scholarly journals ONLINE GAMES AS THE MEDIA BEFORE HAVING EFL TEST (TOEFL EQUIVALENCE) FOR THE TWELFTH STUDENTS OF SMA NEGERI I JOMBANG 2018/2019

Author(s):  
Semani Semani

English is one of the compulsory subject for Senior High School. It is taught for two hours in a week. The students feel that the time is not enough for them because they must face national examination for it. SMA Negeri I Jombang  has done additional course and joint with ITS language Center for Having EFL Test to measure the students’ ability in English. Before conducting  the test, the teacher prepares them by using online game to make them familiar with English. After implementing it, the TOEFL Score/ EFL Test Score makes us satisfied. It is proved by there are more than 20 students of 36 students get more than 450.

2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Juwi Rayfana Tiwa ◽  
O.I Palandeng ◽  
Jeavery Bawotong

Abstrack : Teenagers are ages who learn to try, both emotionally, spiritually, and socially andusually teenagers start looking for identity and associating with their environment. The role ofparents is very important to guide and educate children. Teenagers are very interested in onlinegames, if left unattended by parents, they will become addicted. Game addiction is a game thatcan give gamers a feeling of happiness to have a tendency to keep playing and ignore reality.The purpose of this study was to find out the relationship of parenting parents with online gameaddiction in adolescents in the Olives of Manado Senior High School. The research methoduses cross sectional. The respondents consisted of 60 teenagers with a total sampling technique.Data collection uses parenting and online game addiction questionnaires. The Chi-square testresults obtained were smaller than the significant values (α = 0.05) in parenting parents withonline game addiction (ρ = 0.021). The conclusion of the research shows that there is acorrelation between parenting parents and online game addictions.Keywords: Parenting Parents, Addicted To Online Games, TeenagersAbstrak : Remaja adalah usia yang belajar mencoba, baik secara emosi, spiritual, maupunsosial dan biasanya usia remaja mulai mencari jati diri dan bergaul dengan lingkunganya. Peranorang tua sangatlah penting untuk membimbing dan mendidik anak. Remaja sangat tertarikdengan game online, jika di biarkan tanpa pengawasan orang tua, akan berdapak menjadikecanduan. Kecanduan game adalah permainan game yang dapat memberikan perasaan bahagiaterhadap gamer untuk memiliki kecenderungan terus bermain dan mengabaikan realitas.Tujuan penelitian ini adalah mengetahui hubungan pola asuh orang tua denga kecanduan gameonline pada anak usia remaja di SMA Kristen Zaitun Manado. Metode Penelitianmenggunakan cross sectional. Responden terdiri dari 60 remaja dengan teknik pengambilantotal sampel. Pengumpulan data menggunakan kuesioner pola asuh dan kecanduan game online.Hasil Uji Chi-square yang di dapatkan lebih kecil dari nilai signifikan (α=0,05) pada pola asuhorang tua dengan kecanduan game online (ρ=0,021). Kesimpulan hasil penelitianmenunjukkan terdapat ada hubungan antara pola asuh orang tua dengan kecanduan gameonline.Kata kunci : Pola Asuh Orang Tua, Kecanduan Game Online, Remaja


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


Jurnal Varian ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 11-21
Author(s):  
Habib Ratu Perwira Negara ◽  
Kiki Riska Ayu Kurniawati

The purpose of this research was to know how characteristic items of Try Out National Exam Year 2010/2011 at Senior High School on Mathematics Subject in Mataram City that analyzed by using Iteman Program. The characteristic in question was whether the item can be used or not based on the difficulty level of the item, the difference in power, and the functioning of the answer option. The research method used was descriptive. Techniques of collecting data in the form of documents. Source of data in the form of answer sheet of computer package 61 of Try Out National Exam Year 2010/2011 at Senior High School on Mathematics Subject in Mataram City. Aspects analyzed by using this Iteman Program include the level of difficulty item, different power, and the function of whether or not the answer choice. Based on the results of Item of Analysis Try Out National Examination of School Year 2010/2011 Senior High School on Mathematics Subjects in Mataram City by using Iteman Program, it can be concluded that for the level of difficulty Package 61 was classified. Different power for package 61 has a good category. For the reliability of having a high category and a matter of Try Out Package 61 there are 23 problems received with the improvement of 4, 5, 8, 9, 14, 16, 17, 18, 19, 20, 21, 22, 23, 24, 26, 28, 30, 31, 32, 34, 35, 36, and 40. Improvements need to be made on the less functioning effluent. There are 15 accepted questions: 1, 2, 3, 7, 10, 11, 12, 13, 15, 27, 29, 33, 37, 38, and 39. And there are 2 rejected questions 6 and 25.


2017 ◽  
Vol 5 (2) ◽  
pp. 147
Author(s):  
Elvina Syahrir

This study was motivated by the low score of the students‘ Indonesian language in national examination that were certainly correlated with the Indonesian language teachers‘ competences. The Indonesian language techers‘ competences can be observed in doing the Indonesian language proficiency test. This study was aimed to determine the Indonesian language teachers‘ capabilities indoing UKBI and to describe about it. The data obtained describe that the Indonesian language teachers of Senior High School (SMA) have the highest scores, then the Indonesian language teachers of Junior High School (SMP), and the last ones were the teachers of elementary school (SD). Moreover, among the Indonesian language techers‘ capabilities of SMA, SMP, and SD in doing UKBI have not shown the significant differences.AbstrakPenelitian ini dilatarbelakangi oleh rendahnya nilai Ujian Nasional (UN) bahasa Indonesia siswa yang tentunya berkorelasi dengan kompetensi guru bahasa Indonesianya. Kompetensi guru bahasa Indonesia dapat terlihat dari Uji Kemahiran Berbahasa Indonesia (UKBI). Penelitian ini bertujuan untuk mengetahui kemampuan guru bahasa dan sastra Indonesia di Pekanbaru dalam menyelesaikan soal UKBI dan untuk mendeskripsikan kemampuan guru dalam menyelesaikan soal UKBI. Dari penganalisisan data diperoleh temuan bahwa nilai rerata UKBI guru SMA memperoleh skor paling tinggi, nilai rerata UKBI guru SMP memperoleh skor sedang, sedangkan nilai rerata UKBI guru SD memperoleh skor paling rendah. Akan tetapi, kemampuan guru bahasa dan sastra Indonesia dari ketiga tingkatan sekolah tersebut (SMA, SMP, SD) dalam menyelesaikan soal UKBI tidak menunjukkan perbedaan yang berarti (tidak signifikan) pada taraf kepercayaan 5 %, hal ini terlihat dari nilai Fhitung lebih kecil dari Ftabel (Fhitung = 0,11 < Ftabel = 4,35)


Author(s):  
Miko Pratama ◽  
Asni Johari ◽  
Jefri Marzal

The lack of Biology teaching materials in senior high school in the Kerinci District has promoted this research. The purpose of this development research is to produce e-modules as teaching materials used by students in Biology subjects. The model used in developing this e-module is the 4-D model, which consists of 4 stages, namely defining, designing, developing, and disseminating. Biology e-modules on plantae and animalia material based on the potential of the Kerinci region were validated by media and material experts. The results of the media expert validation obtained the final percentage of 90% (very valid category) and the material expert validation obtained a percentage of 75% (valid category). From the results of the field test, the teacher responded that the e-modules produced were suitable for use in biology class X high school learning with a percentage of 92.5% (very good category). Furthermore, e-module trials on students obtained responses that the products produced were also proper to be used in biology learning in class X of senior high school. The small group test obtained a score of 85% (excellent category) and the large group test obtained score 78.3% (good category). The use of the developed e-modules in learning resulted in a score of 76.3% (successful category).


2021 ◽  
Vol 2 (1) ◽  
pp. 24-36
Author(s):  
Nela Sari Yolanda ◽  
Yessy Marzona ◽  
Lailatul Husna ◽  
Safinah Azmir

Online Game is a game that entertain which is by connected by a network, so that it can be played between one player and another player in different places. As a matter of fact, Online Game can have a negative impact, that is an addiction. Students who are addicted to play online game have been influenced by several factors, the factor of facility, individual factors, family factors, social factors, and the online game itself. An analysis that can be used to look at the factors that influence addiction online game in private senior high school students in the city of Padang is a logistic regression analysis.This type of research is experimental research and the population in this study are private senior high school students in Padang City who play online game on a smartphone. The sample in this research are about to 96 respondents and the sampling technique used was technique non probability sampling with the sampling method accidental sampling and using a questionnaire. Based on the research results, we obtained the factors that influence it and factors that significantly influence addiction online game in students private SMA is a facility, family, and types game online.


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


2021 ◽  
Vol 1 (8) ◽  
pp. 1081-1094
Author(s):  
Meladia Aqidatul Izzah ◽  
Ali Ma’sum

Abstract: The development of digital comic media is encouraged by creative and innovative learning media that have not been developed yet in learning Arabic of Almaarif Singosari Islamic Senior High School (MA). In addition, teachers have not maximized the use of technology as a learning medium. In the learning process the teacher still uses the media used in general, such as laptops, projectors, books, and blackboards. In qira’ah learning the teacher more often uses books from the ministry of religion and powerpoint as learning media. This research aims to develop a product of digital comics in Arabic as a medium for learning Arabic subjects regarding Maharah Qira'ah for grade X of Almaarif Singosari Islamic Senior High School (MA) students. After the product has been developed, it is then validated by material experts, media experts, teachers, and students to understand the feasibility of the digital comic media. The method used in this research was Research and Development using the ADDIE model. As for the results of validation by material experts, media experts, teachers, and students as a whole obtained a percentage 83,9%. From this percentage it can be concluded that digital comic media is stated to be very valid or suitable to use as a medium for learning Arabic related to Maharah Qira'ah for grade X of Islamic Senior High School (MA) students. Keywords: comic, Arabic, qira’ah, learning media Abstrak: Pengembangan media komik digital ini dilatarbelakangi oleh belum dikembangkannya media pembelajaran yang kreatif dan inovatif dalam pembelajaran bahasa Arab di MA Almaarif Singosari. Di samping itu, guru belum memaksimalkan penggunaan teknologi sebagai media pembelajaran. Dalam proses pembelajaran guru masih menggunakan media yang monoton, seperti laptop, proyektor, buku, dan papan tulis. Pada pembelajaran qira’ah guru lebih sering menggunakan buku dari KEMENAG serta powerpoint sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan produk berupa komik digital berbahasa Arab sebagai media pembelajaran bahasa Arab untuk maharah qira’ah kelas X MA Almaarif Singosari. Setelah produk selesai dikembangkan, kemudian divalidasi oleh ahli materi, ahli media, guru, dan siswa untuk mengetahui kelayakan media komik digital. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan menggunakan model pengembangan ADDIE. Adapun hasil validasi produk oleh ahli materi, ahli media, guru, dan siswa secara keseluruhan memperoleh persentase sebesar 83,9%. Dari persentase tersebut dapat disimpulkan bahwa produk komik digital berbahasa Arab dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran bahasa Arab maharah qira’ah untuk siswa kelas X MA Almaarif Singosari. Kata kunci: komik, bahasa Arab, qira’ah, media pembelajaran


IZDIHAR ◽  
2020 ◽  
Vol 2 (3) ◽  
pp. 201
Author(s):  
Miftachul Janah ◽  
Afif Kholisun Nashoih

This study aims to determine the effectiveness of learning Arabic in improving learning outcomes by using Al-Thariqah Al-Intiqaiyyah in tenth class of science major at Islamic Senior High School 3 Jombang. This study used a quasi-experimental method with a non-equivalent control group pre-test post-test design. The population in this study were all tenth classes of science major at Islamic Senior High School 3 Jombang while the sample was tenth class of science major 8 as a control class and tenth class of science major 6 as an experimental class. Data were analyzed descriptively and inferentially.  From the test data, it can be seen that the average outcomes of the experimental class and the control class has increased. The average pre-test score of the control class was 55.25 and the average post-test score was 79.25 while the average pre-test score of the experimental class was 55.25 and the average post-test score was 87. Based on the results of the SPSS 16.0 analysis, sig values were obtained. (2-tailed) of the experimental class and the control class post-test was 0.00 which means less than 0.05. So it can be concluded that H1 is accepted then there is a significant difference between the experimental class post-test and the control class post-test. H1 acceptance proves that Al-Thariqah Al-Intiqaiyyah was effective in improving Arabic learning outcomes in tenth class of science major at Islamic Senior High School 3 Jombang.


2017 ◽  
Vol 1 (1) ◽  
pp. 49
Author(s):  
Wahyuni Rizka ◽  
Lazulva Lazulva

AbstractThe main objective of the study was to examine the validy and practical level of student work sheet by a valid and practical of scaffolding approach. The study was a developing study by using 4-D (Define, Design, Develop, Disseminate). It was located in Senior High School 1 Kampar and Senior High School 2 Bangkinang City. The participants of the study were the media design expert, learning material expert, and chemistry teacher as a subject and student worksheet in the topic of the balance of chemistry by a scaffolding approach as an object. Data were collected by using a primary data from the questioner. The instruments of the data collection are the validity questioner and practical questioner. The data is analyzed by using Qualitative and Quantitative Descriptive Analysisi Technique. The findings showed the student worksheet have a percentage of validity level of 84.98% (very valid) and practical level of 87% (very practical). It can be identified that the student worksheet is accepted and can be used as a teacher learning material supplement.Keywords: student worksheet, scaffolding, chemistry balance.


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