cover
Contact Name
Ni Wayan Monik Rismadewi
Contact Email
jpmi.stkipahsingaraja@gmail.com
Phone
-
Journal Mail Official
jpmi.stkipahsingaraja@gmail.com
Editorial Address
Jalan Pulau Timor Nomor 24 Banyuning, Buleleng, Bali.
Location
Kab. buleleng,
Bali
INDONESIA
Jurnal Penelitan Mahasiswa Indonesia
ISSN : -     EISSN : 28279956     DOI : https://doi.org/10.36663/
Jurnal Penelitian Mahasiswa Indonesia adalah jurnal yang dikelola oleh kelompok dosen di lingkungan STKIP Agama Hindu Singaraja. Jurnal ini mewadahi hasil penelitian yang dilakukan oleh mahasiswa. Fokus dari Jurnal Penelitian Mahasiswa Indonesia adalah memberikan ruang kritis untuk pengembangkan kemampuan akademik mahasiswa.
Arjuna Subject : Umum - Umum
Articles 163 Documents
Pengembangan Media Pembelajaran Power Point Interaktif Dilengkapi Animasi 2D Bahasa Jepang Untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Kelas XI Jurusan Keperawatan di SMK Surya Medika Singaraja Ni Putu Winda Tya Ariantari; Desak Made Sri Mardani; Ni Nengah Suartini
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 1 (2023): Februari
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

This study aims to develop media in the form of interactive PowerPoint with 2D animation. The purpose of developing this media is to improve students' critical thinking skills. This research is a Research and Development (R&D) study. The development model used is Four-D (4D) by Thiagarajan, et al (1974: 5) which has four (4) stages, namely Define, Design, Develop, Disseminate. The type of data used is qualitative and quantitative data. Data collection was carried out using the interview method and providing questionnaires in the form of expert test questionnaires (media expert test, material expert test) and product trials in order to produce a good product. The resulting media consists of 9 learning materials that contain vocabulary introduction, questions, conversations, and exercises. Based on the results of the questionnaire, the score obtained from the media expert test was 98.52 (very appropriate), from material experts, namely 91.66 (very appropriate). Then the score obtained from the results of the trial questionnaire with the teacher was 98.43 (very appropriate), as well as the limited trial with ten (10) class XI students majoring in nursing, namely 96% (very feasible). Thus, the developed interactive power point media equipped with 2D animation can be used as a support for learning Japanese, can attract students' interest in learning Japanese, and can improve students' critical thinking skills.
Pengembangan Video Pembelajaran Bahasa Jepang Berbasis Animaker untuk Meningkatkan Kemampuan Berpikir Kritis Siswa Jurusan Perhotelan di SMK Kota Singaraja Md Marta Sari Dewi; Desak Made Sri Mardani; I Wayan Sadyana
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 1 (2023): Februari
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

This study aims to develop Animaker-based Video Animation learning media. The development of this learning media uses the Multimedia Development Life Cycle (MDLC) developed by Luther which consists of several stages, namely the Concept, Design, Material Collecting, Assembly, Testing and Distribution stages. Data collection was carried out through interviews and questionnaires in the form of expert test assessment questionnaires (media expert tests and material expert tests) and limited trials. In this research, used qualitative and quantitative data. Animated videos developed 9 themes that have been adapted to the needs of teachers by presenting vocabulary introductions, short conversations and practice questions that are able to guide students' abilities in critical thinking. The results obtained from the media expert test were 100 (very appropriate), from the material expert test, namely 84.09 (very appropriate). Then, the results obtained from the teacher's trial were 100 (very appropriate) and the limited trial from students was 96.66% (very feasible). Thus it can be concluded that the developed learning media can be used in Japanese language learning for Hospitality majors.
Analisis Makna Onomatope dalam anime BangDream Season 1 Karya Nakamura Kou Aisyah Annurillah Wahyu Putri; Putu Dewi Merlyna Yuda Pramesti; Yeni Yeni
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 1 (2023): Februari
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

This research aims to analyze onomatopoeia in ANIME BANGDREAM SEASON 1. This research is a linguistic research using descriptive qualitative method. The theory used is semantic theory. The data collection method used is the listening method and note-taking technique, the data used is anime. Then to prove the validity of the data, the triangulation method was used. The onomatopoeia data found is divided into 3 types. Gitai-go onomatopoeia was found in 2 sentences, Gijou-go onomatopoeia was found in 6 sentences, Giyou-go onomatopoeia was found in 2 sentences. The most widely used onomatopoeia in the anime is gijou-go onomatopoeia which has the characteristics of describing psychological states or human feelings, while gitai-go and giyou-go onomatopoeia are very rarely found in their unique use.
A Deixis Analysis of Song Lyrics in “Here’s Your Perfect” by Jammie Miller Ni Kadek Lisa Pratiwi Damayanti
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 1 (2023): Februari
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

Language is not only used in oral or written form, furthermore, it also can be used in other fields such as song, movie, poetry, novel, and many more. One of the most popular media in the society that used to express any thoughts or feeling is song. Song is one of the system of communication in the world that use the combination of music and lyrics to express a feeling, idea, sense, and thought. Nowadays, many people love hearing songs. One element that become the main media to present ideas, feeling, or thought in song is lyrics. feeling, and emotion that influenced the readers such as the feeling of sad, happy, depressed, etc. There are many messages sent by the song composer to the listener through song lyrics. But sometimes, the listeners do not only try to understand the meaning of its lyrics but they also will try to find the meaning of the reader or the speaker means. In this study, the researcher wants to analyze deixis in song lyrics of Here’s Your Perfect by Jammie Miller. The aims of this study are to identify the kinds of deixis and to find the dominant types of deixis that are used in the song lyrics in Here’s Your Perfect.
Teaching English Pronunciation Using Songs and Tongue Twister Putu Edina Prassista Rasmadiani
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 1 (2023): Februari
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

The study aimed to compare two distinct methods of teaching English pronunciation using songs and tongue twister. The library study method was used in this study to gather the information for this research. As the result of the research, it was showing that using songs to teach English pronunciation can help students mimic the native speakers’ pronunciation while also increasing students’ interest and engagement in learning English, resulting in a good learning environment. Using songs can be a relaxing and fun way to learn English. Students can also be more expressive when practicing speaking English and learning English pronunciation. Besides using songs, there is also another engaging way to teach and learn English pronunciation, which is by using tongue twister. Tongue twister known as the most challenging game in speaking languages, especially in English. Using tongue twister in teaching English pronunciation, can be a fun learning activities in the classroom because students are challenged to speak as fast as possible, and with a clear pronunciation as possible.
Analisis Penggunaan Pronomina Persona Oleh Tokoh Wanita Dorama Majisuka Gakuen Season 1 Ni Made Maha Adi Satiawati
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 1 (2023): Februari
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

Penelitian ini bertujuan untuk mendeskripsikan mengenai jenis-jenis pronomina persona dan faktor yang memengaruhi penggunaan pronomina persona dalam dorama Majisuka Gakuen Season 1. Data yang dikumpulkan menggunakan metode simak dan catat. Setelah data terkumpul kemudian dianalisis menggunakan metode analisis data dengan redukasi data, penyajian data dan verifikasi. Berdasarkan dari hasil penelitian terdapat 4 pronomina persona pertama, 3 pronomina persona kedua dan 1 pronomina ketiga. Selain itu faktor yang memengaruhi penggunaan pronomina tersebut yaitu penutur dan lawan tutur, tempat dan situasi dan maksud atau tujuan dari tuturan tersebut.
Pola Asuh Daikichi Dalam Film Usagi Drop Komang Ayu Pradnya Paramitha; Putu Dewi Merlyna Yuda Pramesti; Gede Satya Hermawan
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 1 (2023): Februari
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

This study aims to identify and find out the parenting style of the character Daikichi in the film Usagi Drop. This research is a qualitative descriptive study. The subject of this research is the character Daikichi in the film Usagi Drop. The analysis techniques used in this research are data collection, data reduction, data display, and conclusion. This research use data collection as the method to observe and analyze Daikichi by notes and data cards. The result of this research is parenting style that can be grouped into 1) Taking part in children's activities, 2) Instilling disciplinary values, 3) Prioritizing time together.
Pemanfaatan Instagram Tribunnews Dalam Pembelajaran Menulis Teks Eksposisi Untuk Meningkatkan Hasil Belajar I Kadek Sefyan Artawan
Jurnal Penelitian Mahasiswa Indonesia Vol. 2 No. 2 (2022): Agustus
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

The ever-developing technology brings many advances in life, including supporting the world of education. Even so, unfortunately there are still many teachers who have not taken advantage of technological advances. This study aims to test the learning media of the Tribunnews Instagram account in exposition text learning for class X students at Bali Mandara State High School. This research is a class action research (CAR). The results of this study indicate that exposition text learning uses news text with social media Instagram Tribunnews. The stages of this research, namely: identifying and formulating problems; analyze problems; formulate action hypotheses; make an action plan and monitor it; carry out the action and observe it; processing and interpreting data; and report. The ability to write news text in cycle 1 obtains an average value of 75 which is included in the sufficient category. After reflection and evaluation towards cycle 2, the average value rose to 85 in the very good category. Therefore, there is an increase in learning outcomes by using the Tribunnews Instagram account on the ability to write news exposition texts by class X students at Bali Mandara State High School
Implementasi Model Pembelajaran Kooperatif STAD berbantuan Permainan Bingo untuk Meningkatkan Penguasaan Huruf Hiragana dan Katakana Nathania Valmai Radoti; Desak Made Sri Mardani; Yeni Rahman
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 2 (2023): Agustus
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

This study aims to (1) improve the mastery of hiragana and katakana letters for class XII BB 2 students of SMA Negeri 4 Singaraja 2022/2023 Academic Year through the application of the Student Teams Achievement Division (STAD) cooperative learning model assisted by bingo games. and (2) describing students' perceptions of the implementation of the Student Teams Achievement Division (STAD) cooperative learning model assisted by bingo games to improve students' mastery of hiragana and katakana letters. This type of research is classroom action research which is carried out in two cycles consisting of three meetings in each cycle. The subjects in this study were students of class XII BB 2 SMA Negeri 4 Singaraja for the 2022/2023 academic year, which consisted of 36 students. Data collection methods used in this study were observation, tests, and questionnaires. The data that has been collected was analyzed quantitatively and descriptively. The results showed that (1) the implementation of the Student Teams Achievement Division (STAD) cooperative learning model was able to improve students' mastery of hiragana and katakana letters. This is evidenced by an increase in the percentage of completeness, namely, in the pre-test the percentage of completeness was 27.77%. Post-test cycle 1, experienced an increase of 80.55%. Then, there was another increase in the Post-test cycle II of 100%. (2) students' perceptions of the implementation of the Student Teams Achievement Division (STAD) cooperative learning model assisted by bingo games are classified as "positive".
Penerapan Model Pembelajaran Team Games Tournament berbantuan Dominocard Untuk Meningkatkan Penguasaan Huruf Hiragana Dan Katakana Lidia Eta Ina Elo; Desak Made Sri Mardani; I Wayan Sadyana
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 2 (2023): Agustus
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

This study aims to determine whether the cooperative learning model of the team games tournament type assisted by domino cards can improve the mastery of class XII BB 1 students of SMA Negeri 4 Singaraja on hiragana and katakana letters. In addition, this study also aims to find out how the students of class XII BB 1 SMA Negeri 4 Singaraja respond to the application of the cooperative learning model of the team games tournament type assisted by domino cards. This type of research is classroom action research. The subjects of this study were 35 students of class XII BB 1 SMA Negeri 4 Singaraja consisting of 17 male students and 18 female students. This study used several methods in collecting data, namely: test methods, observation methods, and questionnaires/questions. As for the results of this study, namely: the percentage of student learning outcomes in the post-test cycle I and post-test cycle II were 63% and 100%. The increase in the classical post-test results of students indicates that the cooperative learning model of the team games tournament type assisted by domino cards can improve the mastery of hiragana and katakana letters for class XII BB 1 SMA Negeri 4 Singaraja. This was also supported by very positive student responses to the application of the cooperative learning model of the team games tournament type assisted by domino cards. In the observation results it was also seen that students began to experience an increase in both learning outcomes and learning motivation.

Page 6 of 17 | Total Record : 163