Sylvia Irene Persulessy
Politeknik Negeri Ambon, Jurusan Teknik Elektro

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Penerapan Pembuatan Video Pembelajaran Bahasa Inggris dalam Meningkatkan Motivasi Belajar Siswa Reynold P. J. Vigeleyn Nikijuluw; Sylvia Irene Persulessy; Juvrianto Chrissunday Jakob; Ahmad Nusi; Hindri Febri Ana Sari
Scholars: Jurnal Sosial Humaniora dan Pendidikan Vol. 1 No. 1 (2023): SCHOLARS: Jurnal Sosial Humaniora dan Pendidikan
Publisher : P3M POLITEKNIK NEGERI AMBON

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Abstract

Learning videos are interactive media that are currently commonly used in learning, especially in English subjects in recent times. Providing a positive impact on students' motivation in learning English is one of the benefits obtained from the application of this learning media. English learning videos made by involving students as actors in it are expected to foster their motivation in learning English. As for the purpose of this study, it was found that from the research data it was found that students were more motivated by learning English in class using the videos they participated in. Focusing on research methodology, descriptive quantitative research is applied to obtain research objectives. The results of the research obtained in this study are narrated in descriptive form.Keywords: learning videos, student motivation, English learning
Penggunaan Game (Wordwall) Dalam Mata Kuliah Matematika Informatika Bagi Mahasiswa Jurusan Teknik Elektro Mey Chyntia Yesaya; Sylvia Irene Persulessy
Scholars: Jurnal Sosial Humaniora dan Pendidikan Vol. 1 No. 1 (2023): SCHOLARS: Jurnal Sosial Humaniora dan Pendidikan
Publisher : P3M POLITEKNIK NEGERI AMBON

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

Abstract

Advances in technology have proliferated in this global world, not only in big cities but also in small towns. In the last 10 years, electronic games or so-called online games have proliferated. There's a lot of game centers popping up. The game center itself is not like an Internet cafe, they have more regulars than any cafes. This is what makes the game center almost always bustling with visitors. Online games also have a major impact on the development of both the child and the soul of the individual, which dominates the online game playing by students. The purpose of this study is to know the enormous impact online games have on learning to improve the study of student electrical engineering at ambon state. The result of this research is that 88 % of students are very active in multiplation and are particularly enthusiastic when playing the infomratika math game created through word word online media. This can encourage their curiosity when a game is not finished and tend to be keen to try it at all times. It is this curious nature that will change their interest in learning, so that their study too will increase. With such a learning method expected to enhance student math achievement.Keywords: game, learning outcomes, mathematics, Wordwall