I Made Perdana Skolastika
Universitas Mahasaraswati Denpasar

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Boosting Students’ Participation Through the Implementation of Virtual Station Rotation Model I Made Perdana Skolastika
ELLITE Vol 5, No 2 (2020): ELLITE: November
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/ellite.v5i2.3721

Abstract

In the amid of Covid-19 pandemic, almost all schools and other educational platforms are forced to switch the conventional learning into an online learning system. Based on several previous studies, it is found that students’ low participation is one of the major problems experienced by teachers and lecturers. In line with that, this article aims to modify traditional station rotation model into a virtual model in order to fulfill teachers’ need to accommodate and increase student participation in online learning. This article starts with an evaluation of previous research that discusses the concept and procedures to implement the traditional station rotation model in learning. The discussion leads to the potential of modifying the traditional station rotation model into the virtual model. The implementation of the virtual station rotation model in this article will emphasize the possibility of applying this model to increase student participation in online learning which is currently being carried out by almost all schools. The results of the research reviews discussed in this article show the great possibility of applying this model to online learning in order to increase student participation. Furthermore, this research can be used as a reference in applying and developing this learning model both in the implementation of classroom teaching and further research. 
The Hierarchy of Human Needs Through the Main Character in the Danish Girl Movie Komang Wulandari Oktapiana; I Made Perdana Skolastika
Prologue: Journal on Language and Literature Vol. 8 No. 2 (2022): Prologue:Journal on Language and Literature
Publisher : Faculty of Letters Universitas Balikpapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36277/jurnalprologue.v8i2.81

Abstract

A character is an essential element in a literary work, especially a movie. Each character in a story has a different mental or psychological condition. This study aims to analyze the hierarchy of human needs contained in the main character named Einar Wegener in The Danish Girl movie directed by Tom Hopper. The theory used in this movie is the psychological theory by Abraham Maslow. The method used in this study is a qualitative descriptive method. The results of this study show that the main character, Einar Wegener, succeeded in fulfilling his four basic needs consisting of physiological needs, security needs, love and belongingness, and self-esteem. However, there is one need that he failed to fulfill, namely self-actualization.  
Peningkatan Kosakata Bahasa Inggris Melalui Games Bagi Siswa SMA Negeri 1 Penebel I Gusti Ayu Mahatma Agung; I Made Perdana Skolastika; Ni Luh Putu Tarisa Damayanti; Putu Adri Wisanta
Madani : Indonesian Journal of Civil Society Vol. 5 No. 1 (2023): Madani, Februari 2023
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/madani.v5i1.1705

Abstract

Vocabulary is an essential element in learning English. However, many students experience problems in learning English vocabulary. One of the factors that cause student's lack of vocabulary mastery is the lack of variety in the learning methods. Therefore, this community service activity aims to improve English vocabulary mastery and foster the motivation of grade 11 students at SMAN 1 Penebel. English training using games provided a new atmosphere in class. The students seemed enthusiastic during the learning process. In addition to increasing English vocabulary, games can also develop student's ability to work in teams, train memory and concentration, and improve their English skills. The evaluation results through the Google form showed that the average score for the vocabulary quiz students worked on at the end of the training was 91.43. Based on the result, it can be concluded that the student's understanding of the vocabulary being taught is quite high.
PENERAPAN PERMAINAN KARTU BERGAMBAR DALAM UPAYA PENINGKATAN KOSAKATA I Gusti Bagus Wahyu Nugraha Putra; Made Yogi Marantika; I Made Perdana Skolastika
SPHOTA: Jurnal Linguistik dan Sastra Vol. 10 No. 2 (2018): SPHOTA: Jurnal Linguistik dan Sastra
Publisher : Fakultas Bahasa Asing (FBA) Universitas Mahasaraswati Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (264.122 KB)

Abstract

ABSTRACT This research is designed in form of action-based research which involved four steps in each circle, namely planning, action, observation and reflection. Before treatment, pre-test is conducted in other to know the students’ ability at the beginning. So, the achievement can be compared to the next circle. Circle I consisted of four sessions; three sessions for conducting actions and one session administering post-test I. Circle II consisted of three sessions; two sessions for conducting actions and one session for post-test II. The aim of this research is to know the implementation of flash card game through vocabulary mastery of disabled students at Yayasan Bakti Senang Hati. This research is conducted at Yayasan Bakti Senang Hati which some disabled students are used as the subject of the research. It used seven kategories of vocabulary such as animal, family, fruits, number, things, vegetables and part of body as the instrument in colleting the data. The result of data showed that the use of flash card game could improve the vocabulary mastery of disabled students at Yayasan Bakti Senang Hati. It can be seen from the result of the students’ achievement tests which increased continuously during the application of the technique. During the pre-test, students are able to master 17 vocabularies from each category. Then, after the first Cilcle test there are 13 vocabularies form each category that they got. Therefore, their mastery became 30 vocabularies. Finnaly, it became 59 after the result of second cicle is held. Key words: vocabulary, flash card, implementation