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Application of Interactive English E-Module with Flipbook Application for Early Childhood Education Students Tiyas Saputri; D Djuwari; Nailul Authar; Berda Asmara; Nabila Putri Rahmadani; Nanang Rokhman Saleh; Devi Ayu Chrestina
Indonesia Berdaya Vol 3, No 4: August-October 2022
Publisher : Utan Kayu Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.2022351

Abstract

Education is one of the pillars of the progress of a nation. Education is still a serious concern in each region in order to increase. The quality of education at the Integrated Early Childhood Post (PPT) Kuncup Melati Surabaya is quite good but still needs to be improved. One of them is in technology-based English learning. Learning English at PPT Kuncup Melati Surabaya will be much more interesting if it is packaged with a blend of technology and presented to Early Childhood Education students in the form of visual learning. In addition, online learning is currently being promoted again along with the increasing number of Covid-19 victims during this pandemic. Mastery of technology-based English learning at PPT Kuncup Melati Surabaya is still minimal. This is evident from the learning that is still carried out face-to-face, even though it is carried out in alternating schedules. Even though there are clear rules from the government that suggest that learning is done online. As a solution, assistance is needed in technology-based online English learning with a variety of methods and is carried out in a sustainable manner so that learning can be done online but still interesting. By applying the flipbook application in learning English, it is hoped that it will stimulate Early Childhood Education students in learning technology-based English. Flipbook is a powerful software application designed to convert PDF files to page-turning digital publications. With the flipbook application, a digital bookshelf can be created from several E-Modules that have been produced so that teachers and students can choose which E-Module to read by simply pressing the click button to select it. This Community Service (PKM) activity plan is focused on implementing an interactive English E-Module with a flipbook application for Early Childhood Education students at PPT Kuncup Melati Surabaya. The target of this PKM activity is the students in the school. The expected output is to apply a flipbook application to students at the school and to create a digital literacy corner and e-learning regeneration which is expected to be able to increase the knowledge, skills, interests and motivation of Early Childhood Education students in learning English. With the digital literacy corner, it is hoped that it can increase student interest in literacy.
Pelatihan Penggunaan Powtoon dalam Pembelajaran: Program Pemberdayaan Guru di SDN Tambelang I Kabupaten Probolinggo Rizqi Putri Nourma Budiarti; Afib Rulyansah; Nailul Authar; Rachma Rizqina Mardhotillah; Choirun Nisa Afidatus Zahro
Indonesia Berdaya Vol 4, No 1 (2023)
Publisher : Utan Kayu Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.2023389

Abstract

Pendidik di abad 21 harus terbiasa dan mahir dalam penggunaan teknologi yang relevan di dalam kelas. Sejalan dengan itu, pendekatan pedagogis kurikulum 2013 mengharuskan pendidik memiliki pemahaman yang kuat tentang teknologi, terutama dalam hal menciptakan media pembelajaran yang menarik. Sayangnya, banyak pendidik belum mendapatkan persiapan yang memadai untuk menggunakan sumber daya digital di SDN Tambelang I Kecamatan Krucil Kabupaten Probolinggo. Sebagai tanggapan yang mungkin untuk masalah ini, kami mengusulkan program pendampingan di mana guru siswa sekolah dasar (SD) dipandu melalui seluruh proses pembuatan animasi Powtoon, mulai dari pengenalan perangkat lunak hingga penilaian akhir efektivitasnya. Prakarsa Pengabdian Masyarakat (PKM) ini dimaksudkan untuk membantu siswa kelas V SDN Tambelang I Kecamatan Krucil Kabupaten Probolinggo dalam membuat bahan ajar Powtoon untuk digunakan dalam pembelajaran tematik kurikuler 2013. Kami menggunakan campuran instruksi kelas dan praktik langsung untuk mencapai tujuan kami. Selama fase pelaksanaan, informasi tentang pentingnya media disajikan, Powtoon diperkenalkan, dan peserta diberi kesempatan untuk melatih keterampilan baru mereka melalui latihan. Sebagian besar peserta diklat PKM (97,2%) sama sekali tidak mengetahui media Powtoon, bahkan lebih (97,2%) gagal mencapai hasil belajar yang bermakna. Sebanyak 82,4% individu menunjukkan peningkatan yang signifikan dalam kemampuannya membuat Powtoon setelah menggunakan PKM ini. Latihan PKM ini berguna untuk membantu para pendidik dalam membuat pembelajaran berbasis teknologi, seperti yang dibuat dengan software pendidikan Powtoon.
Pemanfaatan Webinar dalam Meningkatkan Skill Menyusun Artikel Ilmiah: Program Pemberdayaan Guru Sekolah Dasar Nailul Authar; Afib Rulyansah; Rizqi Putri Nourma Budiarti; Rachma Rizqina Mardhotillah; Novelita Ayu Rahma Dani
Indonesia Berdaya Vol 3, No 4: August-October 2022
Publisher : Utan Kayu Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.2022315

Abstract

Dalam rangka membantu para guru di Jawa Timur meningkatkan kemampuannya dalam menulis artikel ilmiah, pengabdian masyarakat ini menawarkan webinar. Pendekatan bantuan yang menggunakan Participatory Action Research (PAR). Tiga puluh lima orang dari Probolinggo dan Kota Probolinggo dibantu. Bantuan diberikan dalam empat tahap: persiapan, pelaksanaan, observasi, dan refleksi. Guru yang mengikuti program pendampingan melaporkan peningkatan keterampilan menulis mereka dalam publikasi ilmiah. Guru memulai dengan tingkat kompetensi yang rendah (59,7) tetapi mampu meningkatkan ke tingkat yang memuaskan (72,6). Umpan balik positif diterima dari kegiatan webinar setelah dilaksanakan, dan dibutuhkan sejumlah besar instruktur (84,2) sebagai bagian dari inisiatif untuk meningkatkan kemampuan peserta di bidang penulisan artikel ilmiah. Terakhir, jika terjadi pandemi Covid-19 di Jawa Timur, kompetensi guru dapat ditingkatkan melalui pendampingan webinar.
Membangun Ekonomi Kreatif di Masa Pandemi Melalui Pengolahan Sampah Rumah Tangga di Desa Weru Kabupaten Jombang Tatik Muflihah; Nailul Authar; Muhammad Zarkasih Noer; Yusuf Muhammad; Muhammad Safiudin
PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT UNIVERSITAS NAHDLATUL ULAMA SURABAYA Vol. 1 No. 1 (2022): Prosiding Seminar Nasional Pengabdian Kepada Masyarakat : Perguruan Tinggi Meng
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (930.725 KB) | DOI: 10.33086/snpm.v1i1.926

Abstract

Kegiatan pengabdian masyarakat ini bertujuan untuk membangun ekonomi kreatif melalui daur ulang sampah pada bank sampah masyarakat desa Weru Kab. Jombang. Hasil dari kegiatan ini menunjukkan bahwa bank sampah masyarakat desa Weru Kab. Jombang memberdayakan masyarakat sekitar dengan mengadakan kegiatan daur ulang sampah rumah tangga yang memiliki nilai tambah menjadi yang bernilai ekonomis. Dimana tahapan pemberdayaan yang berlaku di bank sampah masyarakat desa Weru Kab. Jombang meliputi penyadaran, pengorganisasian, kaderisasi, dukungan teknis dan pengelolaan sistem. Kegiatan pengabdian masyarakat ini berkontribusi pada model pengelolaan bank sampah yang telah berhasil dalam mewujudkan model ekonomi kreatif masyarakat desa dengan sistem bank sampah yang memiliki implikasi secara ekonomis bagi masyarakat sekitar yang berdampak sebagai efek domino kondisi pandemik covid-19 secara ekonomi. Dampak ekonomi yang ditimbulkan akibat keberadaan bank sampah desa Weru Kab. Jombang yakni terciptanya gerakan ekonomi kreatif melalui pemanfaatan sampah rumah tangga.
Pemanfaatan Platform Game Edukasi untuk Menunjang Pendidikan di Era Pandemi COVID-19 Rachma Rizqina Mardhotillah; Afib Rulyansah; Nailul Authar; Rizqi Putri Nourma Budiarti; Rifka Putri Wardhani
Indonesia Berdaya Vol 4, No 1 (2023)
Publisher : Utan Kayu Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.2023390

Abstract

Karena pengajaran tatap muka tidak selalu memungkinkan, maka perlu menggunakan strategi e-learning untuk menutupi kekurangan pengajaran di kelas tradisional. Gamification, praktik menggabungkan fitur dari video game ke dalam konten atau platform pendidikan, telah terbukti meningkatkan keterlibatan siswa dengan dan retensi materi pelajaran. Sebagian besar alat gamifikasi memerlukan lisensi atau biaya, sehingga tidak dapat dijangkau oleh sebagian besar guru kelas. Masalah ini dapat diatasi dengan memperkenalkan pendidik ke alat gamifikasi yang tersedia di platform gratis dan ramah pengguna yang tersedia secara online. Proyek sukarela ini bertujuan untuk meningkatkan jumlah pendidik berkualitas yang mengenal dan mampu secara efektif memanfaatkan platform gamifikasi jaringan untuk tujuan pendidikan. Pelatihan dan pendampingan adalah pendekatan umum dalam pekerjaan sukarela. Output dari proyek pengabdian masyarakat ini adalah panduan langkah demi langkah untuk membuat media pembelajaran dengan platform gamification wordwall.net. Panduan ini mencakup topik-topik seperti mengakses wordwall.net, memilih Daftar, mengonfigurasi tampilan myActivities, membuat aktivitas Maze Chase, dan mengevaluasi serta melihat tugas siswa. Literasi digital peserta akan meningkat, produk media pembelajaran akan mencakup game dan kuis, dan akan dibuat manual how-to untuk sistem gamifikasi. Guru dan profesor dapat menggunakan informasi yang disediakan untuk mengembangkan sumber daya pengajaran digital berdasarkan permainan dan kuis.
Students’ Perception: Coffee Shop as Joyful Learning Space in Improving English Speaking Skill: Anxiety, comfortable place, Internal motivation, external motivation, joyful learning Nailul Authar; Tiyas Saputri; Djuwari Djuwari
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 7 No 03 (2022): Education Human and Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/ehdj.v7i03.3405

Abstract

Learning English requires a special condition so that the learners can learn English, especially speaking skill, without anxiety. For that reason, preparing a comfortable place is essential for making the learners motivated to learn or at least to make them like English. This study attempts to explore the students of the customers in a coffee shop to learn English informally. It took 4 respondents of the coffee shop, at Djuw Cafe, selected by purposive sampling with the criteria as the loyal customers who very often come to the coffee shop. They were interview unintentionally with unstructured interview and observation by the researcher. The interview was also done with the owner of the coffee shop. These sources of data then interpreted and classified into the domain with the themes based on the semantic meanings. These themes then were analyzed and interpreted, and finally drawn the inferences for conclusion. It was found that the most essential factor that makes the respondents highly motivated to learn English is the listening of English songs. Secondly, they are motivated to enjoy learning English through the written English expressions that are decorated on the walls. Therefore, making the learners motivated to learn English, it requires a comfortable place with a specific design of the place with English songs and some written English expression for the decoration on the wall.
Pembelajaran Bahasa Arab di Indonesia: Problematika dan Solusi Prespektif Sosiokultural Vygotsky Alfan Afifi Kurniawan; Bahrul Ilmi; Nailul Authar; Wildana Wargadinata
al-Ittijah : Jurnal Keilmuan dan Kependidikan Bahasa Arab Vol. 14 No. 2 (2022): December 2022
Publisher : Jurusan Pendidikan Bahasa Arab Fakultas Tarbiyah dan Keguruan Institut Agama Islam Negeri Sultan Maulana Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/alittijah.v14i2.7531

Abstract

The purpose of this study is to reveal the problems found in the process of learning Arabic. These problems and solutions will be reviewed from a sociocultural perspective a la Vygotsky. The research method used is the qualitative method of literature. The data presented comes from several sources such as books and research articles related to research objectives. The result of this study is that Vygotsky's theory is based on three main aspects, namely genesis, Zone of Proximal Development (ZPD), and mediation. There are three problems in learning Arabic according to sociocultural theory, namely sociocultural differences, lack of interaction in Arabic, and a lack of Arabic language environment. While the solution to these problems is multicultural-based, activity-based, and environment-based learning planning.
Improving Students’ SpeakingSkillsl Using Throw Ball Games at Islamic Boarding School Nailul Authar; Mujad Didien Afandi
Community Development Journal Vol 7 No 2 (2023): Community Development Journal
Publisher : UNUSA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cdj.v7i2.4881

Abstract

The aims of the community service is to improve the students’ speaking skills through communicative games. And the subject for this research is coming from 10 students from Tahfidzul Quran Boarding School who has been selected. The communicative games implemented was a Throw the Ball game. This activity will be conducted in four stages: the pre-activity, the general stage, which includes the activity's launch, the core stage, and the stage of evaluation. The pre-activity is the first stage. The data was gotten from interviews and observation. The findings showed good improvement to students’ speaking skills. Most students enjoy the game while laughing, some students are a little confused when suddenly asked questions and cause their answers to go round and round, students are forced to get out of the situation and they succeed. Moreover, students hold highly positive attitudes about the role of games in improving their speaking skills.
IMPLEMENTATION OF JIGSAW TECHNIQUE IN VOCABULARY ACQUISITION Mujad Didien Afandi; Nailul Authar; Djuwari Djuwari; Tiyas Saputri; M Adrian Amien Anshari
EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS Vol 12, No 2 (2023): Exposure
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/exposure.v12i2.12720

Abstract

Undeniably, the teacher-centered learning approach has long been abandoned. From the preliminary observation conducted in an elementary school located in Sidoarjo, Indonesia, it is found that most of the teachers still maintain their role as the knowledge providers. In consequence, the motivation and participation of the students are low. Therefore, this study was aimed at describing the implementation of jigsaw technique in vocabulary acquisition and obtaining the students’ perception of the implementation of the technique. Method. This qualitative study collected data using observation on English learning in a classroom to obtain a description about the implementation of jigsaw technique in vocabulary acquisition. Both field notes and a checklist will be used to collect the data concerning with the students’ activities when applying the jigsaw technique. Moreover, a questionnaire will be spread to the students to obtain the students’ perception of the implementation of the technique. Results and Discussion. The application of jigsaw technique in learning has followed an appropriate procedure. In addition, the students also showed positive perceptions of the Jigsaw Technique. This technique can create a positive learning environment, support Student-Centered Learning (SCL), support cooperative learning, and help students gain skills. Conclusion. The jigsaw technique is useful for learning English, especially in gaining understanding. Considering the benefits that students gain after applying the jigsaw technique to learn English, this technique is also recommended for improving other English language skills, such as listening, speaking, reading, and writing.