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NILAI-NILAI PENDIDIKAN DALAM NOVEL MAMAK KARYA NELSON ALWI Nindy Elneri; Harris Effendi Thahar; Abdurahman Abdurahman
Puitika Vol 14, No 1 (2018)
Publisher : Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/puitika.14.1.1--13.2018

Abstract

The purpose of this study is to explain the values of religious education in Nelson Alwi's Mamak novel; describing the values of toughness education in Nelson Alwi's Mamak novel; and describing the values of caring education in Nelson Alwi's Mamak novel. This type of research is a qualitative study by using descriptive method of analysis. The data source in this research is Nelson Alwi's novel Mamak. The results of research on the values of education contained in Nelson Alwi's novel Mamak are as follows: (1) the value of religious education, (2) the values of education toughness, and (3) The values of education awareness. The overall data amounted to 46 data. Of these three values, the highest value is the value of awareness education.Keywords: educational value, novel, Nelson Alwi
5E Learning Cycle Model on Students' Learning Outcomes Khairun Nisa; Syahrul Ramadhan; Harris Effendi Thahar
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 3 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.773 KB) | DOI: 10.35445/alishlah.v14i3.1868

Abstract

Pendidikan Indonesia yang berkembang saat ini adalah paradigma konstruktivis. Merupakan teori belajar yang menekankan keaktifan siswa untuk mengkonstruksi pengetahuannya. Hal ini menjadi tantangan bagi pendidik untuk menemukan model pembelajaran yang membantu siswa secara aktif memperoleh pengetahuan dengan belajar secara mandiri. Penelitian ini bertujuan untuk mengkaji apakah model learning cycle 5E meningkatkan hasil belajar siswa dan dapat dikatakan layak dalam proses belajar mengajar. Metode penelitian ini dalam mengumpulkan data adalah studi kepustakaan dengan mengumpulkan data yang relevan dari berbagai artikel hasil penelitian yang berkaitan dengan penelitian ini. Hasil penelitian ini menunjukkan bahwa Learning Cycle 5E membantu siswa untuk berpikir kritis, analitis, kreatif, dan meningkatkan hasil belajar siswa.
Komparasi Keterampilan Menulis Teks Deskripsi dengan Keterampilan Menulis Teks Cerita Fantasi Siswa Kelas VII SMP Negeri 7 Padang Velia Febrianti; Harris Effendi Thahar
Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol 9, No 3 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/108993-019883

Abstract

ABSTRACT This article reveals the comparison of writing description text skills with fantasy stories of seventh grade students of SMP Negeri 7 Padang. The objectives of the study are four. First, it describes students' writing text description skills. Second, describe the writing skills of students' fantasy text. Third, analyze the comparison of writing description text skills with students' fantasy stories. Fourth, analyze the factors that cause differences in writing description text skills with fantasy stories. The design of this study is comparative. The study population was students of class VII SMP 7 Padang who registered in the 2019/2020 school year as many as 255 students. The research sample of 48 students, determined through simple random sampling technique (20% of the population). The research data were the score of writing skills as well as the results of interviews with students about the skills of writing description texts and fantasy stories. Data obtained through performance tests and interviews. There are four research results. First, the students' writing description text skills are more than adequate (LdC) qualifications with an average of 75.26. Second, the students' ability to write fantasy text is in good qualifications (B) with an average of 80.86. Third, there are differences in writing description text skills with students' fantasy stories. Fourth, there are four factors that cause differences in the two writing skills of the text, namely elements of facts and opinions, the use of a variety of standard and non-standard languages, talents/interests, and educators in the teaching and learning process.Kata kunci: Keterampilan, Teks Deskripsi, Teks Cerita Fantasi, Menulis, Komparasi 
Innovation and Development of Language Learning Media Information Technology based Through Wattpad Application Novita Efendi; M Zaim; Harris Effendi Thahar; Diki Atmarizon
International Journal of Educational Dynamics Vol 5 No 2 (2023): International Journal of Educational Dynamics (IJEDs)
Publisher : Postgraduate School, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ijeds.v5i2.419

Abstract

Application are software designed to run on electronic devices such as computers, smartphones, tablets or other devices. Apps can serve a variety of purposes, including helping users perform certain tasks, accessing information, interacting with other users, entertaining, or performing other functions desired by the user. The purpose of this research is to see how effectively the use of the Wattpad application can support language learning media in schools. The Wattpad application is a digital platform-based application that allows users to read, send and share stories and works of fiction in text form submitted by other users or authors registered on the Wattpad platform. The research subjects were junior high school level students. The interview method is used as a tool to collect data. The results of the study show that the Wattpad application is a language learning medium that can improve learning outcomes. The rest admitted that they were very interested in learning reading and writing skills through Wattpad. In addition, the Wattpad application also provides a fun learning experience for students.
ANALISIS CAMPUR KODE CERITA DALAM TAYANGAN SWEET 20 KARYA ODY C HARAHAP Noprilia Noprilia; Harris Effendi Thahar; Afnita Afnita
Lateralisasi Vol. 11 No. 01 (2023): LATERALISASI
Publisher : Fakultas Keguruan dan Pendidikan Universitas Muhammmadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/lateralisasi.v11i01.4683

Abstract

Penelitian ini dilakukan dengan tujuan untuk mendeskripsikan campur kode yang terdapat dalam sebuah film dengan judul Sweet 20 karya Ody C Harahap. Penelitian ini berusaha mendeskripsikan data secara sistematis, tererinci, dan mendalam serta hasil analisis data yang diperoleh peneliti berupa kalimat yang membentuk paragraf. Kehadiran peneliti memegang peranan penting, karena peneliti sekaligus sebagai alat penelitian dan pengumpul data. Objek penelitian dalam penelitian ini yaitu dialog dalam film Sweet 20 karya Ody C Harahap yang dipilih sebagai sumber data dalam peneltian ini. Prosedur pengumpulan data yang digunakan dalam penelitian ini meliputi teknik menyimak dan mencatat. Pengecekan keabsahan temuan penelitian ini menggunakan teknik triangulasi sumber yaitu dengan mencari informasi data menggunakan lebih dari satu sumber informasi. Berdasarkan analisis data, ditemukan adanya bentuk campur kode dalam film Sweet 20 karya Ody C Harahap. Bentuk campur kode ditemukan sebanyak data Kata Kunci: Campur kode dan film Sweet 20
Perancangan Media Augmented Reality untuk Menghadapi Kesulitan Pembelajaran Grammar Bahasa Inggris Vonny Ardiel*; Muhammad Zaim; Harris Effendi Thahar; Ira Maulina Sa'danoer; Dina Ayuning Tyas
JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah Vol 8, No 4 (2023): Agustus, Social Religious, History of low, Social Econmic and Humanities
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jimps.v8i4.26416

Abstract

Pembelajaran Tata Bahasa dalam Bahasa Inggris memiliki citra yang “sulit” di kalangan pelajar Indonesia. Hal ini disebabkan oleh perbedaan tipologi antara kedua bahasa tersebut. Kesulitan ini membuat siswa merasa enggan dan gugup dalam mempelajari tata bahasa. Hal tersebut dapat diatasi dengan menciptakan inovasi media pembelajaran yang lebih menarik dan efisien. Augmented Reality adalah solusi teknologi yang menghadirkan objek virtual ke dalam dunia nyata siswa, sehingga memberikan visualisasi yang menarik dan pemahaman Grammar yang maksimal. Metode yang penulis gunakan adalah perancangan Prototype. Metode ini membangun prototipe dari aplikasi atau sistem AR yang dirancang. Hasil dari penelitian ini berupa desain AR Grammar menggunakan Vectary dan diterapkan pada Google Site.
Writing scientific articles for undergraduate students: A need analysis Khairun Nisa; Syahrul Ramadhan; Harris Effendi Thahar
International Journal of Evaluation and Research in Education (IJERE) Vol 12, No 3: September 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v12i3.24999

Abstract

Excellent and appropriate teaching materials are based on the results of needs analysis. They significantly affect students’ ability to write scientific articles and increase their knowledge and understanding of scientific papers required by indexed and reputable journals. This article explores the target needs (i.e., necessities, lacks, and wants) for teaching materials based on accredited journal criteria for scientific article writing. The design used is a case study. The data were collected using a questionnaire about target needs based on the theory of Hutchinson and Waters, namely lacks, necessities, and wants, and a focus group interview. The results showed that students must learn about teaching materials to write scientific articles to improve their writing quality. Regarding the students’ lack of learning material for writing scientific articles, 85.53% indicated students’ lack of IMRAD or introduction, method, result and discussion, and conclusion format research articles. According to students’ perceptions, restating the research objective and approach and creating a research gap is the most difficult. Among 72 participants, 80% mentioned learning how to write based on the IMRAD format creating a research gap found to be the most critical skill they want to learn in the new course and then followed by summarizing and presenting data.
A Study on Exploring the Innovation and Development of Audio-Visual Language Learning Media Safriyani Novitri; M. Zaim; Harris Effendi Thahar; Diyah Ayu Risqiani
Scope : Journal of English Language Teaching Vol 8, No 1 (2023): Scope: Journal of English Language Teaching
Publisher : Pusat Studi Pendidikan Bahasa dan Sastra Inggris

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/scope.v8i1.17895

Abstract

The use of audio-visual components in educational materials has received a lot of attention due to the emphasis on efficient language learning methods. This study aims to investigate the innovation of audio-visual language learning media in the creation of cutting-edge audio-visual language learning materials and to analyze how it affects language learning and student engagement. The sample consisted of 25 students from second-year students majoring in English Department of Faculty and Education class B at Islamic University of Riau during the academic year 2022-2023. In order to gain a better understanding of the experiences, preferences, and suggestions for improvement of the learners, qualitative data was obtained through note-taking and observation. The results of this study help students understand the materials using audio-visual language learning and offers helpful suggestions for students, creators, and multimedia projects on how to successfully incorporate audio-visual components into language learning resources. The findings of this study could help motivate students and produce effective and interesting learning materials for language learners.
Perancangan Media Augmented Reality untuk Menghadapi Kesulitan Pembelajaran Grammar Bahasa Inggris Vonny Ardiel*; Muhammad Zaim; Harris Effendi Thahar; Ira Maulina Sa'danoer; Dina Ayuning Tyas
JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah Vol 8, No 4 (2023): Agustus, Social Religious, History of low, Social Econmic and Humanities
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jimps.v8i4.26416

Abstract

Pembelajaran Tata Bahasa dalam Bahasa Inggris memiliki citra yang “sulit” di kalangan pelajar Indonesia. Hal ini disebabkan oleh perbedaan tipologi antara kedua bahasa tersebut. Kesulitan ini membuat siswa merasa enggan dan gugup dalam mempelajari tata bahasa. Hal tersebut dapat diatasi dengan menciptakan inovasi media pembelajaran yang lebih menarik dan efisien. Augmented Reality adalah solusi teknologi yang menghadirkan objek virtual ke dalam dunia nyata siswa, sehingga memberikan visualisasi yang menarik dan pemahaman Grammar yang maksimal. Metode yang penulis gunakan adalah perancangan Prototype. Metode ini membangun prototipe dari aplikasi atau sistem AR yang dirancang. Hasil dari penelitian ini berupa desain AR Grammar menggunakan Vectary dan diterapkan pada Google Site.