scholarly journals EFEKTIVITAS MEDIA PERMAINAN SUDOKU DALAM MENGHAFAL HURUF KANA (Menggunakan Metode Eksperimen Quasi Terhadap Siswa Japanese Club SMP Laboratorium Percontohan UPI)

Author(s):  
Konstantina Adinda Putrilani ◽  
Renariah Renariah ◽  
Neneng Sutjiati

Ketika mempelajari bahasa Jepang di sekolah, aspek dasar yang harus dipelajari siswa adalah huruf Jepang. Dalam sistem penulisan, bahasa Jepang memiliki empat huruf, yaitu huruf kanji, hiragana, katakana, dan roomaji. Tetapi sebelum tahap belajar huruf kanji, terlebih dahulu siswa mempelajari huruf hiragana dan katakana yang biasa disebut huruf kana. Huruf kana terdiri atas 96 huruf dimana huruf hiragana dan huruf katakana tersebut bentuknya mirip. Hal ini menyebabkan siswa kesulitan untuk mempelajari huruf kana. Oleh karena itu, diperlukan suatu media untuk mempermudah pembelajar mempelajari huruf kana. Salah satu media yang dapat digunakan adalah media permainan. Dalam penelitian ini, media permainan yang digunakan adalah media permainan sudoku yang sudah di modifikasi. Tujuan dari penelitian ini adalah untuk mengetahui kemampuan siswa dalam pembelajaran huruf kana, sebelum dan sesudah menggunakan media permainan sudoku. Selain itu, penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media permainan sudoku terhadap pembelajaran huruf kana, dan untuk mengetahui respon siswa terhadap penggunaan media permainan sudoku. Penelitian ini menggunakan metode experimen quasi dengan desain eksperimen yaitu one group pre-test - post-test. Sampel penelitian adalah anggota Japanese Club sebanyak 20 orang yang diambil dari populasi SMP Laboratorium Percontohan UPI Bandung. Instrumen yang digunakan adalah tes, angket dan obsevasi. Berdasarkan hasil analisis data, nilai t hitung sebesar 6.53. Nilai t tabel sebesar 2.09 pada taraf signifikansi 5% dan 2.86 pada taraf signifikansi 1%. Dengan demikian, diperoleh hasil t hitung lebih besar dibandingkan nilai t tabel pada taraf signifikansi 5% (6.53 > 2.09). Hal ini menunjukkan bahwa pengguanaan media permainan sudoku dalam pembelajaran huruf kana sangat efektif. Selain itu, berdasarkan hasil analisis data angket, responden memberikan tanggapan yang positif terhadap penggunaan media permainan sudoku yaitu menarik, dan mudah diikuti. When studying Japanese at school, basic aspects must study is the Japanese letter. In its writing system, Japanese has four letters, namely kanji, hiragana, katakana, and roomaji. Before the stage of kanji learning, firstly, students have to learn hiragana and katakana which are commonly called kana. Kana, composed of 96 letters where the letter of the hiragana and katakana are barely different. This causes difficulties for students to learn kana. Therefore, we need a media to facilitate learners to learn kana. One medium that can be used are game as the learning media. This study, the media used is a sudoku game that has been modified. The purpose of this study is to acknowledge students’ ability in learning kana, before and after using the sudoku game as a media. In addition, this study also aims to analyze the influence of sudoku game usage as the media in learning kana Letters, and to find out the students' response to the use of sudoku game as a media. This study uses a quasi experiment method with the one group pre-test - post-test as experiment design. Samples were 20 students from Japanese Club members who were taken from a population of SMP Laboratorum Percontohan UPI Bandung. The instrument used was test, questionnaire and observation. Based on the data analysis, the t value at 6.53. T table at 2.09 on a significance level of 5% and 2.86 at 1% significance level. Thus, the results obtained that t value is greater than t table at a significance level of 5% (6.53> 2.09). This shows that the usage of sudoku game as media is a very effective in learning kana. In addition, based on data analysis of the questionnaire, the respondents gave a positive response to the use of media sudoku game that are attractive, and easy to follow

2017 ◽  
Vol 5 (1) ◽  
Author(s):  
Surati Surati ◽  
Dini Hadiarti ◽  
Tuti Kurniati

ABSTRACTThis study was initiated by the ineffectiveness and inefficiency of the media used by the teacher in Atomic Theory class. As a result, proper media such as flash media-based snakes and ladders game is urgently needed. Thus, this study aimed at developing a practical, valid, effective, and applicable flash media -based snakes and ladders game on Atomic Theory for grade X students of SMA Negeri 2 Pontianak. A 3D (Define, Design, and Develop) development model suggested by Thiagarajan was carried out in this study. The data collection technique used were indirect communication, and measurement. While the instruments used were pre-test and post test questions, and the test sheets of learning outcomes. The study revealed that flash media-based snakes and ladders game was considered valid (3,52) and attracted positive response from both students and teachers with the practicality score of 85,78 % and 75 %. This media has fulfilled the effectiveness aspect, as well, as there were significant difference of before and after the media used (<0,05). Based on the results of data analysis, flash media-based snakes and ladders game is applicable to be used as the teaching materials in learning process.Keywords: flash media-based game, atomic theory, snakes and ladders


Author(s):  
Lia Agustini

Researcher's applied Student Teams Achievement Division (STAD) with the goals students' learning skills in elementary schools, Majesty I Surabaya. The approach used in this research is quantitative. The research was pre experiment. The design used the one group pre test and post test. The method was tested, to collect data from mathematic learning results before and after giving intervention. The application of intervention was conducted 10 times meeting with the time allocation 60 minutes each meeting. The data analysis used is a non parametric statistic, a sign test. The analysis result was used to sign a test that could be concluded that there was a significant influence using Student Team Achievement Division (STAD) toward student learning in SDLB-B Noble work I Surabaya with ZH value = 2, 05 > Z table 5% 1, 96.


2018 ◽  
Vol 1 (1) ◽  
Author(s):  
Lilis Lismaya

The purpose of this research is to analyze the improvement of students' naturalist intelligence through outdoor activities on plant morphology learning, to analyze the difference of result between pre test and post test on plant morphology learning, and to reveal students� response to the application of plant morphology learning. The research method used is a weak experimental research design with the one-group pretest-posttest design. This study used only one experimental class given treatment to assess the effect of the treatment, without comparison with the control class. The instrument used is questions of naturalist intelligence. The results of this research are: 1) There is a difference of result between pre test and post test on student's naturalist intelligence before and after plant morphology learning using outdor activities; 2) There is improvement of students' naturalist intelligence through outdoor activities learning; 3) Positive response came from students on the application of outdoor activites learning.Keywords: naturalist intelligence; outdoor activities; plant morphology.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2021 ◽  
Vol 8 (1) ◽  
pp. 013-018
Author(s):  
Pria Wahyu Romadhon Girianto ◽  
Mega Wahyu Mulyasari

Renal Disease was a chronic disease that the most attacking people in Indonesia. Damage to this vital organ in the human body greatly affected a person's health condition, one of which was anemia. This study aimed to determine the effectiveness of Durante hemodialysis PRC transfusions on hemoglobin levels. The method used was Pre-experimental design, with the One group pre-post test design approach. With a sample of 49 patients who underwent regular hemodialysis at RSUD dr. Iskak Tulungagung. Data were obtained by direct observation. Processed by computerized methods with a statistical t-test, the significance level (α) was 0.05. The study results showed that the hemoglobin levels of the pre-Durante hemodialysis PRC transfusion patients were 4-5 mg/dl (53.06%), and the hemoglobin levels of the post-Durante hemodialysis PRC transfusion patients were 6.1-7 mg/dl (34.69%). The results of statistical tests showed that there was an increase in hemoglobin levels in patients who received Durante hemodialysis PRC transfusion by 1.22 mg/dl because p-value = 0.000 < 0.05 (α) means that there was an effect. It could be concluded that the delivery of Durante hemodialysis PRC transfusion could help increase hemoglobin levels. This finding was very helpful for chronic Renal Disease patients undergoing hemodialysis, who have been using erythropoietin preparations because PRC transfusions were cheaper and more effective when compared to using erythropoietin preparations


Author(s):  
Robby Putra Prakoso ◽  
Neneng Sutjiati ◽  
Ahmad Dahidi

Kemampuan berbicara merupakan hal penting bagi pembelajar bahasa Jepang. Masalah yang sering ditemukan pada siswa dalam pembelajaran keterampilan berbicara bahasa Jepang yaitu di antaranya siswa sering kali merasa bingung dan tidak percaya diri untuk berbicara bahasa Jepang. Hal ini dikarenakan kurangnya latihan pada keterampilan berbicara. Berdasarkan latar belakang di atas, peneliti melaksanakan penelitian mengenai efektivitas penggunaan kartu identitas bahasa Jepang terhadap kemampuan berbicara siswa. Tujuan penelitian ini adalah untuk mengetahui efektivitas penggunaan media kartu identitas terhadap kemampuan berbicara bahasa Jepang. Selain itu, tujuan penelitian ini adalah untuk mengetahui tanggapan siswa mengenai media kartu identitas. Penelitian ini merupakan penelitian kuantitatif dengan menggunakan metode eksperimen kuasi dan dengan desain penelitian one group pre-test-post-test design. Instrumen yang digunakan berupa tes lisan dan angket.  Sampel yang digunakan adalah siswa XI IPS SMAN 2 Bandung tahun ajaran 2015/2016 sebanyak 20 orang. Hasil analisis data menunjukkan perolehan nilai rata-rata siswa sebelum diterapkannya media kartu identitas yaitu sebesar 12,95 dan setelah diterapkannya media kartu identitas meningkat menjadi 23,8. Berdasarkan perhitungan statistik komparasional didapatkan hasil thitung sebesar 29,73 dan ttabel pada taraf signifikansi 5% adalah 2,09 dan taraf signifikansi 1% adalah 2,86, ini berarti  thitung >ttabel , maka Hk diterima dan Ho ditolak. Sehingga dapat diinterpretasikan bahwa terdapat perbedaan yang signifikan antara keterampilan berbicara bahasa Jepang siswa sebelum dan sesudah diterapkannya media kartu identitas. Kemudian, berdasarkan hasil analisis data angket, sebagian besar siswa memberikan respons positif terhadap media kartu identitas untuk meningkatkan keterampilan berbicara bahasa Jepang.Speaking competency is important for Japanese language learners. Problems cited by the students in learning the Japanese language speaking skills are among the students often feel confused and insecure to speak Japanese. This is due to lack of exercise on speaking skills. Based on the above background, the researchers conducted research on the effectiveness of the use of identity cards Japanese against their speaking ability. The purpose of this study was to examine the effectiveness of media use identity cards to the ability to speak Japanese. Moreover, the purpose of this study was to determine the response of the media student identity card. This research is a quantitative research using quasi-experimental methods and research design one group pre-test-post-test design. Instruments used in the form of an oral test and a questionnaire. The samples used were students XI IPS SMAN 2 Bandung 2015/2016 school year as many as 20 people. The result showed the acquisition value of the average student prior to the implementation of the identity card media that is equal to 12.95 and the introduction of an identity card media increased to 23.8. Based on statistical calculation results obtained komparasional thitung 29.73 and ttable at significance level of 5% was 2.09 and 1% significance level was 2.86, this means thitung> ttabel, then Hk Ho accepted and rejected. So that it can be interpreted that there are significant differences between Japanese speaking skills of students before and after the implementation of media identification card. Then, based on data analysis questionnaires, most students give positive response to the media the identity card to improve his skills speak Japanese.


2021 ◽  
Vol 1 (2) ◽  
pp. 22
Author(s):  
Hidayatul Hamdiah ◽  
Nik Mohd Rahimi Nik Yusoff

This article focused on the effectiveness of Number Head Together in teaching writing in the EFL Classroom. The aim of the study was to improve EFL students’ writing. This study was quantitative research and used an experimental design. The population was 30 students and the sample was 15 students. Purposive sampling was used in determining the sample of the study. The writing test was the instrument used to collect the data. The data were analyzed by using descriptive statistics and paired sample t-test to test the hypothesis. The students' instrument was an essay-informed descriptive text. Furthermore, the researchers used pre and post to compare scores before and after implied Number Head Together. The mean score of the pre-test was 49.06 at p = 1.364 and the post-test was 78.40 at p = 1.576 which was higher than 0.05 (as the standard significance level in SPSS). This value showed the differences before and after implementing Number Head Together. Hence, it can be concluded that Number Head Together was significantly effective in teaching writing in the tenth graders of Public Vocational High School (SMKN) 1 Janapria, Indonesia. However, The student's writing improves because in grouping the students able to help each other. Keywords:  Number Head Together (NHT), EFL Classroom,  Teaching Writing


2020 ◽  
Vol 11 (3) ◽  
pp. 117
Author(s):  
Heriansyah Heriansyah ◽  
Suhartiwi Suhartiwi

This study aims to determine the extent of the difference in effect between knee tuck jump and half squat jump training on the ability to smash kedeng in sepaktakraw games. By using the field experiment method. The population used is male students of Southeast Sulawesi SMANKO with a sample of 60 people taken by Proposive random sampling. The data analysis technique used is the t-test at 95% significance level. The results showed that; (1) There is a significant effect of knee tuck jump training on the ability to smash kedeng in sepaktakraw games on Southeast Sulawesi SMANKO students, proven to = 13,446> tt = 2,045. There is a significant effect of half squat jump training on the ability of the Kedeng smash in sepaktakraw games on Southeast Sulawesi SMANKO students, proven to = 10.478> tt = 2.045. There is a significant difference in effect between training on the ability to smash kedeng in sepaktakraw games on Southeast Sulawesi SMANKO students, proven, to = 9,970> tt = 2,000.


2021 ◽  
Vol 2 (3) ◽  
pp. 166-176
Author(s):  
Tri Pujiani ◽  
Khoirun Nisa ◽  
Benny Krisbiantoro

Speaking in English is often a frightening spectre for students since it is complex and involves all language elements. Self-confidence is one of the factors that influencing speaking performance. The students’ self-confidence can be stimulated by using an interesting activity that promotes practice in relax situation. The use of social media such as YouTube may be the alternative to train the students’ self-confidence in speaking English. This research was aimed to improve the students’ self-confidence in order to overcome their problem in Speaking English by utilizing YouTube as the media. In this research, the students were assigned to post their speaking assignments on YouTube. This research was a quasi-experimental one group with pre and post-test research that utilized 43 students from English for Nursing 1 Class as the sample who were taken by using random sampling. The research data were obtained from the students’ verbal scores and self-confidence questionnaire which were compared before and after the project. The result of this research showed that there was an increase on the students’ self-confidence and speaking performance after they joined this project. Moreover, paired t-test proved that the increase was significant. Thus, it can be concluded that utilizing YouTube as the media to post the students’ work is effective to increase the students’ self-confidence as well as their speaking performance. This project should be continued and developed to maintain the students’ self-confidence and facilitate more practice for students in speaking English.


2021 ◽  
Vol 16 (1) ◽  
pp. 251-265
Author(s):  
Udeme Samuel Jacob ◽  
Jace Pillay

Objective: Reading is an indispensable skill. The study investigated the effects of music therapy on the reading skills of pupils with intellectual disability. Methods: An experimental research design was used. The sample was purposively selected from two special schools for pupils with intellectual disability in Ibadan, Nigeria. Seventeen pupils were randomly assigned to two groups (music therapy and control groups). Eighteen sessions of music therapy were conducted with the experimental group only. The Reading Skills Test was used before and after the intervention to collect data. Analysis of Covariance (ANCOVA) was used for data analysis. Results: The data indicated that there was a significant statistical difference between pre-test and post-test results. The interaction effect of treatment and parents’ socio-economic status was not significant for the participants’ reading. Conclusion: Music therapy enhanced the reading skills of pupils with intellectual disability and should be adopted in teaching pupils with intellectual disability.   Keywords:  Music therapy; parents’ socio-economic status; pupils with intellectual disability; reading skills


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