Penelitian ini dilakukan untuk mengetahui kepercayaan diri siswa serta pengaruhnya terhadap keterampilan berbicara bahasa Inggris mereka. Penelitian yang menggunakan metode survey ini dilaksanan di Universitas Indraprasta PGRI, dengan 40 responden yang dipilih secara acak dari dua kelas berbeda dari tiga kelas mahasiswa semester dua yang ada. Penelitian ini menggunakan tes tertulis untuk memperoleh data. Data tersebut kemudian diproses menggunakan program SPSS 2.0 dan dianalisis menggunakan analisis regresi dan korelasi. Hasil dari penelitian menunjukkan bahwa kepercayaan diri memiliki pengaruh yang signifikan terhadap keterampilan berbicara bahasa Inggris siswa, terlihat dari nilai sig=0,000 (nilai sig<0,05) dan thitung = 4,882 (thitung lebih besar dari ttabel= 1,69). Kesimpulannya, hasil dari penelitian ini membuktikan bahwa kepercayaan diri siswa memiliki pengaruh terhadap keterampilan berbicara bahasa Inggris.
Penelitian ini bertujuan untuk mendeskripsikan penerapan media komik pada pembelajaran Bahasa Indonesia bagi Penutur Asing (BIPA) di Pusat Bahasa Universitas Trisakti Jakarta. Salah satu masalah terbesar yang dihadapi dalam pembelajaran BIPA ialah motivasi belajar peserta. Ada banyak alasan peserta kurang termotivasi dalam belajar BIPA, salah satunya ialah suasana kelas yang membosankan. Satu hal yang kita ketahui untuk membangkitkan motivasi belajar peserta ialah dengan memberikan suatu hal yang luar biasa dan baru di dalam pembelajaran BIPA, terutama di antara peserta usia remaja dan dewasa awal. Penelitian ini menggunakan metode penelitian kualitatif deskriptif dengan menggunakan pendekatan studi kasus. Hasil dari penelitian ini mengatakan bahwa komik dapat digunakan secara efisien untuk mencapai tujuan pembelajaran tersebut. Media komik mampu menyampaikan mata kuliah menyimak, berbicara, membaca, dan tata bahasa dalam pembelajaran BIPA. Hal tersebut memberikan atmosfer yang menyenangkan di dalam kelas. Komik tidak hanya menghibur dan menarik peserta, tetapi juga ada banyak alasan menggunakannya di dalam pembelajaran BIPA.
Indonesian Language Learning for Foreign Speakers (BIPA) is interesting because Indonesian language becomes the second language learning for BIPA participants. Many obstacles are happened during learning BIPA, one of communication problem between teacher and participant. Communication problem in delivering material BIPA class can overcome with visual language. Visual language will be made in the form of comics as and teach BIPA. Comics as a medium of learning has long been applied to give a positive impact during the learning process Comic media in addition to fun, also always linked can increase interest in reading, and develop vocabulary in the language used comic As a first step to arouse interest in reading especially those who do not like reading In addition to comics also improve all other language skills, such as talking and listening. Comics is able to package all learners with a fun language skills. So, comics have a close related with language learning, because it is always associated with improving language skills therefore, research aims to design the book in the form of comic on learning BIPA language. Researchers hope this research will be useful for the world of language education, especially BIPA, in Indonesia and provide new solutions by using comics as a fun learning media and able to increase interest and motivation to learn BIPA participants.
Throughout the System Development Life Cycle (SDLC), establishment the software through various phases. System design is one of the most crucial aspects of the SDLC. The Data Flow Diagram (DFD) is a model to build the system. The purpose of the research was to make it easier for people to comprehend the diagram by carefully preparing DFD, then it created software according to the DFD design. Storytelling is the method employed, and it pertains to qualitative ways for creating language patterns. As a design reference, it needs to make the DFD pattern subsequently. The research mimics two scenarios to reflect previous research on the same principle. According to the findings of this study, there are two significant disparities. The first scenario concerns system user activity, whereas the second concerns software performance. Therefore, it corresponds to the core notion of input-process-output; narrative scenario 1 is more consistent and easier to design in the processed results created from sentence patterns to DFD patterns. Scenario 2, on the other hand, connects many process symbols to processes, complicating the DFD design. Finally, scenario 2 is beneficial for requirement's elicitation, whereas scenario 1 applies to business procedures.
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