UNY Journal (Universitas Negeri Yogyakarta)
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Balinese cultural representation from the perspective of the Balinese wordlist
Based on the data gathered from the PARADISEC catalogue of the Balinese wordlist, as part of the OCSEAN project, 1,228 words were recorded and classified into several categories, such as the body, agriculture and vegetation, animals, the physical world, basic actions and technology, food and drink, spatial relations, kinship, motion, sense perception, quantity, emotions and values, cognition, time, speech and language, the house, warfare and hunting, possession, clothing and grooming, religion and belief, social and political relations, law, as well as miscellaneous function words. This study examines the Balinese wordlist from the OCSEAN data and explores the correlation between the number of words gathered and the speakers’ language recognition and comprehension within their community. Since the process of word recognition involves identifying both meaning and form (orthographic and phonological), these aspects originating from each speaker are generally influenced by their surrounding community. Through mapping the quantitative data, possible borrowings, and accuracy in the wordlist, several assumptions can be made. For example, the high number and accuracy of words related to agriculture (including its associated resources) may be attributed to the fact that many Balinese speakers come from farming communities. The implications of this study suggest that future research may benefit from combining pre-existing linguistic data with the psychological aspects of speakers and the cultural characteristics of their communities
Enhancing active citizenship: Developing assessment tools for digital literacy and critical thinking in Indonesian Civics Education
This study aims to develop instruments to measure digital literacy and critical thinking skills within the Civics Education course, addressing the challenge of assessing these essential competencies in the context of modern education. As digital literacy and critical thinking become increasingly crucial for active citizenship, there is a lack of comprehensive and reliable tools to evaluate these skills effectively. The research employs a development method using the 4D model, consisting of four phases: Define, Design, Develop, and Disseminate. In the Define phase, the competencies to be assessed were clearly identified. In the Design phase, the instruments were crafted based on specific indicators of digital literacy and critical thinking. The Develop phase involved testing the reliability and validity of the instruments, while the Disseminate phase prepared the instruments for broader use. The critical thinking instrument was found to have excellent internal consistency, with a Cronbach’s Alpha of 0.908. However, certain items exhibited low item-total correlations, indicating that revisions were necessary. This study contributes to filling the gap in Civics Education by providing a reliable and valid tool for evaluating digital literacy and critical thinking, ultimately supporting the enhancement of students' competencies in these crucial areas for active and informed citizenship
Evaluating students’ perceptions of literature courses in English education: Implications for curriculum development
The concerns of this study were the literature used in English classrooms and students’ views on how it assists them in developing academically and professionally. Thus, its purpose was to evaluate the importance attached to literature courses in the curriculum of English Education programs. The study employed a sequential explanatory mixed-methods design. Quantitatively, a questionnaire instrument was used, which was completed by 107 students of the English Education Study Program at Universitas Bengkulu, regarding their perceptions of the implementation of literary courses, administered through Google Forms. Qualitatively, unstructured interviews provided more profound insights into the role of literature in students’ language proficiency. The results indicate that the majority of students (86%) are interested in studying literature, and they are highly engaged in their work. Those students felt that their grammar competence, vocabulary, and language skills had increased. Furthermore, 91% specifically claimed that literature enhanced their ability for critical thinking and intellectual enrichment, while 77% derived confidence in engaging with literary texts, thereby fostering further collaboration, empathy, and cultural sensitivity in their day-to-day offline routine. Thirty-five per cent of students were also encouraged to read literature. Yet, students encountered constraints such as insufficient time for studying, linguistic complexity, and exposure to unfamiliar cultural scenes. Students value literary education and the use of literature in preparing for future demands. Pedagogically, the curriculum development literature should be systematically integrated with odd in English Education, particularly instructional routines that value active learning, situated interpretation, and imaginative interaction with texts
The Socio-scientific Issues in PjBL: Impact on Digital Literacy of Senior High School Students
Digital literacy can be provided by the implementation of the project-based learning (PjBL) model in the learning process. This research aims to obtain information regarding the effect of socio-scientific issues (SSI)-integrated PjBL on high school students' digital literacy, especially on Circulatory System material. The method used is a pre-experiment with a one-group pre-test-post-test research design. The research subjects are 35 grade XI students of one of the senior high schools in Bandung. Data on students' scientific literacy abilities were collected by using a digital literacy questionnaire containing statements based on six digital literacy indicators, namely communication and collaboration, critical thinking, data literacy, ICT familiarity, device security, and personal security. Processing and analysis of research data uses the Wilcoxon test. The research results show the implementation of SSI-integrated PjBL by creating projects in the form of popular articles can increase students' digital literacy as indicated by an increase in the average percentage of pre-test and post-test scores from 78.45% to 88.66%. The increase in the average percentage of pre-test and post-test scores based on the N-Gain calculation results is in the medium category with an N-Gain score of 0.5069. The implementation of SSI-integrated PjBL can increase the average percentage score for each digital literacy indicator with the highest average score increase obtained by the ICT familiarity indicator. Therefore, it is concluded that the implementation of SSI-integrated PjBL has an effect on digital literacy and can be used as an alternative learning model that can encourage the improvement of students' digital literac
The Application of PjBL with STEM Integration: Its Effect on Science Problem-Solving Abilities
This study aims to investigate the effectiveness of the PjBL Model with the STEM Approach in improving junior high school students' science problem-solving abilities. It is a quasi-experiment with a nonequivalent control group design. The population is grade VIII students of State Junior High School 3 Magelang, and the sample is grade VIIIB and VIIIF students, established by using the purposive sampling technique, with VIII B students as the experimental class and VIIIF students as the control class. The data were collected using a test. The results showed the post-test scores of the experimental class were higher than those of the control class with the sig. (2-tailed) < 0.05, namely 0.000 from the independent sample t-test. The N-gain test shows that the N-gain of the experimental class is higher than that of the control class (0.678> 0.412), both in moderate criteria, so it can be concluded that the PjBL Model with the STEM Approach can improve the science problem-solving abilities of junior high school students
Diagnosing Students’ Problem-Solving Challenges in Rotational Dynamics Using Two-Tier AR Flashcard Tests
The inadequate capacity of students to recognize and resolve difficulties, particularly with intricate concepts, has emerged as a significant concern in physics education. This project aims to develop a two-tier diagnostic assessment that utilizes augmented reality (AR) flashcards to identify students' challenges in problem-solving. This media-assisted assessment aims to visually represent concepts interactively while examining students' comprehension and the origins of their challenges. The study methodology employs the ADDIE development paradigm, encompassing analysis, design, development, implementation, and evaluation. Validation is performed by subject matter and media specialists, subsequently followed by trials with secondary education students. The study equipment comprises validation sheets, answer questionnaires, and diagnostic examinations supplemented by augmented reality flashcards. The study demonstrates that the two-tier diagnostic test augmented with AR flashcards effectively identifies students' challenges, particularly in grasping concepts and problem-solving processes, as indicated by a Cronbach's alpha reliability coefficient of 0.89. This media-assisted assessment enhances student engagement, as evidenced by survey findings indicating that students perceive it as easier to comprehend physics concepts through the instrument. This research is anticipated to motivate educators and institutions to create more creative AR-based learning media for evaluations and interactive learnin
Design of Automatic Security System Based Internet of Things at the Museum
This research aims to determine the procedures for developing an Internet of Things (IoT)-based Automatic Security System as a security device for museum objects and to test its feasibility based on user feedback in museums. The Design Thinking model used consists of five stages: Empathize (understanding the user's perspective), Define (gathering information on the encountered problems), Ideate (generating innovative ideas), Prototype (creating a prototype of the obtained ideas, ensuring the functionality of each device feature, and validating the product through expert judgment for feedback and product revision), and Testing (evaluating the system's feasibility using Usability standards based on ISO/IEC 9241-11, focusing on Effectiveness, Efficiency, and Satisfaction with user involvement). The research results indicate that the IoT-based Automatic Security System has met optimal outcomes based on Usability aspects, namely: the Effectiveness analysis showed a ratio above 100% with a Very Effective level of achievement; the Efficiency aspect analysis received user feedback with a device usage rate of 1.35 goals per second; and the Satisfaction analysis, using the System Usability Scale (SUS) questionnaire, scored 78.25, indicating an Excellent level, suggesting that the system is worthy of use
Investigating Computational Thinking in K–12 Visual Programming Activities on Code.org: A Brennan-Resnick Framework Approach
Global interest in Computational Thinking and learning to code has increased. Teaching elementary school students to code and develop computational thinking is a crucial skill for the 21st century. Code.org or Scratch are increasingly used by researchers and educators to evaluate the best practices in digital environment. Such an understanding leads to the urgency to investigate how the block-based programming environment contributes to the development of Computational Thinking and how the development takes place for K-12 students. This research departed from the previous study on the use of Brennan and Resnick framework to evaluate the development of Computational Thinking in various literature on visual programming. Employed a qualitative design, the research investigates K-12 students' response to the activity. The portfolio, then, analyzed using the Brennan and Resnick Framework for Computational Thinking development. The results demonstrated that six of the seven computational concepts could be taught in 10 stages using the “Dance Party” task. Work on the animation project in the tenth stage of “Dance Party” has well-prepared the four computational practices projects. This has a great deal to do with the student's ability to question perspective, as young people do not perceive a disconnect between the surrounding technology and their ability to negotiate reality
Solar-Powered Organic Leaves Waste Shredder Machine with IoT-Based Monitoring Integration
Organic waste management relying on conventional nonrenewable energy, which produces significant carbon emissions, poses challenges to environmental pollution. A shift to sustainable waste management practices prioritizing renewable energy sources and reducing greenhouse gas emissions is needed. This study aims to design and develop a prototype of an organic waste shredder powered by solar panels, integrating IoT technology to address the environmental impact of traditional shredding methods. The solar-powered shredder is portable and addresses challenges in processing organic waste, especially dry leaves, while promoting renewable energy use in composting. The portable machine operates with a 30-watt, 12-volt DC motor, achieving a maximum speed of 3500 RPM, and features a Blynk-based monitoring system for real-time control and data analysis. Key sensors, including the INA219 and load cell, demonstrate low error rates. The shredder processes various leaf types, with production capacities of 23.96 kg/hour for grape leaves, 20.18 kg/hour for ketapang leaves, 19.93 kg/hour for cherry leaves, and 21.6 kg/hour for mango leaves, achieving 93.09% and 95.17%. The portable power station fully charges in 15 hours and provides up to 18 hours of continuous power. The Blynk application monitors and controls the system within a 9-meter range before disconnection. By integrating solar energy and IoT technology, this device offers a sustainable alternative to traditional shredding methods, reducing carbon emissions and promoting environmentally friendly waste management practices
Relevance of innovativeness in enhancing productivity among Nigeria’s entrepreneurs
This paper examines the relationship between innovativeness and productivity among entrepreneurs. Specifically, it examined the impact of new product development, market exploration, and technological advancements on entrepreneurs’ productivity. A survey research design was adopted with a population of 1,416 registered SMEs in Nigeria. A total of 312 sample sizes were administered a structured questionnaire. Data collected was analyzed using PLS-SEM. Findings revealed that market exploration has the strongest effect on entrepreneurs’ productivity, followed by new product development and technology advancement. It concluded that innovativeness is significantly vital for entrepreneurs' productivity of selected registered SMEs. It is therefore recommended that SME owners in Kwara state enhance their entrepreneurs' productivity by focusing on adopting unique technology advancements, supporting new product development, and engaging in market exploration, which can ensure that innovativeness is met, thereby helping to enhance entrepreneurs' productivity