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The Development of Android Based Dictionary For Graphic Technique Ika Agustina; Murtopo Murtopo
JURNAL ARBITRER Vol. 4 No. 2 (2017)
Publisher : Masyarakat Linguistik Indonesia Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/ar.4.2.93-98.2017

Abstract

Dictionary is one of the important media in learning English. Along with the rapid development of mobile technology at this time, the various applications for mobile is widely developed as a medium of learning, one of them is the application of Android-based dictionary. Dictionaries on mobile devices are more practical than conventional dictionaries, as users can receive information quickly anywhere without space and time constraints. Related to this, the research aims to create a dictionary application of English-Indonesian graphics techniques capable of running on android-based phones. This application is built to help and meet the needs of students majoring in graphic technique in searching for meaning and understand various English words related to science of graphics. The collection of words and phrases (word entries) related to the science of graphic technique is done through literature studies of books, internet and other relevant sources. In addition, the collection of words and phrases is also done by conducting in-depth interviews with lecturers or graphic technique experts. The programming languages used in making this language dictionary application use Java 2 Micro Edition (J2ME) and SQLite. The dictionary after being validated of 4.14 with good category) and tested received positive response from the students indicated with very positive questionnaire results.
Pocket Book of English for Graphic Technique As Learning Source and Medium of English for Graphic Technique Course Ika Agustina; Reniwati Lubis; Syahripal Putra
JURNAL ARBITRER Vol. 6 No. 2 (2019)
Publisher : Masyarakat Linguistik Indonesia Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/ar.6.2.122-129.2019

Abstract

The rapid growth of information technology, especially by using devices, linear with practical needs, convenience, and affordability in learning media. Today, the presence of android-based applications is quite widespread, especially in the discipline of educational media and overcoming limitations in the context of learning. Pocket books are a source and medium of learning that, if packaged in a practical and sophisticated way, will be able to provide solutions to learning problems as well as to supply impetus for student interest and learning outcomes. This research aims to develop learning resources and learning media in the sort of a decent and useful Android-based pocket book application as an effort to increase student interest and learning achievement. The research method used is R & D with research subjects, namely students of the Department of Graphic Technique in semester 2. The data collection technique in this research was in the kind of documentation by organizing learning materials based on syllabus through relevant book references and conducting FGD with graphic and ESP experts. Furthermore, to ensure that the pocket book application is feasible, validation was carried out by 6 validators with a value of 4.61 with an excellent category then tested with students' response of 4.57 with a very positive category. Therefore, this application is proven to be able to accommodate the needs of resources and media for learning English for students because it can be a substitute for books that are easy to carry and can be used practically without limitation of time and place.
ENGLISH LEARNING MEDIA BASED ON INTERACTIVE MULTIMEDIA FOR GRAPHIC TECHNOLOGY STUDENTS Ika Agustina; Nasrudin Nasrudin; Dewi Maharani
International Journal of Economy, Education and Entrepreneurship Vol. 1 No. 3 (2021): International Journal of Economy, Education and Entrepreneurship
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/ije3.v1i3.38

Abstract

This study aims to design an interactive learning media with Multimedia-based for English Course in the Graphic Technologies study program and test the feasibility. This Interactive Media will encourage students' learning independence, especially in answering the limitations of lectures to learn English independently and intensively wherever they are. The research was carried out at Politeknik Negeri Media Kreatif Medan. The interactive media is developed for English courses for the Graphic technology Study Program students of semester 2 in the 2020/2021 academic year. The study applies the R & D (Research and Development) method by developing educational products of interactive multimedia-based stored on DVDs for English language courses and testing the effectiveness of these products. The data in a learning series is recorded in DVD media with settings based on the syllabus and an outline of English learning following Graphic Technology. The media is validated by some experts in graphic technology, learning media and computer programming, scored as 4.38, or it is classified as good. After validated, the interactive learning media with Multimedia-based is tested to suitable responses to the students; it is shown as the questionnaire reaches 4.37 or categorized as so good or very positive. The research can produce the main output in prototypes interactive media with validated and tested multimedia-based
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN LIFT THE FLAP BOOK BAGI GURU TK Rommel Sinaga; Ika Agustina; Murtopo Murtopo; Syahripal Putra
Indonesian Collaboration Journal of Community Services Vol. 3 No. 1 (2023): Indonesian Collaboration Journal of Community Services
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/icjcs.v3i1.104

Abstract

This Community Service is impelled by the urgency of developing the competency of kindergarten teachers to design reading learning media for early childhood so that learning is more interesting and triggers children to quickly master language skills. The problems that occur are due to a lack of training to improve the skills and competence of teachers to prohibit children from reading performances with the weak ability of students to read and spell. From the track record of the initial survey conducted by the service team, the objective of this service activity is to rectify teachers' competency to use children's reading media through training on designing Lift the Flap Book media at TK Al-Fajar Medan. Meanwhile, the specific target planned is the formation of a Kindergarten Teacher Consultation Community which accommodates Kindergarten teachers as a place to improve skills in transferring knowledge to other teachers. The method that will be used to provide solutions to partner problems is by means of training through the 3 programs namely Initial Test, Training, and Peer Teaching. The initial test is the initial process of implementing community service classifying at what level the competence and skills of the community service program participants. After taking part in the Test program, participants take part in a Training program where participants teach skills in designing Lift the Flap Book media. Third, participants take part in Peer Teaching to provide practical experience in properly implementing the teaching process with Lift the Flap Book media. From the outcome of the community service, it is recognized that there is a notable raise in the competency of the trainees in designing learning media, especially in the animal and plant sub-material through the media creation of the Lift the Flap Book
NEEDS ANALYSIS IN LEARNING ENGLISH FOR SPECIFIC PURPOSE (ESP) IN GRAPHIC DESIGN STUDY PROGRAM Ika Agustina; Rommel Sinaga; Murtopo Murtopo
International Journal of Economy, Education and Entrepreneurship Vol. 3 No. 1 (2023): International Journal of Economy, Education and Entrepreneurship
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/ije3.v3i1.136

Abstract

The syllabus for ESP courses must be organized based on the needs analysis (NA) so that the English language learning carried out is relevant to the student's scientific field. NA will also help lecturers to determine appropriate learning methods and media to support ESP learning. This study aims to analyze needs in learning ESP in the Graphic Design study program at Politeknik Negeri Media Kreatif. Needs analysis is carried out using Romanowski's framework, namely Target situation analysis, Present situation analysis, Learning situation analysis, and Mean analysis. A descriptive qualitative approach is implemented in this investigation. The research participants consisted of 34 Graphic Design students and 2 English lecturers. The data collection methods used were a semi-closed-ended questionnaire, and a semi-structured interview. According to the results of the target situation analysis, students require English not only to study but also to meet the expectations of the workplace. They also want the ESP content to be directly related to their major. Students claim in their Learning Situation Analysis that learning ESP will help them advance their careers in graphic design by using a communicative and cooperative approach (including discussion) and practice sessions supported by audiovisual media. The present situation analysis showed that students have a solid grasp of fundamental English but need to improve in a number of areas, especially speaking. The result of means analysis reveals that campuses still do not provide the facilities students expect in ESP course, such as audio-visual equipment, language labs, and ICT-based learning media
Analisis Pengaruh Model Pembelajaran Tiktok Terhadap Minat Mahasiswa Belajar Bahasa Inggris Ika Agustina; Syahripal Putra
Innovative: Journal Of Social Science Research Vol. 2 No. 1 (2022): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i3.2930

Abstract

Tantangan mahasiswa saat ini adalah teknologi bagaimana memanfaatkan tekonologi saat ini seperti aplikasi tiktok yang digunakan sebagai media pembelajaran Bahasa Inggris. Tujuan penelitian ini adalah untuk melihat bagaimana pengaruh model pem belajaran tiktok terhadap minat nahasiswa belajar Bahasa inggris. Metode peneltian ini adalah kuantitatif dengan analisis deskriptif data koresponden yaitu mahasiswa Prodi Desain Grafis, politeknik negeri media kreatif Medan, data koresponden sebanyak 38 Mahasiswa. Hasil penelitian ini menjunjukan bahwa Tingkat pengaruh variabel pembelajaran tiktok terhadap Minat Mahasiswa Belajar Bahasa Inggris, yaitu sebesar 0,385 atau 38,5%, sedangkan 61,5% dipengaruhi oleh variabel lain yang tidak termasuk dalam penelitian ini.
Pembuatan Taman Baca Warga Peduli Sekitar (Wapesek) Di Hutan Kanal Kecamatan Medan Johor Gunawan; Muhammad Fadlan Siregar; Herri Trsina Frianto; Murtopo; Ika Agustina; Khairi Anwar; Siti Marisa
Mejuajua: Jurnal Pengabdian pada Masyarakat Vol. 3 No. 1 (2023): Agustus 2023
Publisher : Yayasan Penelitian dan Inovasi Sumatera (YPIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/mejuajuajabdimas.v3i1.92

Abstract

Membaca adalah bagian dari jendala dunia, dengan banyak membaca maka kita semakin banyak tahu, hal ini harus terus diinformasikan kepada masyarakat banyak, khususnya disekitar kita, tujuan dari pelaksanaan pengabdian kepada masyarakat ini, yaitu untuk meningkatkan pentingnya membaca bagi siswa-siswi sekolah, dan tentang pemanfaatan lahan Hutan Kanal dengan membangun taman baca bagi masyarakat. Kegiatan pengabdian kepada masyarakat ini dilaksanakan dengan mitra Perkumpulan Warga Peduli Sekitar yang disingkat dengan WA PESEK yang berbadan Hukum beralamat Jl. Karya Jaya No 136 Pangkalan Mansyur Kecamatan Medan Johor. pada pelaksanaan kegiatan di lapangan, kegiatan pengabdian ini dilakukan dalam dua tahap yaitu Tahap 1 Pembuatan materi sosialisasi dilakukan pada hari sabtu 22 Juli 2023 dan tahap 2 dilaksanakan pada minggu 23 Juli 2023
The Effect of STEAM-Based Hybrid Based Learning Model on Students' Critical Thinking Skills Wasito Utomo; Wiwid Suryono; Jimmi Jimmi; Tomi Apra Santosa; Ika Agustina
Jurnal Penelitian Pendidikan IPA Vol 9 No 9 (2023): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i9.5147

Abstract

The purpose of the study was to determine the effect of STEAM-based hybrid based learning model on students' critical thinking skills. This research is a type of meta-analysis research. The research data came from 15 national and international journals. The process of searching for data sources through the google scholar database, Science Direct, Eric, Plos ONE and Wiley. The data selection method is the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) method. The inclusion criteria for this meta-analysis research are that the research must be published in the last 5 years 2018-2023, the research must use experimental or quasi-experimental methods, the research must have an experimental class that applies a hybrid-based learning model and a control class, the research comes from journals indexed by SINTA and Scopus, and the research has complete data to calculate the effect size. The data analysis technique is quantitative analysis by calculating the effect size value, research heterogeneity and publication bias with the help of the Comprehensive Meta-analysis (CMA) version.3 application. The results of the study concluded that the summary effect size or average effect size (p < 0.01; ES = 1.052) criteria were strong. This finding explains that the hybrid-based learning model has a significant effect on students' critical thinking skills. This STEAM-based hybrid-based learning model has a higher effect on students' critical thinking skills than the conventional model. Model has a high influence on students' critical thinking skills than conventional models
Mengedukasikan Masyarakat Sekitar Sungai Deli Medan Mengenai Dampak Sungai Yang Tidak Bersih Reniwati Lubis; Herri Trisna Fianto; Fitri Evita; Syafriyandi; Dewantoro Lase; Ika Agustina
Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2022): Juni 2022
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

It is not surprising to see the current state of the city of Medan. Every time it rains the streets are always filled with floods. The government has made water canals on every side of the road so that the water that is on the road goes straight to the channel. However, the program created by the government has not been implemented properly because the waterways are full of garbage. These waterways are directly connected to the Deli Medan river. Not only that, the people who live around the Deli Medan river often throw their waste into the Deli Medan river. The purpose of this community service is so that the people living around the Deli Medan river are aware of the impacts or dangers of an unclean river. This community service method is carried out in three stages, namely: the preparatory stage, the implementation stage and the closing stage. At this preparatory stage it is necessary to coordinate with partners, and at the implementation stage the community service team with PDRI SUMUT partners and the Medan BPBD go directly to the location to provide education to the people who live around the Deli Medan river which will have an impact on the river which is not clean by using canoes or boats from the Medan BPBD along the Deli Medan river. In the final stage evaluation and reporting is carried out. The result of this community service is that it is hoped that the people living around the Deli Medan river will understand the damage or danger of an unclean river.
Pelatihan Media Pembelajaran Interaktif Menggunakan Website Quizizz Untuk Guru Smp Pelita Medan Nurianti Sitorus; Raju Gobal; Andrian; Ika Agustina; Reniwati Lubis
Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2023): Juni 2023
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The development of computer technology has changed the way humans carry out activities. In the world of education, a teacher no longer has to focus on books as a learning medium. In this modern era, students called generation Z are already technologically literate, so learning methods that use technology are needed that can attract students' attention. Many interesting applications have been developed to support learning activities. There are Android-based and website-based ones. Each application has its own advantages and disadvantages. Quizizz is a website that is widely used as a learning medium because Quizizz is an interactive learning media. With interactive learning media training using the quizizz website, teachers are more creative in stimulating students' interest in learning and can improve student achievement..