Jurnal Online STKIP PGRI Tulungagung
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    1631 research outputs found

    Analysis of Language Functions in Interpersonal Communication in the English Visual Novel Game Phoenix Wright: Ace Attorney

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    The purpose of this study is to analyze the language functions in the visual novel Phoenix Wright: Ace Attorney by Shu Takumi using Jakobson's (1960) theory of language functions. This research employs a qualitative descriptive method to examine the data. Based on the analysis, the researchers identified four of the six language functions proposed by Jakobson within the visual novel. The most dominant language function found is the conative function, with the highest percentage of 24 instances (36.4%). The second most frequent is the referential function, which appears in 19 instances (28.8%). The emotive function ranks third, with 14 instances (21.2%). Lastly, the phatic function appears the least, with 9 instances (13.6%). These findings indicate that the conative function plays a central role in the visual novel, highlighting its focus on influencing the listener's actions or responses. The presence of other functions, such as referential, emotive, and phatic, also reflects the dynamic and interactive nature of the dialogue in Phoenix Wright: Ace Attorney

    Teaching Method in EFL Classroom: Types and Why Techers Use It?

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    Teaching methods are very important in teaching learning process.  It's an essential thing for teachers. To provide students with a good quality of education, it's very possible for teachers to use more than one way to teach in dynamic classroom. The aim of this research is to get to know the various teaching method used by teachers and the reason why they use it. The research method used is a descriptive qualitative method. The data are taken from teachers in "Komunitas Belajar Riset dan Aksi". The researchers use observation, interview, and questionnaire in collecting the data. The data are analyzed using data display, data verification and the last data reduction. The result of this research shows that there are three teaching methods that commonly used; there are small group discussion, brainstorming, and project based learning. In addition, there are some factors why teachers select those teaching methods such as seeing the students' needs, time availability, comfortablity, and flexibility in using it

    PENGEMBANGAN INSTRUMEN TES BERBASIS JOTFORM UNTUK MELATIH KEMAMPUAN PROBLEM SOLVING SISWA KELAS VII PADA TEMA MENCAIRNYA ES KRIM

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    Penelitian ini didasari permasalahan mengenai alat evaluasi pada mata pelajaran IPA yang digunakan di SMP belum mengembangkan instrumen dengan semua indikator problem solving sehingga siswa belum dilatih pada kemampuan problem solving. Berdasarkan analisis masalah maka dikembangkanlah instrumen tes untuk melatih kemampuan problem solving siswa kelas VII tema mencairnya es krim. Penelitian ini bertujuan untuk mendeskripsikan tingkat keterbacaan siswa pada instrumen tes. Metode penelitian yang digunakan adalah metode penelitian Research and Development (RD) dengan menggunakan model pengembangan ADDIE yang dilaksanakan sampai tiga tahap, yaitu tahap Analysis, Design, dan Development pada keterbacaan instrumen tes. Instrumen yang digunakan untuk uji keterbacaan yaitu lembar angket siswa. Subjek uji keterbacaan pada penelitian ini, yaitu 46 siswa SMP kelas VII. Analisis data secara deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa nilai keseluruhan berdasarkan persentase rata-rata sebesar 86,78% dengan kategori “Sangat Valid” sehingga instrumen tes untuk melatih kemampuan problem solving siswa kelas VII tema mencairnya es krim dapat digunakan untuk alat evaluasi. Setelah produk direvisi, maka dilakukan reduksi soal yang memperoleh persentase keterbacaan sebesar 81,23% dengan kategori “Sangat Baik” sehingga produk instrumen tes telah memenuhi syarat uji keterbacaan dan dinilai layak untuk digunakan

    PENGGUNAAN ADOBE FLASH CS6 SEBAGAI MEDIA KUIS DALAM MENINGKATKAN HASIL BELAJAR TINGKAT KOGNITIF PADA MATERI FLUIDA STATIS

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    Tujuan penelitian ini yaitu untuk mengetahui pengaruh penggunaan Adobe Flash CS6 sebagai media kuis pada materi fluida statis di MAN 1 Pontianak. Penelitian ini merupakan penelitian eksperimen dengan desain The Nonequivalent Control Group Design. Populasi penelitian ini yaitu peserta didik kelas XI IPA MAN 1 Pontianak dengan jumlah sampel yaitu 76 peserta didik kelas XI IPA 3 dan XI IPA 5. Data penelitian ini diperoleh dari instrumen tes  soal berbentuk pilihan ganda. Berdasarkan hasil penelitian menunjukkan bahwa penggunaan Adobe Flash CS6 sebagai media kuis dapat meningkatkan hasil belajar peserta didik pada pembelajaran fluida statis. Hal tersebut dapat dilihat dari meningkatnya hasil belajar peserta didik yaitu 48,95 pada pretest menjadi 85,79 pada posttest sehingga diperoleh peningkatan hasil belajar peserta didik berdasarkan nilai n-gain yaitu 0,72 dengan kategori tinggi. Selain itu, berdasarkan analisis effect size pengguaan media kuis Adobe Flash CS6 menujukkan efek yang signifikan dengan kategori efek tinggi yaitu 1,035

    INOVASI PEMBELAJARAN ARITMATIKA SOSIAL DENGAN PENDEKATAN PROJECT-BASED LEARNING BERBASIS ASET SEKOLAH DAN INTEGRASI LINTAS PELAJARAN

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    This study aims to explore the implementation of Project-Based Learning (PjBL) based on school assets in social arithmetic learning, and its impact on student engagement and understanding. This learning project involves the use of school gardens. where students are given the task of processing garden produce into products that can be sold, then analyzing the calculation of profit and loss. This study also involves cross-subject collaboration, especially with the subjects of Indonesian Language and Social Sciences (IPS). The research method used is descriptive qualitative, with data collection techniques through observation, interviews, and documentation. The results of the study indicate that the implementation of PjBL based on school assets can increase students' motivation, engagement, and understanding of social arithmetic concepts. Cross-subject collaboration plays an important role in developing students' literacy and social entrepreneurship skills. This study also identified several challenges, such as time constraints in project management and students' difficulties in understanding the concept of calculating profit and profit margins. The implementation of PjBL contributes positively to developing 21st-century skills such as critical thinking, collaboration, and communication. This study concludes that the PjBL approach based on school assets and cross-subject integration is effective in improving the quality of social arithmetic learning, as well as providing contextual and meaningful learning experiences for students

    THE DEVELOPMENT OF “KOMLABIL” (KOMIK POLA BILANGAN) MEDIA IN LEARNING NUMERICAL PATTERNS

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    In the era of globalization, marked by the rapid development of technology, various innovations continue to emerge, including in the education sector. The application of digital transformation in education involves the use of information and communication technology to impact the improvement of learning quality, expand access to learning resources, and create a more interactive and collaborative learning environment. Thus, the education sector has become one of the most responsive fields to technological advancements. This study developed a learning media in the form of comics, named "Komlabil," using i-Spring Suite software on the material of numerical patterns. This media was designed following the PLOMP development model which includes five main stages: Preliminary Investigation, Design, Realization/Construction, Test, Evaluation and Revision, and Implementation. The research subjects were 27 eighth-grade students at SMP Negeri 1 Bulawa. This study revealed that digital comic media has been declared valid and practical. Through evaluation by media and material expert validators, an average score of 3.27 was obtained from the media expert evaluation and 3.34 from the material expert, both of which fall into the valid category. This indicates that the developed digital comics meet the expected quality standards, both in design and material content, making it suitable to be used as a supporting tool in learning. The percentage of student and teacher responses obtained 92.37% with a strongly positive category and 89% with a practical category. Based on these findings, the developed learning media is considered suitable to be used in teaching and learning activities because it meets the predetermined criteria of validity and practicality. Thus, this learning media not only meets rigorous academic standards but also contributes significantly to improving the quality of the learning process

    MODEL PjBL DAN KETERAMPILAN BERPIKIR KRITIS PADA ERA DIGITAL: UPAYA MENINGKATKAN KEMAMPUAN MENULIS ESAI PESERTA DIDIK

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    Mastery of essay writing constitutes a critical component in the development of higher-order thinking skills among elementary school students in the digital age. The observed difficulties of students in organizing ideas and constructing logical arguments highlight the pressing need for innovative instructional approaches that promote active participation and reflective reasoning. The study employs a quasi-experimental design, 60 fifth-grade students from the Gajah Mada Giriwoyo Cluster. The primary instrument used for data collection was an essay assessment tool, developed based on coherence, cohesion, sentence structure, and idea development criteria. Data analysis procedures included independent t-tests, two-way ANOVA tests, and N-Gain index calculations to evaluate the magnitude of learning improvement. The findings demonstrate a statistically significant distinction between the experimental and control groups, indicated by a p-value of 0.0208 and an average N-Gain of 0.24 for the experimental group. Moreover, critical thinking proficiency among students was found to exert a substantial effect on their progress in essay writing skills. Based on these results, the study recommends that educators incorporate project-based methodologies as a strategy to enrich literacy instruction practices in elementary education settings

    OTOMATISASI MANAJEMEN BANDWIDTH INTERNET DENGAN INTEGRASI METODE HTB DAN PCQ DI DESA BARON KABUPATEN GRESIK

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    PT Persada Data Multimedia is an Internet Service Provider (ISP) company that focuses on dedicated network management. Operating in Laren District, Lamongan Regency, PT Persada Data Multimedia expands its services and supports the development of information technology in East Java, including Baron Village, Gresik Regency. In Baron Village, PT Persada Data Multimedia serves about 90 customers. Along with the increase in the number of customers, the complexity of network traffic increases, so effective and efficient network management is required. The use of proper bandwidth management is very necessary, one of which is often used, namely the HTB (Hierarchical Token Bucket) and PCQ (Per Connection Queue) methods. Quality of Service (QoS) is used as a benchmark to define the characteristics of a network service related to the quality of the service by calculating the value of QoS parameters, namely: throughput, packet loss, delay, and jitter. The purpose of this research is to determine the QoS value generated by integrating both HTB and PCQ methods adaptively based on the bandwidth distributed in Baron Village, Gresik Regency. Based on the tests that have been carried out, the QoS analysis results indicate that integrating the HTB and PCQ methods produces satisfactory results, with an index value of 3.375 increasing from the previous value of 3.5 with a value difference of 0.125. This result is based on the average results of test results on 4 QoS parameters: throughput, packet loss, delay, and jitter

    SISTEM REKOMENDASI PEMBERIAN KREDIT PADA NASABAH KOPERASI ARSIYAH DENGAN METODE FUZZY TSUKAMOTO BERBASIS WEB

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    Salah satu lembaga pemberi pinjaman di Kabupaten Lamongan adalah Koperasi Arsiyah. Koperasi ini menawarkan pinjaman kepada nasabah di wilayah Kabupaten Lamongan setiap harinya. Koperasi Arsiyah memiliki aturan yang menyatakan bahwa pinjaman hanya dapat disetujui hingga 40% dari harga jaminan debitur. Terkadang Koperasi Arsiyah masih enggan untuk memberikan pinjaman meskipun lebih dari 50%. Dengan menawarkan estimasi alternatif dan mengkonfirmasi kelayakan pinjaman yang dibuat debitur, sistem pendukung keputusan pinjaman membantu divisi analisis kredit Koperasi Arsiyah di Kabupaten Lamongan membuat pilihan. Sistem ini berisi beberapa kriteria, termasuk jangka waktu pinjaman, biaya agunan, dan kondisi barang, dan menggunakan pendekatan fuzzy Tsukamoto untuk memperkirakan kelayakan debitur untuk mendapatkan pinjaman. Berdasarkan situs web yang dapat digunakan oleh para analis dan pemberi pinjaman Koperasi Arsiyah, metode prediksi ini dibuat

    PERBANDINGAN METODE PERAMALAN BERDASARKAN TINGKAT AKURASI UNTUK MEMPREDIKSI PRODUKSI BAWANG MERAH DI KABUPATEN NGANJUK

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    Penelitian ini bertujuan melakukan pendugaan atau perkiraan tentang kuantitas produksi bawang merah di Kabupaten Nganjuk. Produk holtikultura tersebut bernilai ekonomis tinggi yang sejalan pada jumlah permintaan konsumen cenderung mengalami peningkatan tiap tahunnya. Kaidah pengkajian memanfaatkan data sekunder deret waktu yang diimplementasikan dengan beragam variasi metode peramalan yaitu MA, WMA, SES dan DES. Hasil peramalan yang paling adaptif akan dibandingkan pada tingkat akurasi nilai-nilai MAD, MSE dan MAPE untuk memproyeksikan dugaan estimasi di periode yang akan datang. Berdasarkan bukti empiris tersebut ditemukan bahwa penerapam metode DES pada α =0,4 terbaik karena mampu membuktikan tingkat kesalahannya terkecil. Nilai-nilai tersebut antara lain MAD = 10.938,40, MSE = 148.101.915,75 dan MAPE = 7,44%. Hal ini didukung pada metode DES mampu menyesuaikan pada pola data yang mengandung unsur tren

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