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Teacher and Student Responses to Educational Games Based on the Fisher-Yates Shuffle Algorithm in Learning Advertising Texts, Slogans, and Posters Putri, Ermira Nilansari; Rahmawati, Laili Etika; Sufanti, Main; Mansoor, Hafiza Sana
KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya Vol. 10 No. 1 (2024): April
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kembara.v10i1.29715

Abstract

The suitability of games as an effective learning medium provides deep insight into the interactions between teachers and students in innovative learning contexts. The purpose of this research is to (1) describe students' active responses to the “TISTER” application as an Android-based learning media and (2) describe teachers' responses to the “TISTER” application as an Android-based learning media. Qualitative descriptive method with a case study model. The research subjects in this study were VIIIC students and Indonesian language teachers at SMP Negeri 2 Jatisrono. The research object includes student and teacher responses to educational games. Research data is information and facts. Primary data sources are direct observations, interviews, and questionnaire instruments. Data was collected through in-depth interviews with teachers, classroom observations when the application was used, and questionnaire analysis of class VIIIC student responses. Testing the validity of this data was carried out using source triangulation techniques. Data analysis method by Miles and Huberman. The results of research on student responses showed that there was an increase in activity of 87%, while 13% felt that they had not experienced an increase in activity. The results of the research on teacher responses were the suitability of the aspects assessed (material content, learning objectives, targets, completeness, and relevance of the content). The percentage of assessments from teacher 1's responses to indicators 1-5 (V1-V5), namely 80%, 82%, 80%, 86% and 82%. Teacher responses in terms of material and media aspects in educational games were reviewed by two teachers each against five performance indicators (V1-V5).
Beyond the classroom walls: Unveiling teachers’ and students’ experiences in Biology education Marati, Siti Hamamatul; Haryanto, Sigit; Darsinah, Darsinah; Mansoor, Hafiza Sana
Journal of Educational Management and Instruction (JEMIN) Vol. 4 No. 2 (2024): December 2024
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/jemin.v4i2.9632

Abstract

Despite the growing emphasis on formal classroom settings, the learning experiences of students outside the classroom, particularly in biology education, remain underexplored. This research seeks to bridge this gap by unveiling the perspectives of both students and teachers regarding their biology learning experiences. Conducted with senior high school participants in Indonesia, this qualitative study employs purposive sampling to gather data through semi-structured interviews with three biology teachers and seven students. Thematic analysis of the collected data reveals the multifaceted nature of biology instruction, highlighting challenges, achievements, and the potential for pedagogical improvement. The findings suggest that while there are several strengths in current teaching methods, significant opportunities exist to enhance the learning experience by incorporating additional activities beyond the classroom. In particular, the study underscores the need for fostering more immersive and holistic educational environments that can cater to diverse learning styles. This research contributes valuable insights for educators and policymakers, advocating for innovative strategies that extend beyond traditional educational boundaries and stimulate a more dynamic, engaging biology curriculum. The study’s implications call for a reevaluation of current educational practices, aiming to create more inclusive and enriching learning experiences for senior high school students.
Psychological Needs of the Female Main Character in Water for Elephants Movie using Maslow’s Hierarchy of Needs Khoiriah, Umul Fajar; Haryanti, Dwi; Thoyibi, Muhammad; Haryanto, Sigit; Mansoor, Hafiza Sana
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.v17i2.23802

Abstract

This study explores the psychological journey of Marlena, the female protagonist in the movie Water for Elephants, focusing on her fulfillment of psychological needs. The aim of this descriptive qualitative research is to analyze Marlena’s character development and the portrayal of her psychological needs within the narrative. The writer uses a contextual method in analyzing this movie. The writer analyzes the extrinsic aspects to show the fulfillment of Marlena’s psychological needs through the lens of Maslow’s Hierarchy of Needs. The result of this study is Marlena’s character in Water for Elephants demonstrates a gradual fulfillment of her psychological needs as depicted within Maslow’s Hierarchy of Needs framework, showcasing her development towards self-actualization amidst the challenges and dynamics of the circus environment. Through her experiences and interactions, Marlena embodies resilience and growth, illustrating the complexities of human motivation and fulfillment.
Educational game based on macromedia flash in Indonesian language learning in junior high school Putri , Ermira Nilansari; Etika Rahmawati, Laili; Sufanti, Main; Mansoor, Hafiza Sana
BAHASTRA Vol. 43 No. 2 (2023): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v43i2.521

Abstract

Educational Game is an application package that is used as a tool that aims to encourage students to undergo learning activities. The objectives of this study are (1) to describe educational games based on Macromedia Flash for Indonesian language learning in junior high schools; and (2) to describe the results of implementing Macromedia Flash-based educational games with the Fisher Yates Shuffle algorithm in learning Indonesian in junior high schools. The research approach is a qualitative descriptive research. The research is based on case studies with subjects and objects that focus on class VIIIC students and Indonesian language teachers at SMP Negeri 2 Jatisrono. Data collection techniques are by using observation techniques, questionnaires, interviews, and tests. The research sample is 30 VIIIC students. Data analysis is guided by Miles & Huberman's view which consists of three streams of activities that occur simultaneously, namely: data reduction, data presentation, drawing conclusions/verification. The data validity test was carried out using source triangulation technique. In connection with the research results based on eight indicators, it can be understood that the level of student activity in learning Indonesian based on educational games based on Macromedia Flash with the Fisher Yates Shuffle algorithm has increased. The percentage of 87% of students explained that the Macromedia Flash application based on the Fisher Yates Shuffle algorithm was able to increase student activity. This research encourages the integration of technology in the world of education. Flash-based games can offer interactive and dynamic content, enhancing the learning experience.