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Rahmat Soe'oed

Biographic Data

ID10145389
NAMERahmat Soe'oed
GIVEN NAMESRahmat
FAMILY NAMESoe'oed
SIGNATUREOED R S
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS0
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2023
H-INDEX0
  • Pengembangan bahan ajar teks fabel bermuatan nilai peduli dengan pendekatan saintifik pada MTS Miftahul Khair

    Open Access•Jubaidah Jubaidah, Rahmat Soe’oed et al.•ARTICLE•DIGLOSIA Jurnal Kajian Bahasa…•2023

    The purpose of this research is to identify the development process, measure effectiveness, and evaluate the appeal of instructional materials in the form of value-based fable texts using a scientific approach for students in the seventh grade of Madrasah Tsanawiyah Miftahul Khair Loa Janan, Kutai Kartanegara Regency. This research employs the research and development (R&D) method. The research resulted in a module of value-based fable texts with…

  • Efektifitas Penerapan Aplikasi Google Classroom dalam Pembelajaran Bahasa Indonesia bagi Siswa SMK Negeri di Samarinda

    Open Access•Herianti Herianti, Rahmat Soe’oed et al.•ARTICLE•DIGLOSIA Jurnal Kajian Bahasa…•2022

    When students are given assignments, sometimes some students do not respond. In fact, teachers have not provided creative learning innovations to students. As a result, the teacher's instructions do not do the task. The study aims to describe the use of Google Classroom applications to attract and train students' skills in writing literacy in Indonesian learning, particularly writing anecdotal texts. The method used in this study is qualitative a…

  • Pengembangan Media Pembelajaran Berbasis Aplikasi Game dalam Pembelajaran Bahasa Indonesia pada Siswa Kelas XI

    Open Access•Muhammad Aldyka Daniar, Rahmat Soe’oed et al.•ARTICLE•DIGLOSIA Jurnal Kajian Bahasa…•2022

    The aims of this study are to (1) describe the development of game media in Indonesian language learning; (2) reveal the level of interest in using game media in an effective learning process requires media in Indonesian language learning; and (3) knowing the level of effectiveness of using game media in learning Indonesian. This research is development research, with data collection steps according to the development model according to Borg & Ga…

No prominent works on this page.

  • Efektifitas Penerapan Aplikasi Google Classroom dalam Pembelajaran Bahasa Indonesia bagi Siswa SMK Negeri di Samarinda

    Open Access•Herianti Herianti, Rahmat Soe’oed et al.•ARTICLE•DIGLOSIA Jurnal Kajian Bahasa…•2022

    When students are given assignments, sometimes some students do not respond. In fact, teachers have not provided creative learning innovations to students. As a result, the teacher's instructions do not do the task. The study aims to describe the use of Google Classroom applications to attract and train students' skills in writing literacy in Indonesian learning, particularly writing anecdotal texts. The method used in this study is qualitative a…

  • Pengembangan Media Pembelajaran Berbasis Aplikasi Game dalam Pembelajaran Bahasa Indonesia pada Siswa Kelas XI

    Open Access•Muhammad Aldyka Daniar, Rahmat Soe’oed et al.•ARTICLE•DIGLOSIA Jurnal Kajian Bahasa…•2022

    The aims of this study are to (1) describe the development of game media in Indonesian language learning; (2) reveal the level of interest in using game media in an effective learning process requires media in Indonesian language learning; and (3) knowing the level of effectiveness of using game media in learning Indonesian. This research is development research, with data collection steps according to the development model according to Borg & Ga…

  • Pengembangan bahan ajar teks fabel bermuatan nilai peduli dengan pendekatan saintifik pada MTS Miftahul Khair

    Open Access•Jubaidah Jubaidah, Rahmat Soe’oed et al.•ARTICLE•DIGLOSIA Jurnal Kajian Bahasa…•2023

    The purpose of this research is to identify the development process, measure effectiveness, and evaluate the appeal of instructional materials in the form of value-based fable texts using a scientific approach for students in the seventh grade of Madrasah Tsanawiyah Miftahul Khair Loa Janan, Kutai Kartanegara Regency. This research employs the research and development (R&D) method. The research resulted in a module of value-based fable texts with…

Computer Science (3 works) · Educational Methods and Media Use (3 works) · Mathematics education (3 works) · Psychology (3 works) · Indonesian (2 works) · Online Learning Methods and Innovations (2 works) · Pedagogy (2 works) · Art (1 work) · Artificial Intelligence (1 work) · Curriculum (1 work)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae