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Web-based Interactive Distance Learning Design with Moodle Aspia Manurung, Asrar; Syafrayani, Putri Rizki
Aksaqila International Humanities and Social Sciences [AIHSS] Journal Vol. 3 No. 1 (2024)
Publisher : Aksaqila International Humanities and Social Sciences [AIHSS] Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/aihss.v3i1.498

Abstract

The rapid development of technology is driving integration towards education. Web-based interactive distance learning is one of the proofs of the improvement of technology. The current research provides the design of how web-based interactive distance learning by using Moodle through a systematic literature review. The data was taken from searches databases and then found out 9 articles regarding the Moodle learning system. It was found that Moodle provides many features that can enhance the learning process, as well as facilitate the learning environment regardless of place and time. However, the shortcomings were also found that it can be less satisfying because of the cost and the communication that existed in the Moodle also affected the satisfaction of the learning system. A deep considerable is needed by the educational practioners regarding the utilisation of Moodle in learning system.
Improving Basketball Passing Techniques through a Problem-Based Learning Approach Hasibuan, Ahmad Riady; Syafrayani, Putri Rizki
AlAdzkiya International of Education and Sosial (AIoES) Journal Vol 5, No 2 (2024)
Publisher : Al'Adzkiya Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55311/aioes.v5i2.292

Abstract

This study aims to enhance passing technique skills in basketball using a Problem-Based Learning (PBL) model at SMA Negeri 11 Medan, incorporating audio-visual media. Employing a quantitative method, the study involved a population and sample of 36 students from Class XI IPA 1 at SMA Negeri 11 Medan. The variables in this research include the Problem-Based Learning (PBL) model, audio-visual learning media, and learning outcomes. The results of the independent t-sample test showed a significance value of 0.000, which is less than 0.05, indicating a significant difference between the learning outcomes of students using the PBL model and those using conventional learning methods. The average score of students using the PBL model was 83.89, while the average score of students using conventional learning methods was not reported in this paragraph.
Implementasi Pengembangan Bahan Ajar Materi Teks Negosiasi Berbantuan Aplikasi Anyflip pada Siswa Kelas X SMA Gajah Mada Medan Sari, Indah Purnama; Syafrayani, Putri Rizki; Hatta, Tengku Aldy
Wahana Jurnal Pengabdian kepada Masyarakat Vol. 3 No. 1 (2024): Edisi Juni
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/wahana.v3i1.631

Abstract

Proses penelitian dan pengembangan bahan ajar materi teks negosiasi berbantuan aplikasi anyflip pada siswa kelas X SMA Swasta Gajah Mada Medan dengan model ADDIE, yaitu analisis (analysis), desain (design), pengembangan (development), implementasi (implementation), dan evaluasi (evaluation). Bahan ajar yang telah diproduksi di validasi oleh ahli materi, ahli desain dan guru Bahasa Indonesia. Hasil uji validasi diperoleh rerata persentase penilaian validator materi dari 74,36% setelah perbaikan bahan ajar menjadi 80,48% dengan kriteria sangat layak, rerata persentase penilaian validator desain dari 77,69% setelah perbaikan bahan ajar menjadi 81,53% dengan kriteria sangat layak, dan rerata persentase penilaian guru bahasa Indonesia 85% dengan kriteria sangat layak. Selanjutnya, hasil uji repon siswa diperoleh rerata persentase penilaian adalah 84,94% dengan kriteria sangat baik.
Design of a Virtual Based English Learning Application System Reality and Augmented Reality Hasibuan, Ahmad Riady; Syafrayani, Putri Rizki; Khairani, Suci
InfoTekJar : Jurnal Nasional Informatika dan Teknologi Jaringan Vol 8, No 2 (2024): InfoTekJar Maret
Publisher : Universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/infotekjar.v8i2.9894

Abstract

Textbook-based learning media makes the learning atmosphere less attractive for students, especially for elementary school students. This causes the transfer of knowledge to be hampered. Advances in information technology have penetrated the world of education which applies information technology as a tool in teaching and learning activities such as visual animations including augmented reality technology. The augmented reality of technology in English learning applications is a solution to attract the interest of elementary school children. This application has two main features, namely learning and quizzes. First, students are given an introduction to objects around the house in English, then asked to work on questions in an augmented reality and virtual reality technology environment. This application carries out several processes which include reading marker symbols using a camera, then carrying out a pre-processing stage, namely the segmentation process for comparing marker symbols. If the marker symbol is an image that is similar to the reference data, the recognition image will be used to display the 3 dimensions of the object. The trial results show that the features of this application work well, and students perceive it as helpful to have this application for learning English.
Implementation of Ball Object Recognition Using Augmented Reality for Elementary School Level Sari, Indah Purnama; Syafrayani, Putri Rizki; Andani, Salsabila Maisah
Jurnal Pendidikan, Kesehatan dan Olahraga Vol 2, No 2 (2024)
Publisher : Jurnal Pendidikan, Kesehatan dan Olahraga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55311/jpkor.v2i2.300

Abstract

Technology is developing rapidly in this modern era. This fast-developing technology helps humans deal with various kinds of problems. One of the developing technologies is augmented reality. Augmented reality can solve the problem for someone who wants to see their designs appear in the real world. Not only that, augmented reality can also be built on Android using the multimedia application development method and can be built using the Unity 3D engine. In Unity the objects used can be made using a 3D blender and the Vuforia Engine for Augmented Reality, the objects used are basketballs and baseballs.
Unpacking the opportunities and challenges in learning speaking online during Covid-19 outbreak: A case-study of Indonesian EFL college students Syafrayani, Putri Rizki; Ginting, Pirman; Hasnah, Yenni; Saragih, Mandra
Englisia: Journal of Language, Education, and Humanities Vol 9, No 2 (2022)
Publisher : Universitas Islam Negeri Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/ej.v9i2.10940

Abstract

The challenges brought by Covid-19 have threatened not only the economy and health fields but also the educational sectors. In light of education, this issue has led to the swift migration of the learning process from conventional mode to online learning which has resulted in another bottleneck. The current study explores the perception of EFL Indonesian college students about the challenges and benefits of learning speaking through the online system during the Covid-19 outbreak. Forty-five college students participated in this study and were inquired through a semi-structured questionnaire in the weeks following the final term examinations for the academic year 2020-2021. The data was probed by using grounded theory proposed by Creswell. The findings exposed that effectiveness, online benefits, and improvement opportunities were the benefits obtained by students from the online learning. Meanwhile, distraction and information overload, a technical error in online learning technology and internet connectivity matters as well as limited interaction and inadequate support were hindrances that often hampered the students.  Consequently, this scholarly paper also provides advice on the essence of the readiness of adequate facilities and the collaboration from stakeholders; government, teachers, students, and parents to successfully implement online learning. 
Pengaruh Project-Based Learning terhadap Peningkatan Hasil Belajar Teknik Shooting Sepak Bola di Pendidikan Dasar Hasibuan, Ahmad Riady; Syafrayani, Putri Rizki
Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP Vol 5, No 3 (2024)
Publisher : Universitas Muhammadiyah Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jppp.v5i3.20140

Abstract

Tujuan penelitian ini adalah untuk menyelidiki bagaimana model pembelajaran berbasis proyek (PjBL) dapat mempengaruhi keterampilan teknik shooting sepak bola pada siswa sekolah dasar. Metode eksperimen yang digunakan dalam penelitian ini adalah desain kelompok kontrol nonequivalent. Total sampel yang digunakan sebanyak 73 siswa yang dibagi ke dalam dua kelompok. Kelompok eksperimen menerima perlakuan pembelajaran dengan integrasi model PjBL, sedangkan kelompok kontrol menerima pembelajaran konvensional atau instruksi langsung (DI). Intervensi berlangsung selama delapan minggu, dan guru dan siswa bertemu satu kali setiap minggu sesuai jadwal. Baik kelompok eksperimen maupun kontrol menerima 100 menit instruksi tatap muka, 120 menit tugas mandiri, dan 120 menit tugas terstruktur. Dua alat digunakan untuk mengevaluasi kemampuan shooting sepak bola: tes shooting 3 meter dan lembar observasi selama eksperimen. Data penelitian dianalisis dengan uji t, uji persyaratan data, dan analisis deskriptif. Hasil penelitian menunjukkan bahwa pengajaran dengan model PjBL dan metode tradisional (DI) memiliki efek positif dan memiliki kemampuan untuk meningkatkan keterampilan teknik shooting sepak bola siswa (p 0.05). Namun, ada perbedaan signifikan antara kelompok eksperimen dan kontrol yang ditunjukkan dengan nilai Z -5.275 dan Sig. 0.000 (p 0.05). Kelompok eksperimen yang diajarkan dengan menggunakan PjBL menunjukkan hasil yang lebih baik (p 0.05).
Maxim Analysis of Maxim Usage in Marital Conversations: A Study of Batak Couple Dynamics in the Movie 'Ngeri-Ngeri Sedap’ Syafrayani, Putri Rizki; Ayunda, Riska
English Teaching and Linguistics Journal (ETLiJ) Vol 6, No 1 (2025): ETLiJ - English Teaching and Linguistics Journal
Publisher : English Teaching and Linguistics Journal (ETLiJ)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/etlij.v6i1.21720

Abstract

This study analyzed the application and violation of Grice's maxims in marital conversations between Batak couples as depicted in the film "Ngeri-Ngeri Sedap." Employing a qualitative descriptive approach, the research focused on dialogues between the central characters, Bapak Domu and Mamak Domu, to investigate how cultural norms and gender roles shape communication dynamics within Batak society. The findings indicated that the maxim of Quantity was the most frequently adhered to, suggesting that the couple generally provided an appropriate amount of information. However, it was also the most commonly violated maxim, often due to emotional tensions or strategic interactions. The analysis revealed distinct communication patterns, with male speakers more likely to withhold information while female speakers adhered more closely to conversational norms, particularly in emotionally charged situations. This study contributes to understanding how cultural values influence marital communication and highlights the significance of maxim violations in navigating relational complexities. By exploring the interplay between culture, gender, and pragmatics, the research offers valuable insights into the evolving nature of marital dynamics in contemporary Batak society.
Analysis of Modality in EFL Textbooks for Junior High School Students Syafrayani, Putri Rizki
Journal of Innovation in Research, Education and Culture (JIREC) Vol 3, No 1 (2025)
Publisher : Journal of Innovation in Research, Education and Culture (JIREC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55311/jirec.v3i1.326

Abstract

This study explores modality in English as a Foreign Language (EFL) textbooks, addressing a gap in prior research that emphasizes modal verbs’ frequency over their functional use. It analyzes the types and realization of modality in the Indonesian junior high school textbook English for Nusantara Grade VII using Halliday’s Systemic Functional Linguistics framework. Data, sourced from exercises, dialogues, and passages, were categorized into modalization (probability and usuality) and modulation (obligation and inclination). Findings indicate a prevalence of medium modality, with "can" and "should" frequently used, reflecting moderate obligation and possibility. The textbook prioritizes expressing ability and certainty over obligation, suggesting the need for more balanced instructional material. This study underscores the importance of integrating practical exercises that teach nuanced modality use, enhancing students' ability to communicate effectively in real-world contexts. Aligning with language's interpersonal function, such improvements could foster socially appropriate and meaningful exchanges in English. Keyword : EFL textbooks, Halliday and Matthiessen framework, Modalization, Modulation.
From Classrooms to Clicks: Perceptions of Technology-Mediated Summative English Testing among Vocational Students Syafrayani, Putri Rizki; Meisuri
EDUCATION JOURNAL OF INDONESIA Vol. 6 No. 1 (2025)
Publisher : EDUCATION JOURNAL OF INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/eji.v6i1.4820

Abstract

The transition to technology-mediated assessment in education has reshaped testing practices globally, yet its implications for vocational students remain underexplored. This study investigates vocational learners’ perceptions of summative English testing conducted through digital platforms, focusing on the perceived benefits and drawbacks. Drawing on a mixed-methods approach, data were collected through questionnaires and interviews with students from a vocational institution. The findings reveal a complex interplay between usability, fairness, and performance impact. While some students appreciated the efficiency and immediate feedback of digital tests, many expressed concerns over interface unfamiliarity, limited digital literacy, and heightened test anxiety, which they felt adversely affected their performance. These perceptions were further influenced by socioeconomic and educational backgrounds, suggesting potential inequities in assessment outcomes. The study highlights the need for more inclusive and accessible digital assessment designs tailored to the vocational context. Implications for educators and policymakers include the integration of digital literacy support and the development of student-centered testing platforms to enhance validity and fairness in language evaluation.