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Showing 69 articles found for "Phone"

Phonological Addition and Deletion of Loan Words Used in Indonesian

Abdurrahim, Abdul Rahman, Bustani
Abstract: This study explores the phonological transformations that occur when foreign words, particularly English, are adopted into Indonesian. Employing a descriptive method, the research systematically examines how these words… undergo changes and how their phonemes are altered during the adoption process. Using a linguistic approach combined with simple descriptive analysis, the study successfully analyzed a variety of borrowed words to uncover patterns in their phonological adaptation. The findings reveal that the adoption process often involves phonological addition, deletion, or retention of specific phonemes. Some phonemes remain constant, preserving their original sound, while others are either added or omitted to align with Indonesian phonological rules and linguistic norms. Notably, the study identifies and formulates about sixteen distinct patterns of phonological addition and deletion that regularly occur during this process. These patterns highlight the systematic nature of language adaptation, demonstrating how linguistic structures accommodate borrowed words to fit the phonological and phonetic framework of the target language. This research contributes valuable insights into the dynamic interaction between languages, particularly the way phonological structures are modified to ensure compatibility and ease of use in a new linguistic environment. These findings provide a foundational understanding of word adoption mechanics, enriching linguistic studies on loanwords and their impact on language evolution, particularly in Indonesian. The established formulas offer a structured perspective for further research in phonological adaptation and cross-linguistic influence.

Hubungan Adiksi Smartphone dengan Kualitas Tidur pada Anak Pra Sekolah di PAUD Anggrek Kelurahan Tamansari Kabupaten Bondowoso Tahun 2025

Dian Ayu Oktaviane, Iis Hanifah, Suhartin
Abstract: The decline in sleep quality among preschool children has become a significant concern due to its impact on physical health and cognitive development, one of which is influenced by excessive smartphone use. This study addresses&#8230; dresses the research problem of whether there is a relationship between smartphone addiction and sleep quality in preschool children. The aim of this study is to analyze this relationship among children at PAUD Anggrek, Tamansari Village, Bondowoso Regency, in 2025. The research employed a quantitative approach with a cross-sectional design, involving the entire population of 30 parents as the sample using a total sampling technique. Data were collected through structured questionnaires and analyzed using the chi-square test at a 5% significance level. The results revealed a significance value of 0.000 < 0.05 and a calculated chi-square value of 22.502, which is greater than the chi-square table value of 3.481, indicating a significant relationship between smartphone addiction and sleep quality in preschool children. The findings conclude that higher levels of smartphone addiction are associated with poorer sleep quality in children. The novelty of this study lies in its focus on preschool children within early childhood education settings using a behavioral approach to technology use, which remains relatively underexplored in the local context. These findings provide important implications for parents and educators to regulate smartphone use in order to support optimal sleep quality in children.

Penggunaan Metode Fonik untuk Meningkatkan Kemampuan Membaca pada Anak Slow Learner

Sholikhatun Nisa, Rudi Cahyono
Abstract: Reading proficiency is a fundamental skill in primary education; however, children with special needs classified as slow learners often face significant challenges in developing early reading abilities due to limitations&#8230; in phonological processing. This study aims to examine the effectiveness of the phonic method in improving the reading skills of slow learners through a structured intervention approach. The central research problem addresses how the phonic method can be appropriately adapted to overcome reading difficulties in children with learning delays. The subject of this study was a fifth-grade elementary school student who exhibited marked delays in recognizing letter sounds, constructing words, and understanding simple sentence structures. A case study approach was employed, involving a six-session individualized intervention designed in gradual stages. Each session focused on developing phonological skills, including phoneme identification, blending sounds into syllables, phoneme segmentation, and the introduction of complex patterns such as digraphs and diphthongs. The results demonstrated significant improvement in the subject’s reading ability, evidenced by increased accuracy in letter-sound recognition, reading simple words, and constructing short sentences. Although minor errors in pronunciation and word structure persisted, the subject’s consistent progress throughout the intervention confirmed the phonic method as an effective and applicable approach to teaching reading to slow learners. In conclusion, the phonic method successfully addressed phonological barriers through strategies tailored to the learner’s cognitive profile. The novelty of this study lies in its implementation of the phonic method as a step-by-step phonological intervention model within the context of inclusive primary education an area that remains underexplored and underutilized in both educational practice and research in Indonesia.

Pengembangan Media Pembelajaran Interaktif Berbasis Android pada Mata Pelajaran Informatika Kelas VII di SMP Negeri 2 Kota Pontianak

Ferry Marlianto, Henny Puspitasari, Meli Hawani Septiani, Nia Naniati, Feronika Mila, Mursidarti, Kiki Rianti
Abstract: The media act as a go-between for the person sending the word and the person receiving it. “Media” refers to the people, things, or events that work together to create a setting that helps students learn facts, skills, or&#8230; s, or attitudes. A Research and Development (R&D) methodology was used for this study. An R&D methodology is a set of activities or procedures that are used to make a new product or improve a current product so that it will persist in the future. The ADDIE development approach was used for the study, which combines the research and development (R&D) stages. To make learning plans for things, the ADDIE method is used. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. What the study found the goal of making Android-based engaging learning materials for class VII Informatics topics at SMP Negeri 2 Pontianak City is to give students an interesting and useful way to learn. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful. Additionally, the portability and wide availability of Android tablets make it easy for students to access educational materials without being limited by time or space. The goal of making engaging learning materials about informatics for high school students in the seventh grade at SMP Negeri 2 Pontianak City is to make learning fun and useful. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful.

Dampak Kecanduan Game Online Mobile Legends terhadap Tingkat Emosional Siswa SMA

Lidya Rahmawati, Desy Safitri, Sujarwo
Abstract: Abstract Nowadays, smartphones are not only used for work, but rather as entertainment for children and teenagers, for example online games. The existence of online games has a big impact on teenagers. If you cannot control&#8230; ntrol yourself, you can lose track of time and forget other activities. If online games are overused, it will have detrimental effects. on teenagers’ emotional development. This research aims to analyze the consequence of Mobile Legends addiction to online games on the emotional level of high school students. A literature study was the research methodology employed in this study. Documentation of pertinent journals was the method of data collection employed. Based on the research findings, there appears to be an addictive influence due to playing Mobile Legends the emotional impact of online games of high school students. High school students who are still teenagers have unstable emotions. Addiction to video games can be harmful to students’ emotional levels, namely students become irritable, speak harshly, get easily stressed, anxious and aggressive. Parental war is very important to shield kids from developing a gaming addiction.

Penyuluhan Interaktif : Pergaulan Bebas dan Kesehatan Reproduksi pada Mahasiswa Baru Perantauan FKM UHO

Harun, Hilda, Ruslan Majid, Rizkita Nur Ainun, Yasrul, Wa Ode Siti Aisyah Nur Cahyani, Sitti Nur Afridasari, Siti Nurfadilah, Paridah, Fifi Nirmala, Rastika Dwiyanti Liaran
Abstract: Latar Belakang: Mahasiswa perantauan merupakan kelompok rentan yang menghadapi berbagai risiko kesehatan, termasuk pergaulan bebas dan masalah kesehatan reproduksi akibat minimnya pengawasan orang tua dan tekanan adaptasi&#8230; i sosial di lingkungan baru. Jauh dari keluarga, mahasiswa perantauan sering kali menghadapi krisis identitas, pengaruh negatif teman sebaya, serta paparan konten digital yang tidak tersaring, sehingga meningkatkan risiko perilaku seksual berisiko. Tujuan: Meningkatkan pengetahuan mahasiswa mengenai pergaulan bebas, kesehatan reproduksi, dan strategi adaptasi sehat di perantauan melalui kegiatan penyuluhan kesehatan yang partisipatif dan berbasis media PowerPoint dan e-leaflet. Metode: Kegiatan pengabdian masyarakat ini menggunakan desain kuasi-eksperimen pre-test post-test tanpa kelompok kontrol (one-group pre-test post-test design). Peserta berjumlah 54 mahasiswa Program Studi Gizi Fakultas Kesehatan Masyarakat Universitas Halu Oleo (FKM UHO) Angkatan 2025, dipilih menggunakan teknik purposive sampling. Intervensi berupa penyuluhan kesehatan interaktif menggunakan media PowerPoint, e-leaflet berbasis barcode yang dapat diakses melalui smartphone, serta sesi tanya jawab dan diskusi kelompok. Evaluasi dilakukan menggunakan kuesioner 15 item pilihan ganda melalui Google Form sebelum dan sesudah intervensi. Analisis data menggunakan statistik deskriptif dan uji Wilcoxon Signed-Rank Test dengan batas kemaknaan p < 0,05. Hasil: Rata-rata skor pengetahuan meningkat dari 13,63 pada pre-test menjadi 13,88 pada post-test, disertai peningkatan nilai median dari 14 menjadi 15 dari total skor maksimal 15. Uji Wilcoxon Signed-Rank Test menunjukkan perbedaan yang bermakna secara statistik antara skor sebelum dan sesudah intervensi (Z = -2,536; p = 0,011). Peserta menunjukkan antusiasme tinggi selama sesi diskusi, dengan pertanyaan-pertanyaan yang kritis dan relevan dengan pengalaman nyata di lingkungan perantauan. Kesimpulan: Penyuluhan kesehatan partisipatif berbasis media PowerPoint, dan e-leaflet terbukti efektif meningkatkan pengetahuan mahasiswa perantauan tentang adaptasi sehat, pergaulan bebas, dan kesehatan reproduksi. Pendekatan ini direkomendasikan sebagai strategi promosi kesehatan yang aplikatif di lingkungan perguruan tinggi.

Sosialisasi Konten Kreator Berbasis Smartphone untuk Meningkatkan Kreativitas Masyarakat di Ngepoh Kidul Desa Banyusidi

Noviansyah Rizki Aditya, Abednego Rubianto, Khanza Aoera Dievana, Wahyu Tri Apriliyan, Ilyas Nur Hanafi, Raytanza Iswadinata, Andhika Dhimas Saputra, Nerisya Salsabilla, Anida Ayu Aminati, Diesta Alifia Putri
Abstract: Kemajuan teknologi digital telah membuka peluang bagi masyarakat untuk menyalurkan kreativitas melalui media sosial. Namun, masih banyak masyarakat pedesaan yang belum memahami potensi smartphone sebagai alat produktif dalam&#8230; alam menciptakan content creator. Kegiatan pengabdian ini bertujuan untuk mensosialisasikan peran dan cara menjadi content creator berbasis smartphone kepada masyarakat Dusun Ngepoh Kidul, Desa Banyusidi, Kecamatan Pakis agar mereka dapat mengembangkan kreativitas digital serta menambah pengetahuan baru dalam pemanfaatan teknologi secara produktif. Metode pengabdian yang digunakan adalah pendekatan secara langsung ke warga dengan tahapan-tahapan diantaranya identifikasi permasalahan, koordinasi dengan pihak terkait, pelaksanaan program dan evaluasi. Hasil dari kegiatan ini, sebagian besar masyarakat Dusun Ngepoh Kidul sudah memiliki pengetahuan yang cukup tentang hal yang berkaintan dengan creator content meskupun baru Sebagian kecil yang berminat untuk menjadi content creator.

Pelatihan Pengelolaan Keuangan Pribadi Untuk Meningkatkan Kesejahteraan Keluarga Di Lingkungan SMK Negeri 3 Medan

Dian Setyorini, Fenny Afrida, Lisa Elianti Nasution, Dita Sayidin, Isra Rafika Sihombing, Deliyanti Simbolon
Abstract: Kegiatan Pengabdian Kepada Masyarakat ini dilaksakan di sekolah menengah kejuruan Negri 3 medan pada tgl 9 februari 20224 pukul 09.00 sampai dengan selesai yang dikuti 11 peserta Berbicara tentang manajemen keuangan, khususnya&#8230; susnya keuangan pribadi tentunya tidak terlepas dari manajemen gaya hidup. Seperti contoh guru dan petani sebelumnya, gaya hidup guru di perkotaan tentunya berbeda dengan gaya hidup seorang petani di pedesaan. Selain karena biaya hidup di perkotaan yang cenderung lebih mahal, kebutuhan seorang guru dan petani pun tidak dapat disamakan. Seorang petani tentunya tidak perlu membeli  pakaian formal untuk bekerja, tidak pula membutuhkan gadget yang komplit seperti laptop, smartphone dan lainnya. Akan tetapi, hal tersebut bukanlah semata-mata penyebab aset guru yang jauh lebih sedikit daripada petani. Dengan penghasilan yang lebih besar, seharusnya guru dapat lebih mengoptimalkan pemasukannya. Untuk inilah pentingnya bagi setiap individu memahami cara memanajemen keuangan. Tidak sedikit pula kasus seorang yang memiliki penghasilan lebih banyak namun memiliki utang konsumtif yang lebih banyak pula.

IMPLEMENTASI APLIKASI PEMESANAN TIKET BERBASIS ANDROID DI CV SINGAPORE LAND WATERPARK BATU BARA

Umairoh, Siti, Nurwati, Nurwati, Rohminatin, Rohminatin
Abstract: CV. Singapore Land Waterpark Batu Bara merupakan sebuah perusahaan yang bergerak di bidang rekreasi (Waterpark) yang di resmikan Bupati Batu Bara Bapak OK Arya Zulkarnaen, SH, MM Pada tanggal 21 Desember 2016. Beralamat&#8230; di Jl. Lintas Sumatera No.KM 141, Perkebunan Sei Balai, Kec. Sei Balai, Kabupaten Batu Bara. Permasalahan yang dialami perusahaan Singapore Land Waterpark adalah penjualan tiket yang masih di pesan ketika pengunjung harus mengantri untuk melakukan pembelian tiket. Hal ini membuat pengunjung tidak nyaman dalam segi waktu juga masih menggunakan sistem manual dalam pengolahan penjualan tiket sehingga kurang akurat dalam proses pembuatan laporan. Tujuan penelitian ini adalah membantu mempermudah penjuaan tiket dan mengelola informasi apa saja yang ada di dalam Waterpark Singapore Land. Metode yang digunakan pada penelitian ini dengan cara mengumpulkan data melalui observasi langsung dan wawancara. Penelitian ini juga didukung dengan metode kualitatif untuk memahami fenomena secara mendalam. Oleh karena itu, dibutuhkan sebuah aplikasi android pemesanan tiket online dengan menggunakan bahasa pemrograman PHP, database MySQL dikombinasikan dengan aplikasi kodular. Dengan aplikasi ini, Singapore Land Waterpark dapat menjual tiket kepada pengunjung dengan cepat tanpa harus mengantri, membantu pengunjung melakukan pemesanan tiket secara online melalui handphone serta mempermudah pegawai dalam pengelolaan data dan pembuatan laporan yang akurat.

IMPLEMENTASI SISTEM INFORMASI E-MAGAZINE PADA KANTOR DESA RANTAU BERTUAH KECAMATAN MINAS BERBASIS WEB

Martahan, Sutan, Nasution, Nurliana
Abstract: Abstract: Information Technology and Computers are currently experiencing very rapid development, both in terms of hardware and software, the website is a tool for disseminating information and communication among the public,&#8230; blic, while the internet, which can be accessed via smartphones, can provide a lot of information without the need for money and time. Magazine is a medium that contains content and images packaged in an attractive and simple way to make it easier to understand concepts, magazines also contain educational information that can add insight Waterfall is a sequential development model, which is systematic and sequential in building a device software, and the manufacturing process follows the flow from analysis, design, code, testing and maintenance.   Keywords: information system; e-magazine; modeling     Abstrak : Teknologi Informasi dan Komputer saat ini mengalami perkembangan yang sangat pesat, baik dari segi hardware maupun software, website adalah alat sebagai penyebar informasi dan komunikasi di kalangan masyarakat sedangkan internet yang disudah bisa diakses melalui smartphone ini dapat menyajikan banyak informasi tanpa memerlukan biaya dan waktu E-Magazine merupakan media yang berisi konten-konten dan gambar dikemas secara menarik dan ditampilkan dengan sederhana agar memudahkan dalam memahami konsep, majalah juga berisi informasi-informasi edukatif yang dapat menambah wawasan Waterfall merupakan suatu model pengembangan secara sekuensial, yang bersifat sistematis dan berurutan dalam membangun sebuah perangkat lunak, dan Proses pembuatannya mengikuti alur dari mulai analisis, desain, kode, pengujian dan pemeliharaaHasil analisis dapat memudahkan kita dalam memahami masalah dan dapat mengidentifikasi, mengevaluasi suatu permasalahan dan hambatan yang terjadi untuk mendapatkan kebutuhan yang diharapkan dari suatu sistem sehingga dapat diusulkan perbaikan   Kata Kunci: sistem informasi; e-magazine; pemodelan