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Kesalahan siswa dalam mengucapkan kosakata yang mengandung silent letter Nurmila; Yasim, Sukmawati; Khatimah, Nur Husnil
elstic : english language linguistics culture Vol 3 No 1 (2023): Volume 3, Number 1, April 2023
Publisher : Univeristas Islam Negeri (UIN) Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/elstic-ij.v3i1.37276

Abstract

The purposes of this study were to determine the types of errors that Senior High School students make in pronouncing words silent letters and the causes that influence students to make errors in pronouncing words containing silent letters. The approach used in this research was qualitative descriptive. The research subject chosen by using purposive sampling technique were class XI students at SMA Negeri 1 Campalagian in the 2022/2023 academic year. The data were collected by test and interview, then analyzed it by using analytical technique of Miles and Huberman, namely by reducing data, displaying data and drawing conclusion/verification. The results of this study indicated that the types of errors made by students in pronouncing words containing silent letters exist two, Pre-systematic errors and Systematic errors. The results of this study also showed that the causes that influence students in made errors were the lack of experience of students in learning English, pronunciation viewed as one of difficult subject, influenced by the mother tongue and students learning model. From the results of this study, it can be concluded that there are still many students who made errors in pronouncing words that contain silent letters and do not understand how to pronounce the sounds of these words correctly. Keywords: Student Errors, Pronunciation, Silent Letters
PKM Pelatihan Penyusunan Sintaks Pembelajaran pada Perangkat Kurikulum Merdeka di Sekolah Yayasan Kemala Bhayangkari Makassar Rahman, Khaidir; Nurmila; Akmal Hidayat; Lahming; Novitasari, Ervi
Vokatek : Jurnal Pengabdian Masyarakat Volume 1: Issue 3 (Oktober 2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/vokatekjpm.v1i3.244

Abstract

The application of the independent curriculum in learning activities is mandatory at every independent level, which requires teachers to be able to develop their instruments and innovate learning strategies or syntax so that the learning atmosphere becomes more enjoyable, both indoors and while working on projects outdoors. The aim of this service is to provide understanding and skills to teachers in compiling the syntax of learning activities, starting with introductory activities, core activities, and closing activities. In this service activity, there are 3 stages carried out, namely: (1) preparation stage; (2) implementation stage; and (3) evaluation stage. After the training activities, it was seen that the teachers were very enthusiastic and understood the flow in creating learning syntax on the independent synchronization instrument. This made it easier for each teacher to design their learning activities to be more fun and measurable
Android-Based Personal Hygiene Educational Game Application for Children Ida, Nuraida Latif; Ratnawati; Rohayati Arifin; Wisda; Nurmila
Ceddi Journal of Education Vol. 2 No. 2 (2023): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i2.46

Abstract

Presently, there remains a deficiency in educational games aimed at instilling in children an awareness of personal hygiene, and numerous health issues stem from a lack of adherence to good hygiene practices. This study seeks to develop an Android-based educational game catering to the hygiene needs of young children, with a focus on assessing the application's feasibility. The research collected system-building data through observations and interviews, employing the Black Box testing method to evaluate the application's usability. Field and library research contributed to the acquisition of comprehensive data. The study's outcome is the creation of an Android-based educational game dedicated to teaching personal hygiene to children. Utilizing the UML design method, the author constructed and integrated the game into the Unity 3D application, enabling children to grasp the significance of cleanliness and environmental hygiene through engaging gameplay. Evaluation results indicate the suitability of the personal hygiene education game, with a learning menu percentage of 78% and a play menu percentage of 77%, as determined by questionnaire-based tests, affirming the system's appropriateness for use.