This study aims to determine the effect of the use of teaching media kanji "Hyakugo" in improving the ability of mastery kanji JLPT level N5 learners. This study conducted with quasi experimental research methods with one group pre test-post test research design. Data collection conducted by survey questionnaires and interviews. Research subjects in this study were students from Department of Japanese Language Literature, Universitas Komputer Indonesia. The result of this study indicated that "Hyakugo" have a significant influence in term of enhancing learners kanji acquisition ability and improving students learning motivation. Furthermore, survey questionnaires feedback showed positive response from the learners, confirmed that "Hyakugo" is an interactive learning medium that helped them to maintain their learning motivation, user friendly and provides a lot of benefits for learners.
This study aimed to enhance learners Japanese speaking skills and to developed a learning model that suitable for kaiwa course in a huge class (number of participants were more than 20 people). This research was conducted with descriptive research method to describe kaiwa class situation conducted with panel discussion model. Data collection conducted with survey questionnaire and some short interview. Research subjects was the final grade students of Prodi Sastra Jepang, Universitas Komputer Indonesia. The result of survey questionnaire showed that panel discussion model gives more opportunity to all kaiwa class participants to speak Japanese and express their own current research idea than the traditional way of kaiwa learning model. In addition, learners also showed a positive attitude after following the kaiwa class conducted with the panel discussion model, in term of the development of their own current research direction. Research subject stated that they gained a lot of valuable information about their current research from their classmates through question answer sessions. Panel discussion learning model also encourages learners to be more active in the classroom and focusing the class into a Students Centered Learning (SCL) situation.
The ability to understand the mathematical concepts of learners is important. However, some existing research suggests that understanding of the mathematical concepts of learners is still low. The low understanding of the mathematical concepts of learners is allegedly caused because students are still difficult in solving math problems and less active in the process of learning in class. The implementation of the heuristic vee expenditure strategy is expected to improve the problem. The purpose of this study is to determine the effect of heuristic vee learning strategy on the ability to understand the mathematical concepts of learners. This research type used Quasi-Experiment Design research and sampling technique used is Probability Sampling method with Random Sampling technique. Hypothesis test used in this research is the t-test. The result of statistical test shows that the value of t_hitung based on the calculation obtained t_hitung = 2.096, and t_table = 1.998 so t_hitung>t_table, with a real level of 0.05, in other words, it can be concluded that the students' mathematical concept understanding that expected heuristic vee learning strategy better from the conceptual comprehension ability applied by the lecture method.
The purpose of this study was to develop an effective and valid local wisdom game Mpa'a Gopa used by schools in the learning process. This study uses a Research and Development (R&D) approach. The development model used in this research is the ADDIE development model. The ADDIE development model consists of five stages which include: 1) analysis, 2) design, 3) development, 4) implementation, 5) evaluation. The results of research on the development of the Mpa'a Gopa Game: a) Assessment of all aspects by material expert validators with an average total score of 77 aspects so that it is included in the appropriate category with an average score of 4.52. Assessment of all aspects by media expert validators with an average total score of 39 aspects assessed, so that it is included in the appropriate category with an average score of 4.33. b) Local wisdom based on the Mpa'a Gopa game is suitable for use in the context of thematic learning, especially Indonesian language material with stories in class IV SDN 1 DENA. This is based on the overall assessment of the student response aspects with an average total score of 42.5 which is included in the very feasible category with an average score of 2.82. c) The effectiveness of local wisdom products based on the Mpa'a Gopa game is effectively used. This is based on more than half of the students, namely 16 out of 30 students experienced an increase in language skills.
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