This research aims to describe the application of online draw and guessing game Gartic.io and the response of students on grade X IBB of SMA Laboratorium UM to online draw and guessing game Gartic.io on Chinese writing skills. Gartic.io is an online draw and guess game platform. Research method used in this study is a qualitative descriptive method. Data in this study was obtained from observation and students’ questionnaires. Source of this research data is 28 students of grade X IBB at SMA Laboratorium UM. The implementation of online draw and guessing game Gartic.io at SMA Laboratorium UM went smoothly and in accordance with the Learning Implementation Plan. Students can participate well in all learning activities. Moreover, students can also guess and write simple vocabulary and sentences related to learning material in the game Gartic.io well. The drawback of online draw and guessing game Gartic.io is that Gartic.io must always be connected to the internet, so it cannot be used in offline learning without an internet network. The results showed that through the application of online draw and guessing game Gartic.io, students became more enthusiastic and actively participated in Chinese learning. Therefore, online draw and guessing game Gartic.io can be used as an alternative learning media in Chinese writing skills. Keywords: draw and guessing; Gartic.io; writing skill Abstrak: Penelitian ini bertujuan untuk mendeskripsikan penerapan game online tebak gambar Gartic.io dan respons siswa kelas X IBB SMA Laboratorium UM terhadap game online tebak gambar Gartic.io pada keterampilan menulis bahasa Mandarin. Game Gartic.io adalah platform game tebak gambar online. Metode penelitian yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif. Data dalam penelitian ini diperoleh dari hasil lembar observasi dan hasil lembar angket siswa. Sumber data penelitian ini adalah siswa kelas X IBB SMA Laboratorium UM berjumlah 28 siswa. Pelaksanaan penerapan game online tebak gambar Gartic.io di SMA Laboratorium UM berjalan lancar dan sesuai dengan Rencana Pelaksanaan Pembelajaran (RPP). Siswa dapat mengikuti seluruh kegiatan pembelajaran dengan baik. Selain itu, siswa juga dapat menebak serta menulis kosakata dan kalimat sederhana terkait materi di game Gartic.io dengan baik. Kekurangan game online tebak gambar Gartic.io adalah Gartic.io hanya dapat dimainkan saat tersambung ke internet, sehingga tidak dapat digunakan dalam pembelajaran luring tanpa jaringan internet. Hasil penelitian menunjukkan bahwa melalui penerapan game online tebak gambar Gartic.io siswa menjadi lebih antusias dan aktif dalam mengikuti pembelajaran bahasa Mandarin. Oleh karena itu, game online tebak gambar Gartic.io dapat digunakan sebagai media pembelajaran alternatif pada keterampilan menulis bahasa Mandarin. Kata kunci: tebak gambar; Gartic.io; keterampilan menulis
The Mandarin Language Education Study Program at the Universitas Negeri Malang routinely reviews the curriculum once a year. The learning curriculum is intended to develop and be relevant to the needs of students at all time. One way to be able to adjust the curriculum to the needs of students is to know the learning orientation of students studying Mandarin. Hence, the purpose of this study was to determine the learning orientation of third-year students of Mandarin study program at the Universitas Negeri Malang in learning Mandarin. The supporting instruments used were questionnaire sheets and interview guidelines. Data were analysed using the Miles and Huberman analysis. The results show that there were four learning orientations in Mandarin, namely learning Mandarin because it is an important communication tool at this time; it is considered to be easier to get a job; the popularity of Mandarin; and Mandarin can increase self-confidence. Based on this, the orientation of learning Mandarin for third-year students of Mandarin study program at the Universitas Negeri Malang was extrinsic and instrumental. Keywords: learning orientation, Mandarin language, third-year students
Artikel ini merupakan hasil penelitian tentang pemanfaatan akun YouTube berkonten pembelajaran bahasa Mandarin dalam literasi digital siswa kelas X. Pada era pandemi ini, pembelajaran daring menjadi pilihan utama, demikian juga dalam pembelajaran bahasa Mandarin di SMA dan membuat literasi digital tetap sangat diandalkan.Tujuan dari penelitian ini adalah mendeskripsikan pemanfaatan akun YouTube berkonten pembelajaran bahasa Mandarin dalam literasi digital siswa kelas X SMA. Data penelitian ini dikumpulkan melalui kuisioner dengan responden sebanyak 25 siswa yang dilakukan secara daring dan dianalisis menggunakan metode kuantitatif deskriptifHasil dari penelitian menunjukkan bahwa akun YouTube berkonten pembelajaran bahasa Mandarin secara keseluruhan dapat membantu proses literasi digital siswa kelas X dalam pembelajaran bahasa Mandarin, hal tersebut terbukti dengan menguasai enam elemen literasi digital meliputi: a) information literacy, b) digital scholarship, c) ICT literacy, d) career and identity management, e) communication and collaboration dan f) media literacy, hal tersebut terlihat dari penilaian siswa yang meningkat. Adapun elemen literasi digital yang belum sepenuhnya atau masih rendah dikuasai siswa yakni learning skills.
Learning activities that initially take place face-to-face in the classroom must be transformed into online learning which affects students' learning interests. In online learning, teachers are required to be more creative in using interesting and flexible learning media. This study aims to describe the effectiveness of Little Fox Chinese learning videos on students' learning interest in learning Mandarin and describe students' learning interests during online learning using Little Fox Chinese learning videos. This research is a quantitative research method with a correlational research design. The sample in this study is 42 students in 10th-grade of a cross-interest program of State Senior High School 5 Malang. The data obtained in this study are the average score of pretest and posttest results, and the score of student interest questionnaires. The data analysis was conducted with a hypothesis test by using Pearson product moment. The results showed that the Little Fox Chinese learning video was effectively used in learning Mandarin on the material likes (喜欢) and dislikes (不喜欢) in 10th-grade students of the across-interests program at 5th Senior High School of Malang. Keywords: Little Fox Chinese learning video; interest to learn; Chinese language Abstrak: Perubahan yang terjadi dalam kegiatan pembelajaran yang awalnya berlangsung dalam kelas secara tatap muka harus diubah menjadi pembelajaran secara daring. Hal tersebut dapat memengaruhi minat belajar peserta didik. Selama pembelajaran daring guru diminta untuk lebih kreatif dalam menggunakan media pembelajaran daring yang fleksibel dan menarik untuk siswa. Tujuan dilakukannya penelitian ini untuk mendeskripsikan efektivitas video pembelajaran Little Fox Chinese terhadap minat belajar siswa dalam pembelajaran Lintas Minat bahasa Mandarin dan mendeskripsikan minat belajar siswa saat pembelajaran bahasa Mandarin menggunakan video pembelajaran Little Fox Chinese. Penelitian ini menggunakan metode penelitian korelasional kuantitatif. Sumber data yang digunakan adalah siswa kelas X Lintas Minat SMAN 5 Malang sebanyak 42 siswa. Perolehan data dalam penelitian ini berupa rata-rata skor hasil tes pretest dan posttest serta skor hasil angket minat belajar siswa. Analisis data dilakukan dengan uji hipotesis menggunakan uji Pearson product moment. Hasil penelitian memperlihatkan bahwa video pembelajaran Little Fox Chinese efektif digunakan dalam pembelajaran bahasa Mandarin pada materi kesukaan (喜欢) dan ketidaksukaan (不喜欢) di kelas X Lintas Minat SMAN 5 Malang. Kata kunci: video pembelajaran Little Fox Chinese; minat belajar; bahasa Mandarin
Karawitan, a traditional Javanese orchestra, is part of the ruwatan 'purification' ceremony in Pesarean Gunung Kawi for pilgrims and general spectators. Its repertoire includes gendhing giro-giroan, gendhing uyon-uyon, and lelagon, presented in Mataraman and East Javanese karawitan style. The performance also includes songs that symbolize glory, implied through the gamelan tones. This study aims to document the repertoire of the songs as literary objects and elements of the intangible cultural heritage. Data were collected from a karawitan performance in Gedong Wilis area on a Legi Sunday and Pahing Monday through observations and video recordings of the performance, and interviews with the composer. In addition, song lyrics and gendhing notations were gathered from a library at the Wiyaga Sasana Wilis community. Our research focuses on (1) the narrative of glory symbolism presented in the lyrics of the karawitan songs and (2) the narrative of glory symbolism conveyed through the image of instrumental gendhing musical presented during uluk gangsa procession. Our findings show that the narrative is intended to symbolize the prayers and hopes of the audience. The glory symbolism enables the gamelan players to guide the ceremony performers and the audience into the realm of rasa 'affect, feeling, intuition'.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.