The Indonesian Language Proficiency Test (UKBI) is one of the Indonesian language proficiency tests that aims to measure written and oral proficiency, both by spoken and foreign speech. In its development, UKBI developed into an adaptive UKBI which can display different levels of question difficulty for each examiner, so that UKBI has a variety of questions that are not the same between participants and a different number of questions. The method used in this research is a simple qualitative and quantitative descriptive method with primary data obtained through survey results. The results in this study were that of the 51 participants who took part in the activity, 30 of them took part in the UKBI simulation activity with the lowest UKBI simulation score being 60 and the highest being 100. After attending the language clinic, the participants who were very interested in taking the UKBI test visited 15 people, interested in participating in the UKBI test. opened 16 people, and less interested in opening 2 people or 92%.
Javanesse language is one most the largest speakers in Indonesia, this language must survive in all times and from many foreign languages. This research is focus on maintaining the language used by the students who speaks mataraman dialect in Malang. In this study use the sociolinguistic theory. The purpose of this research is describing the maintaining language, especially on mataraman dialects, describing a word category in linguistic pattern use by students with the mataraman dialects in Malang. This research use descriptive qualitative approach. Technique in this research used in data retrieval in this study was carried out by searching for the student community from same areas, especially from mataraman area; using a recording technic while collected the data; transcription data; translate data into Indonesian language using a Javanesse-Indonesia dictionary. While the data is already collected, the next step is analyze the data and groupped the data into classes of word from Javanesse language. Results from this research is students with mataraman dialects in Malang is able to using a language patterns in Javanesse language, and able to maintaining the languages in arek dialects community with good criteria.
Pendahuluan. Penyediaan latihan smash dalam bola voli merupakan langkah awal untuk ruang latihan yang menarik dalam permainan. Akan tetapi, pengembangan model latihan smash pada ekstrakurikuler bola voli berlandaskan latihan yang menyenangkan masih belum mengalami perubahan. Penelitian ini bertujuan untuk menciptakan model variasi latihan smash permainan bola voli pada siswa ekstrakurikuler yang disesuaikan dengan kebutuhan latihan dan pertandingan siswa. Metode. Penelitian ini menggunakan pendekatan (R&D) dengan menggunakan model ADDIE terdiri dari lima langkah yaitu Analysis, Design, Development, Implementation dan Evaluation. Dalam penelitian ini responden uji coba lapangan menggunakan 20 orang siswa ekstrakurikuler bola voli di SMA Negeri 3 Banyuasin III. Pengumpulan data menggunakan lembar wawancara, skala nilai dan lembar keefekivan model, selanjutnya analisis menggunakan deskriptif persentase dibantu menggunakan software microdoft excel 2019. Hasil. Hasil penelitian menunjukan model latihan variasi memiliki rata-rata 75,44% dengan kriteria valid digunakan, dan tingkat efektivitas penggunaan produk sebesar 86,11% yang bearti kriteria efektif untuk digunakan. Kesimpulan. Hasil penelitian ini membuktikan bahwa model latihan variasi smash dapat diterapkan dalam latihan keterampilan smash pada ekstrakurikuler bola voli, dengan merancang model variasi latihan smash dalam bentuk media audio visual yang dapat diakses di aplikasi youtube
In this era, the usage of game-based language learning is common. This is caused by the habits of students who are curious about the existence of games in their daily lives. This study outlines the procedures and methodology for designing and developing 2D game platforms for Indonesian language instruction. The problem-defining, genre-designing, theme-designing, gameplay-designing, and game-functionality-testing phases of this game's development. During the early stages of development of a 2D platformer game for Indonesian language study, positive findings were obtained.
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