriptive. Data collection techniques used questionnaires and instruments in the form of written tests in solving English Grammar questions and combined with interviews. This research was conducted at the Faculty of English Tarbiyah in the second semester of Fatmawati Sukarno State Islamic University Bengkulu in the 2020/202 academic year. Purposive sampling technique was used to take research samples. The sample of this study consisted of two students who had the serialist thinking style and two students who had the wholist thinking style. The results showed that information in the form of questions received by students who had serialist and wholist thinking styles entered the five senses directly through the senses of sight and hearing. The attention process occurs after the question is read and understood so that perception arises. The perceptions that arise are taken as necessary concepts from long-term memory to solve problems. During the retrieval, students who have the serialist thinking style are very at risk of improvisation. Meanwhile, for students who have the wholist thinking style, the concepts needed in short term memory are not stored properly by long term memory, so these students often experience mistakes and forget when doing retrieval, as a result these students are more likely to generalize excessively. These two thinking styles are expected to be able to become perspectives on the development of thinking styles in the teaching and learning process during the current pandemic.
Use of Benime Application in Arabic Language Learning Hael, Edar; Hafiz, Luqman; Deng, Changjiang
Lingeduca: Journal of Language and Education Studies Vol. 2 No. 2 (2023)
Publisher : Yayasan Pedidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/lingeduca.v2i2.16

Abstract

Language is a very basic thing for every human being, not only for communication but also as a forum for the prosecution of knowledge. At this time, other languages are urgently needed because of the increasing circulation of information using other languages, as well as Arabic itself. In the process of learning Arabic, there are several problems or difficulties faced at the IT Ar-Rahman Palangki Elementary School. With the development of technology at this time, therefore technology can be a solution to the difficulties brought into the teaching and learning process of Arabic at SD IT Ar-Rahman Palangki. This is due to the technology that we can use to assist in making interesting learning media, especially applications that can be accessed on Android in the form of images, sounds, and moving animations, such as the Benime application. The benime app itself is an animated video maker app for a more interesting percentage.
Approach and Application of the Roblox Application as a Learning Medium Faridah, Ida; Deng, Changjiang
Scientechno: Journal of Science and Technology Vol. 3 No. 3 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/scientechno.v3i3.1395

Abstract

The use of Roblox as a learning medium has gained significant attention due to its interactive, game-based platform. This study investigates the effectiveness of Roblox as a digital learning tool and explores how it can positively impact students’ learning experiences. The research employs a quantitative method, formulating statements into a Google Form survey to gather data from students, which is then analyzed using SPSS. The study aims to determine whether Roblox enhances student engagement and helps solve learning challenges. Results indicate that Roblox can significantly increase student involvement in discussions and raise interest in learning activities through its interactive features. Additionally, it aids in addressing both internal and external factors affecting students. The conclusion of the study suggests that Roblox offers an effective and engaging alternative for improving learning quality in higher education. Educators are encouraged to explore and understand the application’s potential to maximize its benefits in the classroom. Overall, the study highlights that Roblox has the potential to enhance student learning experiences and could be a valuable tool in modern education.