Eka Sartika
Biographic Data
| ID | 10078308 |
|---|---|
| NAME | Eka Sartika |
| GIVEN NAMES | Eka |
| FAMILY NAME | Sartika |
| SIGNATURE | SARTIKA E |
| AFFILIATIONS | State University of Gorontalo |
| VERIFIED | No |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Penerapan Gamifikasi dalam Pembelajaran Menelaah Struktur dan Kebahasaan Teks Berita melalui Platform Genial.Ly Kelas VII di SMPN 1 Telaga
This study was conducted to address the challenges of enhancing student motivation and engagement in news text analysis learning at SMPN 1 Telaga by utilizing gamification through the Genial.ly platform. The study describes the implementation of gamification in news text analysis learning using the Genial.ly platform in class VII at SMPN 1 Telaga, as well as students' responses to this approach. The method used is qualitative descriptive, with da…
Implementasi Model Scramble dalam Pembelajaran Mengidentifikasi Informasi pada Teks Deskripsi Kelas VII di MTSs Al-Ikhlas Bilungala
This study was motivated by the need for innovation in teaching methods to improve students' ability to identify information in descriptive texts. At MTs Al-Ikhlas Bilungala, conventional teaching approaches often failed to motivate students, resulting in their low understanding of the material. The Scramble learning model was chosen because it is considered capable of creating an interactive, collaborative, and enjoyable learning atmosphere to a…
Pengembangan Aplikasi Arunika Eaducation Berbasis Virtual Reality dalam Pembelajaran Teks Anekdot
Technology is capable of providing ease in all aspects; however, in reality, in the school environment, technology has not been fully utilized. Based on this premise, this research will utilize the Arunika Eaducation application, which is based on virtual reality, in teaching anecdotal texts. The method used in this research is the R&D method. The results of this research indicate that the Arunika Eaducation application based on virtual reality i…
Citra Fisik dan Psikis Tokoh Perempuan dalam Novel Layangan Putus Karya Mommy ASF
Tokoh perempuan dalam novel selalu memiliki daya tarik untuk diteliti. Terutama soal citra fisik dan psikisnya. Tujuan penelitian ini untuk mendeskripsikan citra fisik tokoh perempuan di dalam novel Layangan Putus karya Mommy ASF. Untuk mengumpulkan data, penelitian ini menggunakan teknik studi kepustakaan. Metode penelitiannya adalah deksriptif analitik. Dari hasil penelitian, ditemukan bahwa citra psikis tokoh-tokoh perempuan dalam novel layang…
No prominent works on this page.
Citra Fisik dan Psikis Tokoh Perempuan dalam Novel Layangan Putus Karya Mommy ASF
Tokoh perempuan dalam novel selalu memiliki daya tarik untuk diteliti. Terutama soal citra fisik dan psikisnya. Tujuan penelitian ini untuk mendeskripsikan citra fisik tokoh perempuan di dalam novel Layangan Putus karya Mommy ASF. Untuk mengumpulkan data, penelitian ini menggunakan teknik studi kepustakaan. Metode penelitiannya adalah deksriptif analitik. Dari hasil penelitian, ditemukan bahwa citra psikis tokoh-tokoh perempuan dalam novel layang…
Pengembangan Aplikasi Arunika Eaducation Berbasis Virtual Reality dalam Pembelajaran Teks Anekdot
Technology is capable of providing ease in all aspects; however, in reality, in the school environment, technology has not been fully utilized. Based on this premise, this research will utilize the Arunika Eaducation application, which is based on virtual reality, in teaching anecdotal texts. The method used in this research is the R&D method. The results of this research indicate that the Arunika Eaducation application based on virtual reality i…
Penerapan Gamifikasi dalam Pembelajaran Menelaah Struktur dan Kebahasaan Teks Berita melalui Platform Genial.Ly Kelas VII di SMPN 1 Telaga
This study was conducted to address the challenges of enhancing student motivation and engagement in news text analysis learning at SMPN 1 Telaga by utilizing gamification through the Genial.ly platform. The study describes the implementation of gamification in news text analysis learning using the Genial.ly platform in class VII at SMPN 1 Telaga, as well as students' responses to this approach. The method used is qualitative descriptive, with da…
Implementasi Model Scramble dalam Pembelajaran Mengidentifikasi Informasi pada Teks Deskripsi Kelas VII di MTSs Al-Ikhlas Bilungala
This study was motivated by the need for innovation in teaching methods to improve students' ability to identify information in descriptive texts. At MTs Al-Ikhlas Bilungala, conventional teaching approaches often failed to motivate students, resulting in their low understanding of the material. The Scramble learning model was chosen because it is considered capable of creating an interactive, collaborative, and enjoyable learning atmosphere to a…
Art (3 works) · Computer Science (3 works) · Educational Methods and Media Use (3 works) · Humanities (3 works) · Blockchain Technology in Education and Learning (2 works) · STEM Education (2 works) · Arabic Language Education Studies (1 work) · Edcuational Technology Systems (1 work) · Education and Character Development (1 work) · Educational Methods and Impacts (1 work)