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Development of Android-Based Gamification Media Design for Personal Letters and Formal Letters Material in Grade VII Oktaviana, Diana; Zisca Diana, Purwati
International Proceedings of Nusantara Raya Vol. 2 (2023): Nowadays: Indonesia and South Korea in Literarture and Culture
Publisher : Lembaga Kajian Nusantara Raya UIN Prof. K.H. Saifuddin Zuhri Purwokerto

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Abstract

This research aims to describe the development of gamification Android-based media design related to the teaching material of personal letters and formal letters in Grade VII of junior high school. The research method used in this study is Research and Development with the ADDIE research design, which stands for Analysis, Design, Development, Implementation, and Evaluation. The results of this research show that the Android-based learning media developed for personal letters and formal letters in Grade VII of junior high school are suitable for use in school learning. This learning media can help students understand the material more easily, increase their interest in learning, boost their motivation by presenting engaging and non-boring media, and provide benefits to students by offering enjoyable games that are not monotonous. This application is also beneficial for teachers as it facilitates the delivery of teaching materials and serves as a new innovation for teachers to continually develop their creativity by utilizing available technology and adapting it to the students' needs in line with the current era. Therefore, Android-based learning media can be an alternative learning tool that can be applied by teachers in Indonesian language learning in Grade VII.
Effectiveness Of Minimum Competency Assessment (Akm) Questions For Reading Literacy On Short Story Text Materials For Grade Viii Smp Using Google Forms Kusdiana Sari, Febi; Zisca Diana, Purwati
International Proceedings of Nusantara Raya Vol. 3 No. 1 (2024): Locality of Language, Literary, and Culture in Global Development
Publisher : Lembaga Kajian Nusantara Raya UIN Prof. K.H. Saifuddin Zuhri Purwokerto

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Abstract

This research aims to develop effective minimum competency assessment (AKM) questions to enhance students' understanding of short story texts. AKM is an educational evaluation tool in Indonesia designed to ensure that students' basic competencies meet knowledge and comprehension standards, especially in reading literacy. The method used in this study is Research and Development (R&D) with the ADDIE approach, which includes analysis, design, development, implementation, and evaluation. The results indicate that: (1) needs analysis reveals that students still lack understanding of AKM questions; (2) there is a need to develop AKM questions using Google Form technology to make them more engaging and facilitate students' comprehension; (3) the developed AKM questions achieved an average score of 85, categorized as "very good" by experts. In conclusion, the developed product is proven effective in improving students' abilities and knowledge in understanding short story texts.
Evaluasi kelayakan gamifikasi dalam membangun minat siswa pada teks cerita rakyat Aprilasari, Risa; Zisca Diana, Purwati
Jurnal Genre (Bahasa, Sastra, dan Pembelajarannya) Vol. 6 No. 1 (2024): JURNAL GENRE: (Bahasa, Sastra, dan Pembelajarannya)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jg.v6i1.9895

Abstract

Penelitian ini dilatarbelakangi oleh kebutuhan pembaharuan media pembelajaran yang memanfaatkan teknologi gamifikasi berbasis website pada pembelajaran bahasa Indonesia khususnya pada materi teks cerita rakyat (hikayat) kelas X SMA. Penelitian ini memiliki tujuan untuk mendeskripsikan hasil kelayakan perkembangan media pembelajaran gamifikasi dengan basis website materi teks cerita rakyat (hikayat) untuk peserta didik kelas X SMA. Jenis penelitian yang dilakukan adalah penelitian Research and Development (R&D) dengan model penelitian Analysis, Design, Development, Implementation, and Evaluation (ADDIE). Subjek dalam penelitian ini adalah peserta didik SMA Muhammadiyah 1 Bantul kelas X. Teknik dan instrumen yang dipergunakan dalam pengumpulan data penelitian yakni melalui wawancara, angket, observasi, dan analisis dokumen. Hasil penelitian memperlihatkan bahwasanya produk media pengajaran gamifikasi berbasis website yang dikembangkan termasuk pada kriteria “Sangat Layak” apabila diterapkan dalam pengajaran dengan nilai rata-rata kelayakan sebesar 88,42. Penilaian validasi dari ahli materi diperoleh jumlah sebesar 95 yang masuk ke dalam kategori “sangat layak” (81- 100%). Penilaian validasi dari ahli media diperoleh jumlah sebesar 80 dengan kriteria “layak” (61-80%). Validasi dari ahli pengajaran diperoleh jumlah penilaian skor total sebesar 81 dengan kriteria “sangat layak” (81-100%).