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Kemampuan Siswa Kelas VIi SMP Negeri 13 Kota Kupang dalam Menulis Teks Cerita Fantasi Poy, Rejal Rivaldo Martin; Margareta, Karus M; Pekuwali, Dian Sari
Jurnal Lazuardi Vol 8 No 1 (2025): Vol 8 No 1 (2025): JURNAL LAZUARDI EDISI XVI BULAN MARET
Publisher : Pendidikan Bahasa dan Sastra Indonesia Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53441/jl.Vol8.Iss1.158

Abstract

The focus of this research is "How are the students of Grade VII of SMP Negeri 13 Kupang City able to write fantasy story texts. The purpose of this study is to analyze the ability of grade VII students of SMP Negeri 13 Kupang City in writing fantasy story texts. The theory used is writing theory, because what is measured in this study is the ability of students to write fantasy story texts with the students' own ability to imagine and reason. The method used in this study is qualitative descriptive. In this study, the researcher selected material about fantasy story texts by developing the Independent Kurilkulum found in Class VII in Odd Semester Phase D 7.2.1 Finding information and elements of fantasy texts from visual and audiovisual texts to find explicit and implied meanings. By paying attention to the structure and linguistic aspects of fantasy story texts. A fantasy story text is one of the narrative texts that contains events or events that befall a character that is told in an imaginative nature. The series of events has a flow that starts from orientation, complications, and resolution. Based on the results of the analysis conducted on 27 students of grade VII-A SMP Negeri 13 Kupang City, the ability to write fantasy story texts by paying attention to the structure and linguistic aspects of fantasy story texts can be said to be unsuccessful because, 69% (15 students) were unable to write fantasy story texts with an achievement of 70-100. This is evidenced by the results of the percentage of students who completed or achieved KKM 70 and above amounted to 12 students with a percentage of 44.44% while the students who did not complete amounted to 15 students with a percentage of 55.55%.
Optimalisasi Evaluasi Pembelajaran Berbasis Game Edukatif: Implementasi Quizizz pada Guru SMP di Wilayah Perbatasan Djuli, Labu; Pane, Betharia; Djokaho, Margaret P.E.; Pekuwali, Dian Sari
Abdimas Mandalika Vol 5, No 3 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/am.v5i3.38544

Abstract

Abstract:  This community service program aimed to enhance teachers’ digital competence in conducting technology-based learning assessments through training on the use of Quizizz at SMP Kristen Besikama. The main problem faced by the partner school was the continued use of conventional assessment methods and limited mastery of digital evaluation tools. The program employed a participatory approach consisting of preparation, implementation, and evaluation stages. The training was conducted over two days using lectures, demonstrations, hands-on practice, and intensive mentoring. Program evaluation was carried out through reflective discussions and a Likert-scale questionnaire to measure participants’ understanding and responses. The results indicated a significant improvement in teachers’ ability to create, manage, and analyze digital quizzes using Quizizz. Teachers also demonstrated readiness to integrate the application into daily classroom assessment practices. Furthermore, Quizizz’s reporting features enabled faster and data-driven analysis of student learning outcomes. This program contributed to strengthening teachers’ digital literacy and promoting more interactive and effective assessment practicesAbstrak: Kegiatan pengabdian ini bertujuan untuk meningkatkan kompetensi digital guru dalam melaksanakan evaluasi pembelajaran berbasis teknologi melalui pelatihan pemanfaatan aplikasi Quizizz di SMP Kristen Besikama. Permasalahan utama yang dihadapi mitra adalah proses evaluasi yang masih konvensional serta keterbatasan penguasaan teknologi evaluasi digital. Metode pelaksanaan menggunakan pendekatan partisipatif dengan tahapan persiapan, pelaksanaan, dan evaluasi. Pelatihan dilaksanakan selama dua hari melalui metode ceramah, demonstrasi, praktik langsung (hands-on training), dan pendampingan intensif. Evaluasi kegiatan dilakukan melalui diskusi reflektif dan penyebaran kuesioner berbasis skala Likert untuk mengukur tingkat pemahaman dan respons peserta. Hasil kegiatan menunjukkan adanya peningkatan signifikan dalam kemampuan guru membuat, mengelola, dan menganalisis kuis digital menggunakan Quizizz. Guru juga menunjukkan kesiapan untuk mengintegrasikan aplikasi tersebut dalam pembelajaran sehari-hari. Selain itu, fitur laporan pada Quizizz membantu guru melakukan analisis hasil belajar secara lebih cepat dan berbasis data. Kegiatan ini berkontribusi terhadap penguatan literasi digital guru dan inovasi evaluasi pembelajaran yang lebih interaktif dan efektif.