E-Jurnal FKIP UMMY Solok
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    456 research outputs found

    THE STUDENTS’ VOCABULARY ACQUISITION ADDICTED TO PLAYING ONLINE GAMES

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             This research aims to know students’ vocabulary acquisition influenced by playing online games. It wants to see the comparison of students’ vocabulary acquisition and the causes of similarities or differences in students who are addicted to playing online games with students who are not addicted. This type of research was causal-comparative by using mix method. The data were obtained through questionnaires, test, and interview. The population of this research of 117 students. To determine the sample, researchers used non-probability sampling, namely quota sampling. 73 students are addicted and not addicted. To analyze the data collected, researchers used the U-test by Mann Whitney using the SPSS 20 application with a significance of ? = 0.05. With the provision of significance values> 0.05, accepted and  is rejected, in this case, the researcher finds sig. (0.607> 0.05), it can be concluded that there are similarities between students who are addicted to not addicted. The occurrence of this equation is quite reasonable. Researchers used a questionnaire to group students who were addicted to playing online games. Then, a test was given to find out the comparison of students' vocabulary acquisition. After that, the data were analyzed using a U-test by Mann-Whitney. From the findings, it showed that there were similarities in students’ vocabulary acquisition between students who are addicted to playing games with students not addicted to playing games

    HUBUNGAN PERAN ORANG TUA PADA PELAKSANAAN BELAJAR DARI RUMAH MATA PELAJARAN MATEMATIKA TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS 5 SD NEGERI 04 SILUNGKANG 3 KECAMATAN SILUNGKANG KOTA SAWAHLUNTO

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    The purpose of this study was to describe the relationship between the role of parents in the implementation of learning from home mathematics subjects to the mathematics learning outcomes of 5th graders at SD Negeri 04 Silungkang 3, Silungkang District, Sawahlunto City. This type of research is correlative research. The population in this study were 5th-grade students of SD Negeri 04 Silungkang 3 for the 2020/2021 academic year, totaling 25 people. The sampling technique is total sampling. The instrument in this study is a questionnaire on the role of parents in the implementation of learning from home in mathematics. Based on the calculation, the calculated r-value is 0.86 and the r table value is 0.382. Because of the value of r arithmetic > r table, it can be concluded that there is a significant relationship between the role of parents in the implementation of learning from home mathematics subjects to the mathematics learning outcomes of grade 5 students at SD Negeri 04 Silungkang 3 because the value of r count is 0.86 which means that the level of the relationship between the role of parents in the implementation of learning from home mathematics is very strong. So it can be concluded from this study that there is a significant and very strong relationship between the role of parents in the implementation of learning from home mathematics subjects to the mathematics learning outcomes of 5th graders at SD Negeri 04 Silungkang 3, Silungkang District, Sawahlunto City

    Pemanfaatan Perpustakaan sebagai Sumber Belajar oleh Mahasiswa Program Studi Pendidikan Ekonomi

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    This research aims to determine the activities of students of the Economic Education Study Program in utilizing of the Mahaputra Muhammad Yamin University library as a learning resource, obtaining information and analyzing what information materials can be obtained from the Mahaputra Muhammad Yamin University library, and obtaining information regarding the obstacles faced by students in utilizing the library at Mahaputra Muhammad Yamin University as a learning resource. This research is a qualitative research in which the research data is obtained through interviews. Data analysis techniques include data collection, data reduction, data presentation and drawing conclusions. The results of the study found that students have used the library as a learning resource by borrowing reference books, doing group study, and utilizing the available internet wifi. The information obtained in the library is in the form of reference books for lecture assignments and the preparation of final assignments, then also available novels, magazines, story books and student final assignments. The constraints found in utilizing the library are still the lack of availability of references that are sought both in terms of collection and quantity and there are also no results of research and community service produced by lecturers at the Mahaputra Muhammad Yamin University library

    Pengaruh Dana Alokasi Umum (DAU) dan Pendapatan Asli Daerah (PAD) terhadap Belanja Daerah Kota Bukittinggi Tahun 2006 - 2020

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    This research was conducted in the City of Bukittinggi, with the aim of research to determine the effect of general allocation funds on regional expenditures and to determine the effect of regional original income on regional expenditures as well as to determine and analyze the effect of general allocation funds and regional original revenues together on regional expenditures in Bukittinggi City period. 2016-2020. The research method is descriptive and quantitative data analysis with multiple linear analysis, with the help of SPSS 16 software testing. The research findings and the results of the general fund allocation variable have a significant effect on regional spending in Bukittinggi City, with the results of the statistical t test Tcount > Ttable with a significant value of 0.040 < 0, 05, the local original income variable has a significant positive effect on regional expenditure with the result that the value Tcount > Ttable is significant 0.019 and the variable general allocation fund and regional original income simultaneously has a positive and significant effect on regional expenditure in Bukittinggi City in 2016 to 2020 at the value of Tcount > Ttable with a significant value of 0.000 <0.05.   &nbsp

    STUDENTS’ PERCEPTION ON THE USE OF PODCAST IN TEACHING LISTENING

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              This research was to find out the students' perception of the use of podcasts in teaching listening. The research was due to problems found in the field; some of the students were not interested in listening, students have difficulty catching the speakers' ideas, the perception of students toward podcast is different. The design of this research was descriptive research with a quantitative approach as the method of the research. The sample was collected from 26 students at SMK Pembangunan Bukittinggi which used total sampling as the sampling technique of the research. The result revealed the mean score of students' perception of the use of podcasts in teaching listening was 63.06%. It showed that the students had a positive perception regarding the use of podcasts in teaching listening

    ANALISIS PENDIDIKAN KARAKTER DALAM NOVEL BIOGRAFI MERRY RIANA “MIMPI SEJUTA DOLAR” KARYA ABERTHIENE ENDAH

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    This study uses a qualitative descriptive method. This study aims to describe the character education in Merry Riana's biographical novel. The data collection technique is carried out using content analysis techniques. The data source of this research is the biographical novel of Merry Riana by Alberthiene Endah. The data analysis technique uses a descriptive method. by describing the facts and analyzing them. The results of this study prove that character education in the novel Biography of Merry Riana by Alberthiene Endah is (1) Religious, (2) Responsibility, discipline, independence, (3) Amanah, (4) Respect and courtesy, (5) Caring and cooperation. , (6) Creative and never give up

    PENGARUH PENGGUNAAN METODE PEMBELAJARAN KOOPERATIF MODEL JIGSAW TERHADAP KETERAMPILAN MENULIS TEKS DESKRIPSI SISWA KELAS VII SMP NEGERI 4 BUKITTINGGI

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    This research is motivated by cooperative method of jigsaw model which is one of the learning method that can provide opportunity to lead to success in learning writing. This study aims to 1) Describe the Influence of Text Writing Skills Student Description of Class VII by Using Cooperative Learning Method Jigsaw Model. 2) Describe the Effect of Using Text Writing Skills of Student Description of Class VII by Using Conventional Method. 3) Describe the Effect of Using Cooperative Learning Method of Jigsaw Model on Text Writing Skill Description of Grade VII Student. The research method applied is experimental method. In this study two classes were used, ie experimental class given a set of treatment and control class were not treated. Data analysis shows that, jigsaw model cooperative learning method influences in learning to write text description in experiment class. This is evidenced by the increase in student scores, which at the time of prenting the mean / mean () is 70.08. After applying the cooperative learning method of jigsaw model in the learning process in this class, the students' learning outcomes increase at the time of pascates with the average value () 93.04. While conventional methods are also influential in learning to write text description in the control class. Evidenced by an increase in student value, the mean time of the mean value is 65.28. After the conventional method applied in the learning process in this class, the students' learning outcomes increase at the time of pascates with the average value () 75.68. Based on the test results concluded that there is a significant difference between the results of learning to write a description text between cooperative learning methods jigsaw model with conventional methods. This is seen in the comparison of tcount with ttable (3.290> 2.021), because tcount is bigger than ttable then Ha (Alternative Hypothesis) is accepted. Thus, the learning result of the experimental class students taught by cooperative learning method of jigsaw  model  is  better  than  the  learning  result  of  the  control  class  students  taught  by conventional method

    DESAIN MULTIMEDIA GAME TEMBAK HURUF UNTUK MENINGKATKAN PEMAHAMAN BAHASA SISWA KELAS 1 SD DALAM PENGENALAN HURUF ABJAD

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    This type of research uses research and development (R&D). Design and research development procedures using a 2-D model, namely define, design. In the validation process, the multimedia multimedia shooting game was validated by 2 experts. Based on the results of research that has been carried out, multimedia shooting game letters for the introduction of children's alphabet letters, which has obtained an assessment percentage of 82.99%, with a very valid category. The results obtained that the multimedia shooting game for letter recognition of the children's alphabet has been valid according to experts, used as a learning medium for Grade 1 Elementary School students.Jenis penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D). Desain dan prosedur pengembangan penelitian menggunakan model 2-D yaitu define, design. Pada proses validasi, multimedia multimedia game tembak huruf divalidasi oleh 2 orang pakar. Berdasarkan hasil penelitian yang telah dilakukan, multimedia game tembak huruf untuk pengenalan huruf abjad anak, yang telah diperoleh persentase  penilaian sebesar  82,99%, dengan kategori sangat valid. Hasil penelitian diperoleh bahwa multimedia game tembak huruf untuk pengenalan huruf abjad anak telah valid menurut pakar, digunakan sebagai salah satu media pembelajaran untuk Siswa Kelas 1 SD

    Analisis Budaya Literasi Siswa SD Negeri 04 IX Korong Kota Solok

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    This study aims to determine the analysis of literacy culture owned by students of SD Negeri 04 X Korong Kota Solok. This type of research is a quantitative study using descriptive methods. Sources of data used are primary data and secondary data. Data collection techniques in this study using observation, questionnaires, interviews and documentation. The population of this study were students of SD Negeri 04 IX Korong Kota Solok, with a total sample of 38 people, consisting of all students in Class V. This was taken by purposive sampling due to the limitations of the authors in taking samples during the pandemic. The data analysis method used is the test instrument, namely the validity test and reliability test. Quantitative data processing is accompanied by analysis. The results showed (1) books that most elementary school students like are story books, can be novels or other reading material, (2) the time used to read, on average is 25 minutes per day. This is presumably because students are also involved in other activities after school, such as helping their parents to work, (3) The reason for reading this Class V elementary school student, on average is dominated by 34%, likes reading, 26% does not like reading because it is boring, 26% caused by playing a lot. The rest is caused by not having time to read, prefer to watch and there are no good books according to them that make them interested in reading. &nbsp

    THE EFFECT OF JEOPARDY GAME TOWARD STUDENTS’ VOCABULARY MASTERY

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              Vocabulary is one of the language aspects that should be mastered by the students in language learning. It has a main role for the students in understanding and applying the four basic skills in language learning. Most of the teachers do not pay attention to the media that they use in gaining students’ vocabulary mastery. This study aimed to find out whether the use of Jeopardy Game affected the students’ vocabulary mastery or not. This study conducted a quasi-experimental design. The population of this study was comprised of 186 students of the second grade of SMAN 1 Bukit Sundi that divided into 6 classes. The instrument of this study was a vocabulary test. The experiment class was taught by using Jeopardy Game, while the control class by using Guessing Game. In conclusion, there were significant differences between students who were taught by using Jeopardy Game and Guessing Game on Second Grade of SMAN 1 Bukit Sundi in 2020/2021 Academic Year &nbsp

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