ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk mendeskripsikan media pembelajaran matematika yang digunakan guru fase a di SD Negeri 043 Tarakan Jenis penelitian ini menggunakan penelitian kualitatif deskriptif Subjek penelitian yaitu GK1 dan GK2 Teknik pengumpulan data yang digunakan yaitu lembar observasi, lembar wawancara, dan dokumentasi Teknik analisis data yang digunakan terdiri dari reduksi data, penyajian data, dan penarik kesimpulan. Hasil penelitian diperoleh bahwa guru menggunakan berbagai media, termasuk audio, visual, audio-visual, dan multimedia, untuk mendukung proses belajar mengajar Media yang digunakan meliputi mikrofon, jam kardus, piring penggaris gambar, speaker, led, laptop, permainan matematika, pulpen, video pembelajaran, dan pensil warna, yang disesuaikan dengan tujuan pembelajaran Guru tidak mengalami kesulitan dalam menggunakan media tersebut, sehingga variasi media yang relevan mempermudah proses belajar mengajar. This research is aimed at describing the mathematics learning media applied by phase A teachers at SD Negeri 043 Tarakan. The type of research applied is descriptive qualitative. The research subjects were GK1 and GK2 The data collection techniques applied were in the form of observation sheets, interview sheets, and documentation The data analysis techniques applied consist of data reduction, data presentation, and drawing conclusions. The findings from this research reveal that teachers use various media, including audio, visual, audio-visual, and multimedia, to support the teaching and learning process. The media used include microphones, cardboard clocks, plates, drawing rulers, speakers, LCDs, laptops, math games, pens, learning videos, and coloured pencils, which are adjusted to the learning objectives Teachers do not face difficulties in using this media, so that the variety of relevant media makes the teaching and learning process casier.
ThesisOpen AccessMetadata saja
2026•
This study was motivated by the lack of engaging learning media in Pancasila Education lessons on rights and responsibilities for fourth-grade elementary school students. The lecture method, which is still frequently used, results in students being less actively engaged, quickly becoming bored, and having difficulty understanding the difference between rights and responsibilities. Additionally, the use of learning media in the classroom is still limited to simple PowerPoint presentations. The objectives of this study were to determine the level of suitability through validation by subject matter experts, media experts, language experts, and practitioners, and to assess students' responses to the appeal of the quartet card learning media. This study employs a Research and Development (R&D) approach using the 4D model, which includes the steps of definition, design, development, and dissemination. Due to time constraints, this study was limited to the development stage. Data collection was conducted through observation, interviews, documentation, and questionnaires. The results showed that the quartet card learning media achieved a feasibility rate of 94% among subject matter experts, media experts, and language experts, and 100% among practitioners, meeting the "highly feasible" criterion. Student responses in the limited pilot test yielded a rate of 95.5%, and in the field test, 93%, both meeting the "highly engaging" criterion.
ThesisOpen AccessMetadata saja
2026•
This study motivated by the lack of variety in the use of learning media for the IPAS subject in Grade 4 at MI Al Fawaid Tarakan, which has resulted in low student interest and poor learning outcomes. Therefore, engaging and user-friendly learning media are needed to enhance student engagement in the learning process. This study aims to determine the feasibility of and student' responses to flash card learning media in IPAS instruction for fourth-grade students at MI Al - Fawaid Tarakan. This study employed the Research and Development (R&D) method using the ADDIE development model, which includes the stages of Analyze, Design, Development, Implementation, and Evaluation. Data collection was conducted through observation, interviews, expert validation, and student response questionnaires. A limited pilot test was conducted with 6 students, while the flash card learning media achieved an average feasibility percentage of 86,89% categorized as "highly feasible", The students' responses during the field trial showed an average score of 99,15% which was categorized as "highly suitable" Thus, the flash card learning media i suitable and highly engaging for use in IPAS instruction for fourth-grade students at MI AL-Fawaid Tarakan.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini dilakukan bertujuan untuk menginvestigasi efektivitas penggunaan aplikasi Bussu dalam pembelajran speaking siswa kelas VIII di SMPN 1 Tarakan, dengan melibatkan 32 siswa sebagai peserta. Penelitian ini menggunakan pendekatan Pre- experimental reaseach design. Data yang dikumpulkan dalam penelitian ini adalah data test dan observasi selama treatment diberikan. Pre test dan post test dilakukan dalam bentuk individual speaking test yang difokuskan pada aspek pengucapan, kelancaran, kosakata, tata bahasa dan pemahaman. Treatment dilakukan selama empat kali pertemuan dengan menggunakan aplikasi Busuu. Data dianalisis secara kuantitatif menggunakan statistik deskriptif dan statistik infrensial statistik dalam bentuk uji normalitas, homogenitas dan uji hipotesis dengan menggunakan paired t-test. Hasil penelitian menunjukkan nilai rata-rata pre test siswa adalah 41.88 dengan standar deviasi 16.319, sedangkan nilai rata -rata post test meningkat menjadi 53.50 dengan standar deviasi 14.644, mencerminkan peningkatan signifikan sebesar 11.62, untuk masing-masing aspek, aspek yang paling berprogres adalah aspek pengucapan, pemahaman dan kosakata. Uji hipotesis menunjukkan signifikansi efektivitas penggunaan Aplikasi Busuu adalah, 0.001 hasil ini menindikasikan (Ha) ditolak, (Ho) diterima. Fitur yang paling dominan dari aplikasi Busuu yang digunakan untuk meningkatkan kemampuan berbicara siswa yaitu, percakapan, mendengarkan dan ulangi. Aplikasi ini akan sangat maksimal jika disertai dengan mengunakan metode mengajar role play, discussion dan juga jumble teknik. The purpose of this study was to investigate the effectiveness of Busuu application in learning speaking for eighth-grade students at SMPN 1 Tarakan, involving 32 students as participants. This study employed a Pre-experimental research design approach. The data collected in this study were test and observations during the treatment given. The pre test and post-test were carried out in the form of individual speaking tests focused on aspects of pronunciation, fluency, vocabulary, grammar and comprehension. The treatment was carried out for four meetings using the Busuu application Data were analyzed quantitatively using descriptive statistics and inferential statistics in the form of normality tests, homogeneity and hypothesis testing using paired t-test. The results showed that the average pre-test score of students was 41.88 with a standard deviation of 16,319, while the average post-test score increased to 53.50 with a standard deviation of 14,644, reflecting a significant increase of 11.62, for each aspect, the most progressive aspects were pronunciation, comprehension and vocabulary. The hypothesis test showed the significance of the effectiveness of the Busuu application, 0.001, this result indicated that (Ha) was rejected, (Ho) was accepted. The most dominant features of the Busuu application used to improve students' speaking skills were conversation, listening, and repetition. This application will be optimal with role-play teaching methods, discussions, and also jumble techniques.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini dilakukan bertujuan untuk menginvestigasi efektivitas penggunaan aplikasi Bussu dalam pembelajran speaking siswa kelas VIII di SMPN 1 Tarakan, dengan melibatkan 32 siswa sebagai peserta. Penelitian ini menggunakan pendekatan Pre- experimental reaseach design. Data yang dikumpulkan dalam penelitian ini adalah data test dan observasi selama treatment diberikan. Pre test dan post test dilakukan dalam bentuk individual speaking test yang difokuskan pada aspek pengucapan, kelancaran, kosakata, tata bahasa dan pemahaman. Treatment dilakukan selama empat kali pertemuan dengan menggunakan aplikasi Busuu. Data dianalisis secara kuantitatif menggunakan statistik deskriptif dan statistik infrensial statistik dalam bentuk uji normalitas, homogenitas dan uji hipotesis dengan menggunakan paired t-test. Hasil penelitian menunjukkan nilai rata-rata pre test siswa adalah 41.88 dengan standar deviasi 16.319, sedangkan nilai rata -rata post test meningkat menjadi 53.50 dengan standar deviasi 14.644, mencerminkan peningkatan signifikan sebesar 11.62, untuk masing-masing aspek, aspek yang paling berprogres adalah aspek pengucapan, pemahaman dan kosakata. Uji hipotesis menunjukkan signifikansi efektivitas penggunaan Aplikasi Busuu adalah, 0.001 hasil ini menindikasikan (Ha) ditolak, (Ho) diterima. Fitur yang paling dominan dari aplikasi Busuu yang digunakan untuk meningkatkan kemampuan berbicara siswa yaitu, percakapan, mendengarkan dan ulangi. Aplikasi ini akan sangat maksimal jika disertai dengan mengunakan metode mengajar role play, discussion dan juga jumble teknik. The purpose of this study was to investigate the effectiveness of Busuu application in learning speaking for eighth-grade students at SMPN 1 Tarakan, involving 32 students as participants. This study employed a Pre-experimental research design approach. The data collected in this study were test and observations during the treatment given. The pre test and post-test were carried out in the form of individual speaking tests focused on aspects of pronunciation, fluency, vocabulary, grammar and comprehension. The treatment was carried out for four meetings using the Busuu application Data were analyzed quantitatively using descriptive statistics and inferential statistics in the form of normality tests, homogeneity and hypothesis testing using paired t-test. The results showed that the average pre-test score of students was 41.88 with a standard deviation of 16,319, while the average post-test score increased to 53.50 with a standard deviation of 14,644, reflecting a significant increase of 11.62, for each aspect, the most progressive aspects were pronunciation, comprehension and vocabulary. The hypothesis test showed the significance of the effectiveness of the Busuu application, 0.001, this result indicated that (Ha) was rejected, (Ho) was accepted. The most dominant features of the Busuu application used to improve students' speaking skills were conversation, listening, and repetition. This application will be optimal with role-play teaching methods, discussions, and also jumble techniques.
ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Media pembelajaran berbasis permainan (game) yang dapat membantu peserta didik belajar dengan cara yang menyenangkan. Melalui media pembelajaran berbasis game, peserta didik dapat belajar sambil bermain, proses pembelajaran menjadi lebih menarik dan bermakna. Penelitian ini bertujuan untuk mengembangkan media pembelajaran Ludo yang mengintegrasikan materi matematika dengan kebudayaan dan kehidupan sehari-hari peserta didik, serta untuk mengetahui tingkat kelayakan dan kemenarikan media tersebut bagi siswa kelas V di Tarakan. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi lima tahapan, yaitu Analyze (analisis), Design (perancangan), Develop (pengembangan), Implement (pelaksanaan), dan Evaluate (evaluasi). Hasil penelitian menunjukkan bahwa media pembelajaran Ludo yang dikembangkan termasuk dalam kategori sangat layak digunakan, berdasarkan hasil penilaian dari ahli media sebesar 96%, ahli materi sebesar 92%, dan praktisi sebesar 96%. Selain itu, hasil angket respon siswa menunjukkan bahwa media pembelajaran Ludo sangat menarik dan membantu dalam proses pembelajaran, uji coba terbatas sebesar 93,25 dan uji coba lapangan sebesar 86,85%. Berdasarkan hasil uji coba dan pelaksanaan, dapat disimpulkan bahwa media pembelajaran Ludo yang mengintegrasikan konteks budaya lokal Tarakan sangat layak dan praktis digunakan sebagai media pembelajaran di sekolah dasar. Media ini diharapkan mampu meningkatkan minat belajar siswa, khususnya dalam pembelajaran matematika, serta membantu peserta didik mengaitkan konsep matematika dengan kebudayaan dan kehidupan sehari-hari mereka. Game-based learning media can support students in learning in an enjoyable and engaging manner. Through game-based learning media, students can learn while playing, making the learning process more interesting and meaningful. This study aimed to develop Ludo-based learning media that integrates mathematics content with students' local culture and daily life contexts, and to determine the feasibility and attractiveness of the media for Grade V students in Tarakan. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analyze, Design, Develop, Implement, and Evaluate. The results indicated that the developed Ludo learning media was categorized as highly feasible for use, based on evaluations by media experts (96%), subject-matter experts (92%), and practitioners (96%). In addition, student response questionnaires showed that the Ludo learning media was very attractive and helpful in the learning process, with limited trial results of 93.25% and field trial results of 86.85%. Based on the trial and implementation results, it can be concluded that the Ludo learning media integrating the local cultural context of Tarakan is highly feasible and practical for use as instructional media in elementary schools. This media is expected to increase students' learning interest, particularly in mathematics, and to help students connect mathematical concepts with their culture and daily life experiences.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Penelitian ini bertujuan untuk mengetahui kelayakan dan respon siswa terhadap media pembelajaran PowerPoint interaktif. Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) yang mengacu pada model pengembangan ADDIE yang terdiri dari lima tahap, yaitu: Analyze, Design, Develop, Implement, dan Evaluate. Instrumen pengumpulan data meliputi lembar validasi ahli dan angket respon siswa. Subjek uji coba dalam penelitian ini adalah siswa kelas V-B sebanyak 7 orang untuk uji coba terbatas, dan siswa kelas V-C sebanyak 22 orang untuk uji coba lapangan. Hasil penelitian menunjukkan bahwa media pembelajaran PowerPoint interaktif pada materi organ pernapasan manusia sangat layak digunakan. Hal ini dibuktikan dengan hasil validasi ahli materi sebesar 86%, ahli media sebesar 83%, dan praktisi sebesar 96%, dengan rata-rata persentase sebesar 88% yang termasuk dalam kategori sangat layak. Hasil respon siswa pada uji coba terbatas menunjukkan persentase sebesar 97%, dan pada uji coba lapangan sebesar 95% yang tergolong dalam kategori sangat menarik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa media pembelajaran PowerPoint interaktif pada materi organ pernapasan manusia sangat layak dan efektif digunakan dalam proses pembelajaran di kelas. This study aimed to determine the feasibility and student response to interactive PowerPoint learning media. This research was a research and development (R&D) analysis based on the ADDIE development model, which consisted of five stages: Analyze, Design, Develop, Implement, and Evaluate. Data collection instruments included expert validation sheets and student response questionnaires. The test subjects in this study were seven students from class V-B for the limited trial and 22 students from class V-C for the field trial. The study results indicated that interactive PowerPoint learning media on human respiratory system material is feasible. This is evidenced by material expert validation of 86%, media expert validation of 83%, and practitioner validation of 96%, with an average percentage of 88%, which falls into the very feasible category. Student responses in the limited trial showed a rate of 97%, and in the field trial, 95% fell into the highly engaging category. Based on these results, the interactive PowerPoint learning media on the human respiratory system material is highly suitable and adequate for classroom learning.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Kemampuan berbicara bahasa inggris menjadi sangat penting, karena kemampuan ini mengekspresikan pikiran, perasaan, dan ide dalam situasi nyata melalui proses yang dinamik dan interaktif untuk tujuan personal dan profesional. Penelitian ini bertujuan untuk menginvestigasi efek dari penggunaan aplikasi ELSA Speak terhadap kemampuan berbicara siswa kelas 10 MAN Tarakan. Metode yang digunakan dalam penelitian ini adalah pra-eksperimen. Sampel dari penelitian ini adalah kelas X-5 yang terdiri dari 33 siswa, yang diseleksi menggunakan cluster random sampling. Tahapan penelitiannya adalah pre-test, treatment, dan post-test. Treatmen diberikan selama 5 pertemuan. Pre-test dan post-test difokuskan untuk menguji kemampuan bahasa inggris dalam aspek pelafalan, tata bahasa, kosakata, kelancaran, dan pemahaman. Data pre-test dan post-test dianalisis secara statistik menggunakan non-parametrik Wilcoxon Signed-Rank test. Hasil analisis statistik menunjukkan bahwa nilai p-value 0,00 jauh dibawah standar operasional 0,05 dengan nilai Z score -5.152 mengindikasikan bahwa perlakuan dengan menggunakan aplikasi ELSA Speak menunjukkan efek yang signifikan terhadap kemampuan berbicara siswa kelas 10 MAN Tarakan. Fitur ’study by topic’ pada aplikasi ELSA Speak menjadi fitur yang paling membantu dalam meningkatkan kemampuan berbicara siswa karena menyediakan latihan berbicara yang kontekstual dan relevan dengan situasi kehidupan nyata. English speaking skill is very crucial because this ability expresses thoughts, feelings, and ideas in real situations through a dynamic and interactive process for personal and professional purposes. The purpose of this study was to investigate the effectiveness of using ELSA Speak application on speaking skill of 10th grade students of MAN Tarakan. The method employed in this study was a pre-experimental. The sample of this study was class X-5 consisting of 33 students, who were selected through cluster random sampling. The stages of the study were pre-test, treatments, and post-test. Treatment was given for 5 meetings. The pre-test and post-test focused on testing English language skills in the aspects of pronunciation, grammar, vocabulary, fluency, and comprehension. Pre-test and post-test data were analysed statistically using the non-parametric Wilcoxon Signed-Rank test. The results of the statistical analysis showed that the p-value of 0.00 was far below the operational standard of 0 05 with a Z score of -5.152 indicating that the treatments using ELSA Speak application showed a significant effect on speaking skill of 10th grade students of MAN Tarakan. The 'study by topic feature in ELSA Speak application was the most effective feature in improving students' speaking skill because it provided contextual and relevant speaking exercises to real-life situations.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Game-based learning media is an interesting way to assist the language learning process. This study aimed to design English Domino Cards as vocabulary learning media for seventh-grade students at SMP Negeri 1 Tarakan. The research applied research and development (R&D), with the ADDIE model consisting of five stages, namely: (1) analyze, (2) design, (3) develop, (4) implement, and (5) evaluate. The test subject of this study were students of class VII.4 SMP Negeri 1 Tarakan, totaling 32 students. The instruments used in this study included a needs analysis questionnaire, an expert validation sheet, and evaluation questionnaire for the students and the teacher. First, the results of the needs analysis questionnaire showed that students need learning media such as English Domino Cards, which contain pictures and words and can be played in groups to help them increase vocabulary knowledge. Second, the development of the English Domino Card focused on the topics "About Me" and "Home Sweet Home," which included two word classes, including nouns and verbs. Third, the results of the material expert validation indicated a qualification of "very feasible" with a percentage of 97.5%, and the results of validation from media expert showed a qualification of "very feasible" with a percentage of 95.8%. Furthermore, the results of the student response questionnaire obtained a percentage of 83.75% with the qualification "very good." Finally, the results of the teacher response questionnaire also showed a qualification of "very good" with a percentage of 95.8%. Based on the results of the study, the English Domino Card as vocabulary learning media for grade VII students at SMP Negeri 1 Tarakan was feasible to be utilized as teaching media in the learning process.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Membaca merupakan salah satu sarana bagi peserta didik untuk mempelajari suatu hal yang belum diketahui dan dapat memperluas pengetahuan. Penelitian ini bertujuan untuk melihat peningkatan kemampuan membaca permulaan siswa menggunakan media kartu. Jenis penelitian yang digunakan yaitu Penelitian Tindakan Kelas (PTK) yang dilakukan dalam 2 siklus, setiap siklus terdiri dari 4 tahapan yaitu: perencanaan, pelaksanaan, observasi dan refleksi. Subjek penelitian ini adalah siswa kelas I B SDN 031 Tarakan tahun ajaran 2024/2025 yang berjumlah 22 siswa. Teknik pengumpulan data yang digunakan adalah observasi, dokumentasi dan tes. Berdasarkan hasil observasi guru pada siklus I yaitu 69% berkategori tinggi. Kemudian dilanjutkan pada siklus II menjadi 93% berkategori sangat tinggi. Adapun hasil observasi aktivitas siswa pada siklus I yaitu sebesar 67% berkategori sedang, kemudian dilanjutkan pada siklus II menjadi 85% berkategori tinggi. Hasil membaca permulaan siswa pada siklus I pada aspek membaca huruf sebesar 47% berkategori rendah dan aspek membaca kata sebesar 43% berkategori rendah. Kemudian dilanjutkan pada siklus II pada aspek membaca huruf menjadi 77% berkategori tinggi dan aspek membaca kata sebesar 73% berkategori tinggi. Hal ini sesuai dengan indikator keberhasilan yaitu ≥ 70% dengan kategori tinggi. Reading is one of the means for students to learn something that is not yet known and can expand knowledge. This study aims to examine the improvement of students' beginning reading skills using card media. The type of research used was Classroom Action Research (PTK) which was conducted in 2 cycles, each cycle consisting of 4 stages, namely: planning, implementation, observation and reflection. The subjects of this study were students of class I B SDN 031 Tarakan in the 2024/2025 academic year, totaling 22 students. The data collection techniques used were observation, documentation and tests. The results of teacher observation in cycle I were categorized as high (69%). Then, in cycle II, the results included a very high category (93%). The results of student activity observations in cycle I were 67% in the medium category, then in cycle II the results reached 85% in the high category. The results of students' beginning reading in cycle I, especially in the aspect of reading letters of 47% in the low category and the aspect of reading words of 43% in the low category. Then, in cycle II, the aspect of reading letters reached 77% in the high category and the aspect of reading words was 73% in the high category. This is in accordance with the success indicator which is > 70% with a high category.
ThesisOpen AccessMetadata saja
2025•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Membaca merupakan salah satu bentuk dari berkomunikasi, baik itu berkomunikasi intrapersonal (dengan diri sendiri) maupun berkomunikasi interpersonal (dengan orang lain). Penelitian ini bertujuan untuk meningkatan kemampuan membaca siswa dengan menggunakan media pembelajaran flash card. Jenis penelitian yang digunakan yaitu Penelitian Tindakan Kelas (PTK) yang dilakukan dalam 2 siklus, setiap siklus terdiri dari 4 tahapan yaitu: perencanaan, pelaksanaan, observasi, dan pengamatan. Subjek penelitian ini adalah siswa kelas III A SDN 032 Tarakan tahun ajaran 2024/2025 yang berjumlah 26 siswa. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi, tes, dan dokumentasi. Berdasarkan hasil observasi aktivitas mengajar guru pada siklus I sebesar 50% dengan kategori rendah, sehingga dilanjutkan pada siklus II menjadi 75% dengan kategori tinggi. Adapun hasil observasi aktivitas siswa pada siklus I yaitu sebesar 81,55% dengan kategori tinggi, kemudian dilanjutkan pada siklus II menjadi 89,60% dengan kategori tinggi. Berdasarkan hasil tes membaca yang dilakukan pada siklus I, siswa yang berada pada level membaca mandiri dengan persentase 65,40%, pada level membaca berkembang dengan persentase 15,40%, dan level membaca perlu bimbingan dengan persentase 19,20%. Sedangkan pada siklus II, siswa yang berada pada level membaca mandiri meningkat menjadi 80,80%, di level membaca berkembang mengalami penurunan dengan persentase 11,50%, dan pada level membaca perlu bimbingan juga mengalami penurunan dengan persentase 7,70%. Reading is a method of communication, both intrapersonal and interpersonal. This research aims to improve students' reading skills by using flashcards as a learning tool. Classroom Action Research (CAR) was used, with two cycles of four stages each: planning, implementation, observation, and assessment. The subjects of this study were 26 students from SDN 032 Tarakan's class III A during the 2024/2025 academic year. This study's data collection techniques included observation, testing, and documenting. The observation of the teacher's instructional activities in cycle I resulted in 50% in the low category, which was increased to 75% in cycle II. The results of student activity observations in cycle I were 81.55% in the high category, followed by cycle II at 89.60%. According to the results of the reading exam administered during Cycle I, students at the independent reading level accounted for 65.40%, those at the developing reading level for 15.40%, and those at the guided reading level for 19.20%. Meanwhile, during cycle II, students at the independent reading level reached 80.80%, while those at the developing reading level declined by 11.50%, and those at the guided reading level decreased by 7.70%.
ThesisOpen AccessMetadata saja
2024•
This study aimed to determine the significant effect of digital learning media on the vocabulary mastery of grade VIII students at SMPN 5 Tarakan. In addition, this study also aimed to assess the significant effect of paper-based learning media on vocabulary mastery in students at the same grade level. This study also compared the difference in significant effect between digital learning media and paper-based learning media in improving the student vocabulary mastery. The method used in this study was a pre-experimental design with a non-equivalent control group. The research sample consisted of students in class VIII-C as the experimental group and students in class VIII-B as the control group, which was selected using the purposive sampling technique. The research instruments were in the form of pre-test and post-test, with the data analyzed using a t-test of two independent samples. As a result, the experimental group that used the digital material experienced a significant improvement in their vocabulary score from 59.07 to 85.72, while the control group that used the paper-based material showed only a small improvement, with the score increasing from 63.73 to 69.20. Non-parametric statistical tests, specifically the Mann-Whitney U test, confirmed the results showing that the p score was lower than 0.05 (p 0.05). The data showed that the null hypothesis (Ho) was rejected, while the alternative hypothesis (H.) was accepted. Therefore, the results of the study showed that the use of digital learning media significantly increased the student vocabulary mastery compared to paper-based learning media, which indicates that the digital learning media has an effect on student vocabulary mastery.
ThesisOpen AccessMetadata saja
2024•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Pemanfaatan tanaman oleh masyarakat suku Dayak, dalam hal ini untuk pengobatan merupakan hal menarik untuk dipelajari, sehingga pemanfaatan tanaman obat perlu disebarluaskan. Penelitian ini bertujuan: 1). Mengkaji cara pemanfaatan dan cara pengolahan dari tanaman E. tithymaloydes oleh masyarakat Suku Dayak Kenyah. 2). Menganalisis validitas Booklet tanaman obat E. tithymaloydes Suku Dayak Kenyah sebagai suplemen pembelajaran Biologi SMA. Jenis penelitian yaitu Research and Development (R&D) diadaptasi dari model pengembangan Borg & Gall (1983) yang hanya dilakukan sampai tahap kelima. Teknik pengambilan sampel yang dilakukan pada bulan Juni hingga Agustus 2024 dalam penelitian ini adalah Snowball sampling. Hasil penelitian menunjukan, tanaman Zigzag dapat menyembuhkan gigitan hewan yang beracun seperti gigitan lipan, ular, kalajengking, serangga, dan kaki yang keseleo. Masyarakat mengolah tanaman dengan membersihkan batangnya dan dipatahkan sehingga mengeluarkan getah atau ditumbuk kasar, untuk masa penyembuhan sekitar 2-7 hari. Hasil validasi dari ahli materi dengan persentase 90% (sangat valid), ahli media 91,5% (sangat valid) dan ahli Bahasa 84% (sangat valid), serta uji respon siswa sebesar 97,4% (sangat menarik). Sehingga dapat disimpulkan bahwa Booklet Pemanfaatan Tanaman Zigzag (Euphorbia tithymaloides) sangat layak digunakan sebagai sumber belajar siswa SMA. Saran dari peneliti yaitu adanya penelian lanjutan. The use of plants by the Dayak tribe for treatment is an exciting thing to be studied. This research aims to: 1) assess the utilization and processing methods of the E.tithymaloydes plant by the Dayak Kenyah tribe, 2) analyze the validity of the Booklet of medicinal plants E. tithymaloydes Dayak Kenyah Tribe as a high school Biology learning supplement. The type of research was Research and Development (R&D), which was adapted from the Borg & Gall (1983) development model and was carried out only until the fifth stage. The primary data was taken from June to August 2024, and the sampling technique used was snowball sampling. The results showed that the Zigzag plant can cure poisonous animal bites such as centipede bites, snakes, scorpions, insects, and sprained feet. Dayak people process the plant by cleaning the stem and breaking it so that it releases sap or coarsely pounded for a healing period of about 2-7 days. Validation results from material experts with a percentage of 90% (very valid), media experts were 91.5% (very valid), and language experts were 84% (very valid), as well as student response tests of 97.4%(exciting). It can be concluded that the Zigzag Plant Utilization Booklet (Euphorbia tithymaloides) is very feasible to use as a learning resource for high school students.
ThesisOpen AccessMetadata saja
2024•
Abstrak: Bahasa Indonesia Tujuan dari penelitian ini adalah untuk melihat implementasi aplikasi Duolingo dalam pengembangan kosakata Bahasa inggris pada siswa kelas delapan di SMPN 5 Tarakan. Penelitian ini menggunakan desain deskriptif kualitatif dengan jumlah partisipan sebanyak 32 siswa. Data yang di hasil dalam penelitian ini adalah dokumen, observasi, dan wanwancara. Data kemudian di analisis secara kualitatif dengan analisis tematik untuk dapat menjawab pertanyaan penelitian. Hasil penelitian menujuk kan bahwa penggunaan aplikasi Duolingo membantu siswa dalam mempelajari kosakata Bahasa inggris. Menurut siswa aplikasi ini sangat positif memberikan manfaat sebagai media pembelajaran dan siswa bisa menggunakan aplikasi ini untuk belajar secara mandiri kapanpun dan dimanapun. Kata kunci: Aplikasi Duolingo, Kosakata Bahasa Inggris, Media Pembelajaran Abstrak: Bahasa Inggris The purpose of this study was to investigate how eighth grade students at SMPN 5 Tarakan used the Duolingo application to enrich their vocabulary in English. Thirty-two students participated in this qualitative descriptive study. This study collected documents, observations, and interviews. Subsequently, the data underwent a qualitative thematic analysis in order to address the study questions. The findings of the study demonstrated that students could enrich their vocabulary in English through the Duolingo application. The students' feedback explained that this application served as an excellent learning tool that allowed them to study on their own at any time and place. Keywords: Duolingo Application, English Vocabulary, Learning Media
ThesisOpen AccessMetadata saja
2024•
The utilisation of information technology in Education has been widely used as a supporting medium in teaching and learning activities in the classroom. Kahoot is one of the game-based online learning applications. The purpose of this study was to determine the effectiveness of Kahoot on students' reading skills at Patra Dharma Tarakan High School. This research method was quantitative with pre-experimental research. Student learning outcomes will be displayed in the form of student learning outcomes scores before and after using Kahoot. It was proven by the results of students' average score. The average results in the Pre-test and post-test were at 73.94 and 24.21. These showed that there was a significant difference using Kahoot as a learning media. This study found that after using Kahoot as a learning media, there was a significant change. Thus, it can be concluded that Kahoot as a learning tool has proven to be successful in improving the reading skills of Patra Dharma Tarakan High School students.
ThesisOpen AccessMetadata saja
2024•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Digital storytelling merupakan multimedia berisikan gambar, video, animasi, suara, musik dan dapat digunakan sebagai media pengajaran. Pengisahan cerita digital bisa sederhana atau kompleks, tergantung pada keahlian pembuatnya. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan digital storytelling terhadap keterampilan berbicara. Peneliti menggunakan metode penelitian pra-eksperimental dan teknik purposive sampling. Sampel penelitian berjumlah 23 siswa, dengan jumlah enam kali pertemuan di kelas. Selanjutnya, data dianalisis menggunakan parametrik statistik dengan paired t-test untuk melihat efektifnya. Nilai t-test lebih besar dari t-tabel (10.801>2,086). Adapun kolom signifikansi probabilitas (2-tailed) menunjukkan nilai (0,0000,05), artinya nilai signifikansinya lebih rendah dari tingkat signifikansinya. Jadi, hipotesis nol ditolak dan hipotesis alternatif diterima. Sehingga menunjukkan perbedaan yang signifikan pada keterampilan berbicara siswa sebelum dan sesudah siswa diberi perlakuan dengan menggunakan digital storytelling.
ThesisOpen AccessMetadata saja
2024•Skripsi, Thesis, Disertasi, dan Tugas Akhir
The purpose of this study was to find out whether students at SMK Negeri 2 Tarakan who received instruction through the Padlet application as a medium and those who received instruction through traditional media had different writing skill. Class Ten Automotive Body Engineering (TBO) 1 was the experimental class in this study, while class Ten Automotive Body Engineering (TBO) 3 was the control class that was selected through the use of the purposive sampling technique. The research methodology employed in this study was a quasi-experimental method, and the design form selected was non-equivalent control design. The data were examined by researcher using the independent sample t-test. The study's findings indicated that when it came to teaching students' writing skill, there was a noticeable difference between those who learned using the Padlet application as a medium and those who learned using traditional books. The hypothesis test findings showed that the significant factor was, on average, less than 0.05. This was supported by the t- test, which came out at 0.000 smaller than 0.05 and an N-gain score of 0.3410 higher than 0.30. According to the data, Ho was rejected while Ha was accepted. Ha claimed a significant increase in students' writing skill through the Padlet application as a medium for practicing writing skill for tenth grade students at SMK Negeri 2 Tarakan.
ThesisOpen AccessMetadata saja
2024•Skripsi, Thesis, Disertasi, dan Tugas Akhir
The research aimed to develop interactive media using iSpring Suite 9 which is based on learning media application as simple present tense interactive designs and materials that are effective for application in English learning for class VII students at SMPN 1 Tanjung Selor. The research method used in this research was mixed-method research. The research was Research and Development with the ADDIE model which has five stages, namely (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. In this research, the instruments used consisted of a student needs questionnaire, material expert validation questionnaire, media expert validation questionnaire, language expert validation questionnaire, media practicality test questionnaire, media practicality interview, students’ response questionnaire, and students’ response interview. The research results showed that validation from material expert obtained a percentage score of 92% with the qualification "Very Feasible", validation from media expert obtained a percentage score of 85.4% with the qualification "Feasible", validation from language expert obtained a percentage score of 85.4% with the qualification "Feasible", the practicality of the media got a percentage score of 90.9% with the qualification "Very Practical", and the student response to the interactive media that had been developed got a score of 85.48% with the qualification "Good". Therefore, interactive media using iSpring Suite 9 in learning simple present tense is feasible and practical to use as a medium for learning English for class VII students of SMPN 1 Tanjung Selor.
ThesisOpen AccessMetadata saja
2024•
The utilisation of information technology in Education has been widely used as a supporting medium in teaching and learning activities in the classroom. Kahoot is one of the game-based online learning applications. The purpose of this study was to determine the effectiveness of Kahoot on students’ reading skills at Patra Dharma Tarakan High School. This research method was quantitative with pre-experimental research, Student learning outcomes will be displayed in the form of student learning outcomes scores before and after using Kahoot. It was proven by the results of students’ average score. The average results in the Pre-test and post-test were at 73.94 and 24.21. These showed that there was a significant difference using Kahoot as a learning media. This study found that after using Kahoot as a learning media, there was a significant change. Thus, it can be concluded that Kahoot as a learning tool has proven to be successful in improving the reading skills of Patra Dharma Tarakan High School students.
ThesisOpen AccessMetadata saja
2024•
This research aims to determine the effectiveness of Quizizz on student vocabulary for grade 8 students at SMPN 2 Tarakan for the 2023/2024 academic year. The population of this research was 8th-grade students at SMPN 2 Tarakan, totaling 356 people. The researcher applied purposive sampling techniques to select participants. Thus, the researcher decided on two groups for this study: the experimental and control groups. This study employed a vocabulary test as an instrument to collect data. The data were analyzed using the parametric statistical technique Independent Sample t-test via SPSS. The results demonstrated that the difference in the average pre-test between the two group was 5.55, while the average difference in the post-test between the two groups was 10.82. Second, the results illustrated the significance of the t-test 0.05, meaning there is a significant difference in student learning achievement between the experimental and control groups. The post-test results of the experimental showed that the achievement of students who were given vocabulary through Quizizz was higher than those who were not given vocabulary through Quizizz. In addition, although the control group was not assigned vocabulary through Quizizz, the post-test results of this group also showed significance compared to their pre-test results. To implement engaging learning, teachers at SMP Negeri 2 Tarakan and various other schools can use Quizizz as a learning medium for vocabulary learning.