Sofiana, Nina
Universitas Islam Nahdlatul Ulama (Unisnu), Jepara

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Developing cooperative integrated reading and composition-based role-playing game application as an alternative media in the reading learning Sofiana, Nina
Journal on English as a Foreign Language (JEFL) Vol 8, No 2 (2018): September 2018
Publisher : IAIN (State Islamic Institute) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (154.105 KB) | DOI: 10.23971/jefl.v8i2.887

Abstract

The objective of this study is to develop Role-Playing Game (RPG) application as an alternative media in reading learning. The developed RPG application is based on Cooperative Integrated Reading and Composition (CIRC). The implementation of the developed RPG application is aimed to provide learning materials of reading skill in more attractive way to generate an innovative learning environment in which the students will not be uninterested in the learning process. The study is education research and development (R&D) which consisted of research and information collecting, planning, developing product form, expert validation, product revision, field testing and developing final product.  The subjects are the students and English teachers from one of vocational schools in Pati, Central Java, Indonesia. The instruments of this research are observation, documentation and questionnaire. Using qualitative and quantitative data analysis, the media developed contained some texts and it belonged to good category as the result of validation from material and media experts. After the developed media was used in reading learning, it was found that the students had positive response toward it. Thus, it can be deduced that the RPG application developed can be used as a media in learning process of reading skill.
Examining the Impact of Teaching Strategies and Reading Habits on Students’ Reading Comprehension Husni Mubarok; Nina Sofiana
Lensa: Kajian Kebahasaan, Kesusastraan, dan Budaya Vol 8, No 2 (2018)
Publisher : Fakultas Bahasa dan Budaya Asing (FBBA), Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (329.916 KB) | DOI: 10.26714/lensa.8.2.2018.189-202

Abstract

This study investigated the impact of two teaching strategies of cooperative learning; Teams Games Tournaments (TGT) and Student Team Achievement Divisions (STAD) on reading comprehension achievement of Junior High School students with different reading habits. After 34 students in experimental and control class did a pre-test, they were treated by using TGT and STAD. The students were also assigned into two group reading habits; high and low. The experimental group received treatment of TGT whereas the control group was treated by STAD. Then, a post-test was administered, and its results were analyzed through two-way ANOVA. The results revealed that TGT and STAD are effective in improving students’ reading comprehension where F ratio (28.846) ˃ F table (3.99), but on the other side, students’ reading habit, both high and low, cannot affect students' reading comprehension. It was also concluded that there was no interaction effect between teaching strategies and reading habits on students’ reading comprehension.Keywords: teaching strategies, TGT, STAD, reading habit.
Developing cooperative integrated reading and composition-based role-playing game application as an alternative media in the reading learning Nina Sofiana
Journal on English as a Foreign Language Vol 8, No 2 (2018): Issued in September 2018
Publisher : Institut Agama Islam Negeri (IAIN) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (154.105 KB) | DOI: 10.23971/jefl.v8i2.887

Abstract

The objective of this study is to develop Role-Playing Game (RPG) application as an alternative media in reading learning. The developed RPG application is based on Cooperative Integrated Reading and Composition (CIRC). The implementation of the developed RPG application is aimed to provide learning materials of reading skill in more attractive way to generate an innovative learning environment in which the students will not be uninterested in the learning process. The study is education research and development (R&D) which consisted of research and information collecting, planning, developing product form, expert validation, product revision, field testing and developing final product.  The subjects are the students and English teachers from one of vocational schools in Pati, Central Java, Indonesia. The instruments of this research are observation, documentation and questionnaire. Using qualitative and quantitative data analysis, the media developed contained some texts and it belonged to good category as the result of validation from material and media experts. After the developed media was used in reading learning, it was found that the students had positive response toward it. Thus, it can be deduced that the RPG application developed can be used as a media in learning process of reading skill.
Developing cooperative integrated reading and composition-based role-playing game application as an alternative media in the reading learning Nina Sofiana
Journal on English as a Foreign Language Vol 8, No 2 (2018): Issued in September 2018
Publisher : Institut Agama Islam Negeri (IAIN) Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/jefl.v8i2.887

Abstract

The objective of this study is to develop Role-Playing Game (RPG) application as an alternative media in reading learning. The developed RPG application is based on Cooperative Integrated Reading and Composition (CIRC). The implementation of the developed RPG application is aimed to provide learning materials of reading skill in more attractive way to generate an innovative learning environment in which the students will not be uninterested in the learning process. The study is education research and development (R&D) which consisted of research and information collecting, planning, developing product form, expert validation, product revision, field testing and developing final product.  The subjects are the students and English teachers from one of vocational schools in Pati, Central Java, Indonesia. The instruments of this research are observation, documentation and questionnaire. Using qualitative and quantitative data analysis, the media developed contained some texts and it belonged to good category as the result of validation from material and media experts. After the developed media was used in reading learning, it was found that the students had positive response toward it. Thus, it can be deduced that the RPG application developed can be used as a media in learning process of reading skill.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO MATH ANIMAKER UNTUK MENINGKATKAN KEMAMPUAN NUMERASI SISWA KELAS V SD NEGERI 5 SINANGGUL Ana Visia Eka Putri; Nina Sofiana; Hamidaturrohmah Hamidaturrohmah
ELIPS: Jurnal Pendidikan Matematika Vol 4 No 2 (2023): ELIPS, September 2023
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47650/elips.v4i2.943

Abstract

Kemampuan numerasi sangat diperlukan dalam memecahkan masalah dalam kehidupan sehari-hari, kemampuan numerasi siswa di sekolah dasar masih tergolong rendah, untuk itu diperlukan adanya media yang menarik guna meningkatkan kemampuan numerasi siswa sekolah dasar. Penelitian ini bertujuan untuk mendeskripsikan prosedur pengembangan, menguji kelayakan, serta menguji efektivitas media pembelajaran video Math Animaker. Metode penelitian ini yaitu Reseach and Development (R&D) menggunakan prosedur pengembangan Borg and Gall dengan 7 dari 10 tahapan. Hasil penelitian menunjukkan bahwa media video Math Animaker mampu meningkatkan kemampuan numerasi siswa. Hal tersebut diketahui melalui perolehan persentase kelayakan dari ahli materi 76%, ahli media 94%, respon guru 86% dan respon siswa 96%. Analisis keefektifan media video Math Animaker dilakukan melalui uji hipotesis berupa uji T-tes (Paired Sample T-test), hasil output diketahui Sig (2-tailed) sebesar 0,000 < 0,05 maka Ho ditolak dan Ha diterima, artinya terdapat perbedaan secara signifikan antara kemampuan numerasi sebelum dan sesudah menggunakan media video Math Animaker. Sedangkan hasil uji N-gain memperoleh nilai 0,65 dengan kategori sedang serta tafsiran cukup efektif.
The Effect of Project Based Learning Combined with Digital English Book on Students’ Speaking Skill Veronica Desiana Puspitasari; Nina Sofiana
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.5259

Abstract

This study aims to find out the effectiveness of Project Based Learning as a tool combined with Digital English Book. This research focused exploration of the problem of students speaking skill, strives to know about the method and the media that can use to see what extent it assist on students' speaking skill. This research will be conducted at MA Miftahul Huda Bulungan Jepara involving two classes from grade ten. Through saturated sampling, 80 students are selected to be involved in being a research sample by contributing to a project to see the development of students' speaking skills. In this research, pre-test and post-test research methods were used to compare students' speaking skills before and after being given treatment. The result is using Project Based Learning combined with Digital English Book is proven to be effective in learning because there is a significant increase in students' speaking skills. The analysis result by using the independent sample T-test is indicate that the T-test was higher compared to T-Table score (3,013>1665). It means that the alternative hypothesis is accepted and the null hypothesis is rejected. In conclusion, the effect of Project Based Learning that combined with Digital English Book is effective to improve students’ speaking skill.
THE EFFECTIVENESS OF MAKE A MATCH TECHNIQUE WITH QR CODE-BASED FLASHCARDS ON STUDENTS’ VOCABULARY MASTERY Diantia Cahya Rimandani; Nina Sofiana
PROJECT (Professional Journal of English Education) Vol. 7 No. 3 (2024): VOLUME 7 NUMBER 3, MAY 2024
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Vocabulary is one of the most crucial components that students should have. However, the students have limited vocabulary. As a result, the students have difficulty remembering the new words. The aim of this research was to determine the effectiveness of the Make a Match Technique with QR Code-based Flashcards on vocabulary mastery for seventh-grade students at MTs Miftahul Huda Bulungan. This research used a true-experimental design with a pre-test post-test design. The population of this research was seventh-grade students. The sample of the research was 2 classes, experimental class (VII B) and control class (VII A). Data were acquired using multiple-choice tests. The researcher employed the t-test to analyze the data. Students in the experimental class had an average score of 81.73, whereas those in the control class was 71.67. Then, The Sig. (2-tailed) was 0.000, which is less than 0.05, and the T-test was greater than the T-table (5.542 > 1.697). The result showed that using Make a Match Technique with QR Code-based Flashcards was effective for improving students’ vocabulary.