Rullyana, Gema
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EFFECTIVENESS OF COMPUTER LEARNING MODEL GAMES AGAINST EARLY CHILDHOOD COGNITIVE DEVELOPMENT SCOPE OF DEVELOPMENT OF CONCEPTS OF SHAPES, COLORS AND SIZES Rullyana, Gema; Masitoh, Masitoh; Riyana, Cepi
EDUTECH Vol 17, No 3 (2018): KOMPUTER, SEKOLAH & KOMUNITAS BELAJAR
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v17i3.15863

Abstract

Abstract. The general problem in this study is "How is the effectiveness of computer learning game's models for early-childhood cognitive development the scope of the development of the concept of shape, color and size?" Computer learning game's model? 2. What is the cognitive development of children in the scope of the development of color concepts after applying computer learning to game models? 3. What is the cognitive development of children in the scope of the development of the concept of size after applying computer learning to game models? 4. Does the game learn a computer model has a significant influence on improving early-childhood cognitive development in the scope of the development of concepts in shape, color and size? The method used is the quasi-experimental method of time series design. The instruments in this study are objective tests and observations. The research hypothesis was tested using paired sample's t test. The results of this study are: 1. Ho: computer learning games model does not have an influence on early-childhood cognitive improvement the scope of the development of the concept of shape, color and size. 2. H1: computer learning games model has an influence on early-childhood cognitive improvement in the scope of the development of the concept of shape, color and size. Abstrak. Permasalahan umum dalam penelitian ini adalah “Bagaimana efektivitas pembelajaran komputer model games terhadap perkembangan kognitif anak usia dini lingkup perkembangan konsep bentuk, warna dan ukuran?” Secara lebih rinci, masalah tersebut terdiri dari: 1. Bagaimana perkembangan kognitif anak lingkup perkembangan konsep bentuk sesudah diterapkan pembelajaran komputer model games? 2. Bagaimana perkembangan kognitif anak lingkup perkembangan konsep warna sesudah diterapkan pembelajaran komputer model games? 3. Bagaimana perkembangan kognitif anak lingkup perkembangan konsep ukuran sesudah diterapkan pembelajaran komputer model games? 4. Apakah pembelajaran komputer model games memiliki pengaruh yang signifikan terhadap peningkatan perkembangan kognitif anak usia dini lingkup perkembangan konsep bentuk, warna dan ukuran? Metode yang digunakan adalah metode kuasi eksperimen time series design. Instrumen dalam penelitian ini adalah tes objektif dan observasi. Hipotesis penelitian di uji dengan menggunakan paired samples t test. Hasil dari penelitian ini adalah: 1. Ho : pembelajaran komputer model games tidak memberikan pengaruh terhadap peningkatan kognitif anak usia dini lingkup perkembangan konsep bentuk, warna dan ukuran . 2. H1 : pembelajaran komputer model games memberikan pengaruh terhadap peningkatan kognitif anak usia dini lingkup perkembangan konsep bentuk, warna dan ukuran.
PERSEPSI MAHASISWA TERHADAP TINDAKAN PLAGIARISME DALAM PENYUSUNAN TUGAS AKHIR Silvana, Hana; Rullyana, Gema; Hadiapurwa, Angga
EDUTECH Vol 16, No 3 (2017): PERGESERAN DAN PERAN MEDIA DIGITAL
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v16i3.8508

Abstract

Abstract, This research is based on the issue of plagiArism in the academic world especially in Higher Education. The main issue studied in this study is the perception of students on the act of plagiarism in writing final assignment. This study was conducted with the aim to describe the act of plagiarism in preparing the final assignment of students. The method used in this research is descriptive analytical method. The informants are students of UPI Education Sciences Faculty . The research was conducted in 2017 at odd semester. The research results showed that there were lack of knowledge about styles of writing, limited time availability in the preparation of the final task of students, the development of information technology facilitates and opens opportunities to cheat. Moreover, many lecturers have not addressed plagiarism issue, use of anti plagiarism ap-plication is minimum, and socialization of plagiarism issue is still not sufficient. This research also found that training on final assignment writing has not been done as needed.Abstrak, Penelitian ini dilatar belakangi dengan isu plagiarisme dalan dunia akademik khususnya di Perguruan Tinggi. Permasalahan pokok yang dikaji pada penelitian ini persepsi ma-hasiswa terhadap tindak plagiarisme di dalam penyusunan tugas akhir mahasiswa. Penelitian ini dilakukan dengan tujuan untuk mendeskripsikan tentang tindak plagiarisme di dalam penyusunan tugas akhir mahasiswa. Pendekatan penelitian ini menggunakan pendekatan kualitatif dengan metode yang digunakan yaitu metode deskriptif. Informan penelitian ini adalah mahasiswa di ling-kungan Fakultas Ilmu Pendidikan UPI. Adapun hasil penelitian yang diperoleh adalah minimnya pengetahuan mengenai gaya selingkung penulisan, ketersediaan waktu yang terbatas dalam penyusunan tugas akhir mahasiswa, perkembangan teknologi informasi (khususnya internet) yang memudahkan dan membuka peluang berbuat curang, sebagian dosen belum protektif pada isu pla-giarisme, penggunaan aplikasi anti plagiarisme masih minim, juga sosialisasi mengenai isu plagia-risme yang masih belum mencukupi kebutuhan informasi yang perlu diketahui oleh mahasiswa. Kegiatan Workshop atau pelatihan penulisan tugas akhir yang belum dilaksanakan sesuai kebu-tuhan.
Gerakan literasi masyarakat berbasis media sosial Johan, Riche Cynthia; Emi Emilia; Syahid, Aah Ahmad; Hadiapurwa, Angga; Rullyana, Gema
Berkala Ilmu Perpustakaan dan Informasi Vol 16 No 1 (2020): Juni
Publisher : Perpustakaan Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/bip.v16i1.35

Abstract

Introduction. The three main aspects to improve literacy movement are family, school, and society. Using social media could be useful to improve literacy as many reading materials can be accessed and freely available. However, the content should be selected to prevent from unexpected materials. Data Collection Method. Data obtained through observations of 100 participants in the development of community literacy movement. They were religious education community (pesantren) with professions such as, teachers, education staffs and students’ representatives from two levels of education within the reading village frameworks in Tanjungmekar village, Tanjungkerta, Sumedang. Analysis Data. Data were analyzed using descriptive percentage studies, and describing the results of observations. Result and Discussions. The community accesses reading material dominant using printed material, reading assignment and communication through social media have not done as expected. In general, the activities of fostering literacy in the religious education community require patterns that are in accordance with time, motivation, access, technological devices, various social media to foster literacy readiness. Conclusions. Alternative use of social media is expected be able to support community movement to build the literate village.