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Pengembangan Interactive Multimedia Power Point Presentation (IMPPT) untuk Pengajaran Phonetics Ike Dian Puspita Sari; Indrawati Pusparini
Jurnal Inspirasi Pendidikan Vol 10 No 1 (2020): Januari 2020
Publisher : Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.839 KB) | DOI: 10.21067/jip.v10i1.4200

Abstract

In phonology, students will be familiar with phonetics which is specifically emphasize phonetics’ articulation and the sound. This study used Research and Development method. Researchers developed Interactive Multimedia Power Point Presentation (IMPPT) which can be used to teach phonetics. There are some stages done to develop IMPPT. Those stages are need analysis, data collection, product design and validation, and product testing. Product testing was also carried out as a consideration for the next steps. If the result was not satisfied, the researcher revised the design to obtain the final product. There were three aspects concerned as criteria of IMPPT, namely visual aspect, audio aspect, and material aspect. Those three aspects were validated based on assessment rubrics made by researcher. The range in the rubric is 1-5. The visual aspect showed the highest percentage, in which it was 35%. The second highest percentage was audio aspect. In material aspect, the total score was 23 (32%).
Development of Test Instruments Based Computer- Higher Order Thinking (CBT-HOT) in Intermediate Reading Courses Indrawati Pusparini; Ike Dian Puspita Sari
Linguists : Journal Of Linguistics and Language Teaching Vol 6, No 1 (2020): JULY
Publisher : Islamic State Institute of Bengkulu (IAIN) Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ling.v6i1.3069

Abstract

This  research developed  product of test instruments based computer -High Order Thinking (CBT-HOT)  in intermediate reading courses in Ikip Budi Utomo Malang. Test instruments based computer -High Order Thinking (CBT-HOT) in intermediate reading courses are high-level test package that are provided online by using a website as a basis for students who access it, so it is suitable to campus vision that must use ICT technology. The product consists of five test packages compiled with high-level criteria according to Taxonomy Bloom , those are package A, B, C, D and E. The design of this research adapts from the Borg and Gall model with the following steps (1) need analysis, (2) planning, (3) product development, (4) expert validation, (5) product revisions and (6) product trials. The objectives of this study are: (1) to produce scientific articles published in reputable national journals; (2) to produce scientific article published in international scientific journals; (3) produce CBT-HOT based test computer products that will be certified. The average value on material validation showed good results,  which the average score 2,81. The average value of media  validation also shows good results, which is 2.86. The average value in test instruments is 2.87.
BASIC STRUCTURE MODULE BASED ON HYBRID LEARNING Indrawati Pusparini; Endang Setiyo Astuti
Journey: Journal of English Language and Pedagogy Vol 2 No 2 (2019): Journey: Journal of English Language and Pedagogy
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (230.068 KB) | DOI: 10.33503/journey.v2i2.546

Abstract

The research aims to find out the basic structure module based on hybrid learning needed by the students of Ikip Budi Utomo Malang in learning structure, especially basic structure. The current study was a need analysis which was done in the area of developing making basic structure module based on hybrid learning. The quantitative method were conducted in this research to describe the students’ needs. In collecting the data, the researcher applied questionnaire for the students as the instrument of the research. The data was taken through a questionnaire with given to 45 students who took basic structure course in the 2018-2019 academic year and analyzed quantitatively. The results of this study reveal that the students need a clear goals of basic structure modul based on hybrid learning, the materials in line with the course outline, the assignment and current technology for the teaching and learning process.
IMPROVING STUDENTS’ VOCABULARY MASTERY USING SPELLING BEE GAME AT FIFTH GRADE IN SDIT YA BUNAYYA PUJON Martha Prasetya Ningrum; Indrawati Pusparini
Journey: Journal of English Language and Pedagogy Vol 3 No 2 (2020): Journey: Journal of English Language and Pedagogy
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/journey.v3i2.956

Abstract

The research caused by lacking of students’ vocabulary mastery in English Subject. One of the methods for improving vocabulary is Spelling Bee game. The action research aims to measure the effectiveness of the use of the spelling bee game method in improving students' mastery of English vocabulary and to determine students' responses motivated towards the application of this game. The research uses classroom action research (CAR) caused by Arikunto Suharsimi at students’ fifth grade in SDIT Ya Bunayya Pujon. The research is done two cycle. In every cycle consist of three meeting with the activity: plan, action, observation, reflection. Pre-test and post-test are given in the form of vocabulary tests. Data obtained from the pre-test and post-test were analysis in a classical completeness with a minimum quality standard of 75. The results of the analysis show that in cycle 1 was an average score of 70.26 with a classical completeness of 47, 05%. Furthermore, the results of the study in cycle 2 getting a significant improvement in which the score obtained was an average of 82.91 with a classical completeness reaching 88.24%. An increase from cycle 1 to cycle 2 in the classical completeness obtained reaching 41.19%. While, the implementation of the method makes students pay more attention, active, ability and motivated in learning English. From these results it means that the application of the game Spelling Bee has an influence on improving students' mastery of English vocabulary. Based on the results of this study, the application of learning with the game Spelling Bee is recommended to teachers to create a pleasant atmosphere for students, especially young learner in learning English vocabulary.
Improving Vocabulary of Soepraoen Health Academy Student Throught Multimedia in the Classroom Indrawati Pusparini
Paradigma: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya Vol 25 No 1 (2019): PARADIGMA: Jurnal Filsafat, Sains, Teknologi, dan Sosial Budaya
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (419.808 KB) | DOI: 10.33503/paradigma.v25i1.480

Abstract

Sejak pembelajaran kosa kata bagi mahasiswa berperan penting dalam pembelajaran bahasa Inggris, para dosen dituntut agar dapat menggunakan metode dan media yang tepat. Salah satu media yang penting adalah computer yang dapat memberikan dan menyediakan banyak informasi yang diberikan internet. Mahasiswa perlu belajar kosakata tidak hanya menghafalnya tetapi juga dapat belajar sesuai dengan konteks. Komputer memberikan pembelajaran visual yang mahasiswa perlukan agar dapat menerima mata kuliah yang diajarkan dengan cara yang berbeda. Dalam artikel ini, penulis ingin membahas fungsi aplikasi multimedia, khususnya internet sebagai bagian dari media teknologi terkini yang dapat menarik mahasiswa belajar dan mengembangkan kosa kata dalam bahasa Inggris. Penggabungan teknologi yang modern sangatlah penting guna menopang proses pembelajaran di kelas. Teknologi berbasis informasi ini terdiri dari video, gambar, game, grafik, audio, dan lain-lain untuk mendukung kosa kata mahasiswa sehingga mereka dapat mengembangkan kosa katanya dengan lebih mudah di kelas.