This study aims to develop question items through quizizz application for students of class X Religious 1. Based on the results of interviews with 21 students. Learning english in the classroom during the pandemic many students have difficulty in reading skills because students cannot practice it directly with their teacher and friends. In addition to being a student, which makes students bored with monotonous lesson. This research and development refers to the Borg and Gall design. The data collection instrument used was a questionnaire. The data collection techniques were interviews and observations.The Process of developing question items through quizizz application is research and development steps are: (1) Potential and problem, (2) Data collection, (3) Product design, (4) Design validation, (5) Design revision, (6) Product testing, (7) Trial use, and (8) Product revision. The results of developing question items through quizizz application is the researcher analyzed the data from a questionnaires by presenting it and then comparing it with the validity criteria, the data obtained was 70.3% from media expert and 63% from material expert, which means valid or feasible to use. From the teacher have 79% is valid and feasible to be more active in learning. After being tested for effective and practical development products, this is evidenced by the analysis of students satisfaction questionnaires which is used as the main reference for product feasibility. The data results show 76.6% which means students are very helped and motivated by the help of learning media application from the product.
{"title":"Developing Question Items Through Quizizz in Grade X MAN 1 Blitar","authors":"Endang Lestari Rahayu, Istina Atul Makrifah, Widiarini Widiarini, Tyas Alhim Mubarok","doi":"10.28926/jdr.v6i1.164","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.164","url":null,"abstract":"This study aims to develop question items through quizizz application for students of class X Religious 1. Based on the results of interviews with 21 students. Learning english in the classroom during the pandemic many students have difficulty in reading skills because students cannot practice it directly with their teacher and friends. In addition to being a student, which makes students bored with monotonous lesson. This research and development refers to the Borg and Gall design. The data collection instrument used was a questionnaire. The data collection techniques were interviews and observations.The Process of developing question items through quizizz application is research and development steps are: (1) Potential and problem, (2) Data collection, (3) Product design, (4) Design validation, (5) Design revision, (6) Product testing, (7) Trial use, and (8) Product revision. The results of developing question items through quizizz application is the researcher analyzed the data from a questionnaires by presenting it and then comparing it with the validity criteria, the data obtained was 70.3% from media expert and 63% from material expert, which means valid or feasible to use. From the teacher have 79% is valid and feasible to be more active in learning. After being tested for effective and practical development products, this is evidenced by the analysis of students satisfaction questionnaires which is used as the main reference for product feasibility. The data results show 76.6% which means students are very helped and motivated by the help of learning media application from the product.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"175 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78904184","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study aims to propose post truth as one of the constructions of transhumanism. To make it easy to understand, the research took case studies in cyberspace related to Covid-19 in Indonesia. Fairclough's critical discourse analysis method is used to analyze post truth on Instagram social media. The results show that post truth as a construction of transhumanism has several arrangements. First, there is a post truth agent, namely the implementing party or subject who does post truth, this shows that the existence of digital technology makes humans have an ambivalent identity. Second, momentum, in this case of the covid pandemic and hot issues (disputes between regional leaders as the time for discourse to appear), momentum is the key that post truth can occur. This shows that technology is used to understand how we co-create human experience. Finally, people who concentrate on digital technology and cyberspace currently operate with the logic of surveillance capitalism, meaning that everything is measured by the number of clicks, engagement, and the duration of the audience watching. We believe that these results have the potential to cause bias in the truth of information to the public, so this study suggests that public authorities should take all the necessary measures to enhance the literacy public to mitigating the negative impacts caused due to the post truth.
{"title":"Case Study: Postruth Construction During The Covid 19 Pandemic","authors":"Edy Subali, Enie Hendrajat","doi":"10.28926/jdr.v6i1.219","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.219","url":null,"abstract":"This study aims to propose post truth as one of the constructions of transhumanism. To make it easy to understand, the research took case studies in cyberspace related to Covid-19 in Indonesia. Fairclough's critical discourse analysis method is used to analyze post truth on Instagram social media. The results show that post truth as a construction of transhumanism has several arrangements. First, there is a post truth agent, namely the implementing party or subject who does post truth, this shows that the existence of digital technology makes humans have an ambivalent identity. Second, momentum, in this case of the covid pandemic and hot issues (disputes between regional leaders as the time for discourse to appear), momentum is the key that post truth can occur. This shows that technology is used to understand how we co-create human experience. Finally, people who concentrate on digital technology and cyberspace currently operate with the logic of surveillance capitalism, meaning that everything is measured by the number of clicks, engagement, and the duration of the audience watching. We believe that these results have the potential to cause bias in the truth of information to the public, so this study suggests that public authorities should take all the necessary measures to enhance the literacy public to mitigating the negative impacts caused due to the post truth.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"281 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77874954","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This research is to find the effectiveness of combining Scriting and Talking Chips which helps students to be more active in speaking class. This research used quasi-experimental research with non-randomized pretest posttest design. The students of English Department of UNIPA Campus Blitar who took Basic Speaking 1 were the subjects of this research, in which Class A as the experimental group and class B as the control group. The instruments of this research were speaking test (pretest and posttest). One group was taught by combining scripting and talking chips method, in contrast, the control group was taught by using direct method. Then, both groups were given a posttest. The data was analyzed using ANCOVA and computed by SPSS version 20. The result of the analysis indicated that combining Scripting and Talking Chips strategy could make students’ speaking achievement better.
这项研究是为了发现结合脚本和说话筹码的有效性,这有助于学生在口语课上更加活跃。本研究采用准实验研究,采用非随机前测后测设计。本研究以UNIPA Campus Blitar英语系基础口语1班的学生为研究对象,其中A班为实验组,B班为对照组。本研究的工具为言语测试(前测和后测)。其中一组采用脚本与说话筹码相结合的教学方法,对照组采用直接教学方法。然后,两组都进行了后测。数据采用ANCOVA分析,SPSS version 20计算。分析结果表明,脚本策略和说话筹码策略相结合可以提高学生的口语成绩。
{"title":"The Effectiveness of Combining Scripting and Talking Chips on the Students’ Speaking Achievement","authors":"Annisa Rahmasari, Ratna Nurlia","doi":"10.28926/jdr.v6i1.216","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.216","url":null,"abstract":"This research is to find the effectiveness of combining Scriting and Talking Chips which helps students to be more active in speaking class. This research used quasi-experimental research with non-randomized pretest posttest design. The students of English Department of UNIPA Campus Blitar who took Basic Speaking 1 were the subjects of this research, in which Class A as the experimental group and class B as the control group. The instruments of this research were speaking test (pretest and posttest). One group was taught by combining scripting and talking chips method, in contrast, the control group was taught by using direct method. Then, both groups were given a posttest. The data was analyzed using ANCOVA and computed by SPSS version 20. The result of the analysis indicated that combining Scripting and Talking Chips strategy could make students’ speaking achievement better.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"53 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76339550","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Preliminary study at Trenggalek Regency show that most of vocational graduates from multimedia department work as shopkeeper on the department stores or as a salesman/saleswoman. This fact realize us that the purpose of vocational high school is not achieved yet. The research aims to describe and present mismatching skills data among vocational graduates. This study is descriptive with quantitative approach which focuses on multimedia department. The data will gained from 2 public schools. This data is collected from students who graduate on 2017 school year in SMK Raya and three generation graduates from SMKN Jaya. The method that been used are documentation and interview from career center at each school. As a result from 279 vocational graduates on multimedia department, graduates who study in the suitable field is 9%, who continue their study in the different field 27%, who work on the appropiate field approximately 18%, who get their work in the different field around 38%, and 8% of graduates still in the waiting period. Finally, the conclusion is vocational graduates can’t fill yet the job market at suitable field. Therefore, role of all education stakeholder are needed to reduce mismatching skills between background of study and field of work.
{"title":"Mismatching Skills, The Currect Problem Among Vocational Graduates in East Java","authors":"Luthfi Indana","doi":"10.28926/jdr.v6i1.214","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.214","url":null,"abstract":"Preliminary study at Trenggalek Regency show that most of vocational graduates from multimedia department work as shopkeeper on the department stores or as a salesman/saleswoman. This fact realize us that the purpose of vocational high school is not achieved yet. The research aims to describe and present mismatching skills data among vocational graduates. This study is descriptive with quantitative approach which focuses on multimedia department. The data will gained from 2 public schools. This data is collected from students who graduate on 2017 school year in SMK Raya and three generation graduates from SMKN Jaya. The method that been used are documentation and interview from career center at each school. As a result from 279 vocational graduates on multimedia department, graduates who study in the suitable field is 9%, who continue their study in the different field 27%, who work on the appropiate field approximately 18%, who get their work in the different field around 38%, and 8% of graduates still in the waiting period. Finally, the conclusion is vocational graduates can’t fill yet the job market at suitable field. Therefore, role of all education stakeholder are needed to reduce mismatching skills between background of study and field of work.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"173 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86965082","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Muchammadil Chafid, Abdul Syukur, M. Soeleman, Affandy Affandy
Image resizing is a process of processing images or images with the aim of changing the size of the image. The most commonly used methods are cropping or scaling. Scaling is changing the size of the image based on the scale. Contents in the image are not considered in scaling. Seam carving often uses energy functionality that is useful as a determinant of the pixel level contained in an image. Seam is a connecting path of image pixels both vertically and horizontally that is passed by a low energy function. Changing the image size using seam carving is considered better than cropping and scaling. However, the seam carving method still cannot protect the object that is considered the most important. In overcoming this weakness, we can use a combination of seam carving algorithm with salient detection. In this research, we will improve the two methods which function as thumbnail maker. The results of the salient detection of the most important areas of the image will be detected and as a reference in resizing the image (seam carving) The dataset uses 200 images. The accuracy value is calculated by distributing questionnaires to 100 respondents and producing an acceptance rate of 78% so that the results are Very Natural/Natural.
{"title":"Seam Cerving and Salient Detection for Thumbnail Photos","authors":"Muchammadil Chafid, Abdul Syukur, M. Soeleman, Affandy Affandy","doi":"10.28926/jdr.v6i1.204","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.204","url":null,"abstract":"Image resizing is a process of processing images or images with the aim of changing the size of the image. The most commonly used methods are cropping or scaling. Scaling is changing the size of the image based on the scale. Contents in the image are not considered in scaling. Seam carving often uses energy functionality that is useful as a determinant of the pixel level contained in an image. Seam is a connecting path of image pixels both vertically and horizontally that is passed by a low energy function. Changing the image size using seam carving is considered better than cropping and scaling. However, the seam carving method still cannot protect the object that is considered the most important. In overcoming this weakness, we can use a combination of seam carving algorithm with salient detection. In this research, we will improve the two methods which function as thumbnail maker. The results of the salient detection of the most important areas of the image will be detected and as a reference in resizing the image (seam carving) The dataset uses 200 images. The accuracy value is calculated by distributing questionnaires to 100 respondents and producing an acceptance rate of 78% so that the results are Very Natural/Natural.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"20 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79010601","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Boy Santuri, Widiarini, Istina Atul Makrifah, A. Saifudin
This research was motivated by the results of the needs analysis at MAN 1 Blitar. Researcher found several problems faced by students in the process of learning English. This study aims to determine the opinion of the validators, the response of teacher and students to the learning media that has been developed in the form of Video Dubbing Animation. The research method used is Research and Development (R&D) using the ADDIE model by Dick and Carry. The media that has been developed consists of two videos, one video to explain the material and one dubbing video as a student assignment. The material presented in this product is a narrative text focused on speaking skills. Data collection techniques were carried out using interviews and surveys. The instruments used are interview guidelines and questionnaires using a Likert scale. Based on the results of validation carried out by material experts and media expert, then the results of teacher and student responses, the percentage of results obtained were 80%, 94%, 86% and 66.7% with a total score of 81.7% where the score reached the criteria of "Very Good or Very Valid or Very Usable”. So, it can be concluded that the animation video dubbing learning media is very well used in the English learning process.
{"title":"Development Animated Dubbing Video as Learning Media in English Speaking at Senior High School","authors":"Boy Santuri, Widiarini, Istina Atul Makrifah, A. Saifudin","doi":"10.28926/jdr.v6i1.167","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.167","url":null,"abstract":" This research was motivated by the results of the needs analysis at MAN 1 Blitar. Researcher found several problems faced by students in the process of learning English. This study aims to determine the opinion of the validators, the response of teacher and students to the learning media that has been developed in the form of Video Dubbing Animation. The research method used is Research and Development (R&D) using the ADDIE model by Dick and Carry. The media that has been developed consists of two videos, one video to explain the material and one dubbing video as a student assignment. The material presented in this product is a narrative text focused on speaking skills. Data collection techniques were carried out using interviews and surveys. The instruments used are interview guidelines and questionnaires using a Likert scale. Based on the results of validation carried out by material experts and media expert, then the results of teacher and student responses, the percentage of results obtained were 80%, 94%, 86% and 66.7% with a total score of 81.7% where the score reached the criteria of \"Very Good or Very Valid or Very Usable”. So, it can be concluded that the animation video dubbing learning media is very well used in the English learning process.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"14 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74423162","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pronouns are words that are used to refer to another word in a text, particularly in newspapers. It can become an issue if students do not grasp how to use a pronoun to refer to a single item in a text since most students focus solely on the meaning of each pronoun that they are familiar with, ignoring the meaning of context from the text. As a result, this research examines the types of pronouns and references that are commonly employed in newspapers. This study employed descriptive quantitative because it analyzes, describes, and counts the three types of references: Anaphora, Cataphora, and Exophora, according to the Jakarta Post's business news from March 2021. There were 31 news sources in this analysis. Anaphora is the most commonly used in this publication, according to the results of the analysis. Cataphora is the second series, and Exophora is the last. As a result, this research can help people better understand the context of a text when pronouns are used as a reference.
{"title":"Anaphora, Cataphora, and Exophora Found in The Jakarta Post Published in March 2021","authors":"Varia Virdania Virdaus, Saiful Rifa’i","doi":"10.28926/jdr.v6i1.213","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.213","url":null,"abstract":"Pronouns are words that are used to refer to another word in a text, particularly in newspapers. It can become an issue if students do not grasp how to use a pronoun to refer to a single item in a text since most students focus solely on the meaning of each pronoun that they are familiar with, ignoring the meaning of context from the text. As a result, this research examines the types of pronouns and references that are commonly employed in newspapers. This study employed descriptive quantitative because it analyzes, describes, and counts the three types of references: Anaphora, Cataphora, and Exophora, according to the Jakarta Post's business news from March 2021. There were 31 news sources in this analysis. Anaphora is the most commonly used in this publication, according to the results of the analysis. Cataphora is the second series, and Exophora is the last. As a result, this research can help people better understand the context of a text when pronouns are used as a reference.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"37 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85704297","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Muhammad Haris Zuhri, A. Thoriq, A. Syukur, Affandy Affandy, M. Muslih, M. Soeleman
Indonesia is a fertile area that has a sub-tropical climate that makes plants grow well in various parts of Indonesia. There are various variants of guava in Indonesia. Of the several types have differences including the structure of the fruit, tree and leaves. The focus of this research is to classify guava species based on leaf bone image using GLCM feature extraction, minutiae and shape extraction using the K-NN method. In this study using a dataset of 4 types of guava as many as 300 images, where each type of as many as 75 images. In the extraction process to get the leaf bone image in this study, there are several processes, namely preprocessing, grayscale image, binary image and morphology then only get the leaf bone image. After getting the extracted value, then the data is processed using the K-NN method. The highest accuracy in the K-NN method is at k1 = 92.42% with a standard deviation of 6.05% (micro average: 92.45%). Thus GLCM feature extraction, minutiae and shape extraction can potentially increase the level of accuracy in guava classification based on leaf bone images.
{"title":"Classification of Guarantee Types Using Leaf Feature Extraction with Minutiae and GLCM Using K-NN Method","authors":"Muhammad Haris Zuhri, A. Thoriq, A. Syukur, Affandy Affandy, M. Muslih, M. Soeleman","doi":"10.28926/jdr.v6i1.201","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.201","url":null,"abstract":"Indonesia is a fertile area that has a sub-tropical climate that makes plants grow well in various parts of Indonesia. There are various variants of guava in Indonesia. Of the several types have differences including the structure of the fruit, tree and leaves. The focus of this research is to classify guava species based on leaf bone image using GLCM feature extraction, minutiae and shape extraction using the K-NN method. In this study using a dataset of 4 types of guava as many as 300 images, where each type of as many as 75 images. In the extraction process to get the leaf bone image in this study, there are several processes, namely preprocessing, grayscale image, binary image and morphology then only get the leaf bone image. After getting the extracted value, then the data is processed using the K-NN method. The highest accuracy in the K-NN method is at k1 = 92.42% with a standard deviation of 6.05% (micro average: 92.45%). Thus GLCM feature extraction, minutiae and shape extraction can potentially increase the level of accuracy in guava classification based on leaf bone images.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"1 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74279176","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The problem with student reading comprehension is that it is difficult to translate reading comprehension sentences, as English contains multiple tenses as well as vocabulary. Many students often find it difficult due to poor grammatical structure and vocabulary. Teaching methods are usually not very interesting for students. They say the instructor uses the traditional method (GTM). One alternative solution to this problem is PQRST with PowerPoint media. This method has been studied to see if it works effectively for learning to read. This study adopted a quasi-experimental procedure using a non-randomized pre-test and post-test design. As a result, it was found that the PQRST method using PowerPoint media is an effective method for reading comprehension instruction because it exhibits better reading comprehension than the conventional method.Keywords: teaching reading, PQRST, PowerPoint
{"title":"Teaching Reading Using PQRST Method with Power Point Media","authors":"Feri Huda, M. Huda","doi":"10.28926/jdr.v6i1.217","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.217","url":null,"abstract":"The problem with student reading comprehension is that it is difficult to translate reading comprehension sentences, as English contains multiple tenses as well as vocabulary. Many students often find it difficult due to poor grammatical structure and vocabulary. Teaching methods are usually not very interesting for students. They say the instructor uses the traditional method (GTM). One alternative solution to this problem is PQRST with PowerPoint media. This method has been studied to see if it works effectively for learning to read. This study adopted a quasi-experimental procedure using a non-randomized pre-test and post-test design. As a result, it was found that the PQRST method using PowerPoint media is an effective method for reading comprehension instruction because it exhibits better reading comprehension than the conventional method.Keywords: teaching reading, PQRST, PowerPoint","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"396 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80635088","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This aims of research to develop an artificial intelligence-based Mandarin learning media for the millennial generation that is interesting and can be learned anywhere. The content of the latest material determined in this study is a descriptive text of the coronavirus in Indonesia. This study uses the Research and Development ADDIE design. The research data was obtained from the results of questionnaires, and validation of material and media experts. In the initial observation, it was found that 96.1% of students aged 15 – 20 years in Malang City are familiar with the use of technology in everyday life, therefore it is necessary to develop a technology-based interactive learning media that can support teachers in teaching students who are also Generation Z. After testing the material, it was found that this learning media has very good quality that score is 84. This research is also considered capable of making prototypes that have very good quality in terms of media that the total final score is 85.
{"title":"Mandarin Language Material using Artificial Intelligence for Z-Generation student","authors":"Sunarti","doi":"10.28926/jdr.v6i1.195","DOIUrl":"https://doi.org/10.28926/jdr.v6i1.195","url":null,"abstract":"This aims of research to develop an artificial intelligence-based Mandarin learning media for the millennial generation that is interesting and can be learned anywhere. The content of the latest material determined in this study is a descriptive text of the coronavirus in Indonesia. This study uses the Research and Development ADDIE design. The research data was obtained from the results of questionnaires, and validation of material and media experts. In the initial observation, it was found that 96.1% of students aged 15 – 20 years in Malang City are familiar with the use of technology in everyday life, therefore it is necessary to develop a technology-based interactive learning media that can support teachers in teaching students who are also Generation Z. After testing the material, it was found that this learning media has very good quality that score is 84. This research is also considered capable of making prototypes that have very good quality in terms of media that the total final score is 85.","PeriodicalId":47650,"journal":{"name":"European Journal of Development Research","volume":"10 1","pages":""},"PeriodicalIF":2.5,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87423060","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}