Anisa Nurjanah
Universitas Negeri Padang, Indonesia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Hypercontent: Today's Learning Solutions Novita Efendi; Anisa Nurjanah; Dina Fitria Handayani; Mona Amelia; Titiek Fujita Yusandra
Attractive : Innovative Education Journal Vol. 8 No. 2 (2026): Attractive : Innovative Education Journal
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/aj.v8i2.2614

Abstract

The need for innovative language learning materials that comprehensively combine theory and practice is the reason for this research. Conventional learning media, which are still widely used, are more textual and less interactive, and do not fully support independent learning and active student participation. Engaging, flexible, and interactive learning media are needed with the advancement of digital technology. Therefore, the purpose of this research is to develop a hypercontent-based e-module as a digital learning medium that allows the integration of various forms of content such as text, images, audio, video, and links to external learning resources. The EDDIE development model was used, which includes the stages of evaluation, design, development, implementation, and final evaluation. The research subjects consisted of 55 students who underwent a module feasibility test and needs test. Initial observations indicated that a digital-based learning module that supports independent language learning was needed by 92 percent of students. Subject matter experts (72.6%) considered it feasible, media experts (82.9%) considered it very feasible, and learning design experts (91.25%) considered it very feasible. In addition, the results of the one-to-one test on three students obtained an average score of 97.47% (very appropriate). The effectiveness test using the t-test produced a t-count value of -10.130 < t-table -2.2, so H₀ was rejected. This indicates that E‑Hypercontent-based modules are very effective for use as independent learning materials in language learning. Thus, the development of E‑This module can improve students' understanding, strengthen digital literacy, and create a more active and contextual learning experience in today's era of educational technology.
Game-Oriented Problem Exploration (GOPE): Examining Its Effectiveness in Enhancing Students’ Drama Text Writing Skills Vivi Indriyani; Noni Febriana; Lidya Arman; Ary Ramadhan; Anisa Nurjanah
Alinea: Jurnal Bahasa, Sastra dan Pengajaran Vol. 6 No. 2 (2026): Alinea: Jurnal Bahasa, Sastra, dan Pengajaran
Publisher : Bale Literasi: Lembaga Riset, Pelatihan & Edukasi, Sosial, Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/alinea.v6i2.3747

Abstract

Writing a drama script is an important form of creative writing in Indonesian language learning because it can develop students' creativity, imagination, critical thinking skills, and language skills. However, various studies show that students' drama script writing skills are still low due to difficulties in finding ideas, developing conflicts and characters, and low involvement in the learning process. To address these problems, this study developed and tested the effectiveness of the Game-Oriented Problem Exploration (GOPE) model to improve students' drama text writing skills. This study used a quantitative approach with a post-test only control group design to test the effectiveness of the Game-Oriented Problem Exploration (GOPE) Model on students' drama text writing skills. The research sample consisted of 70 grade XI students of SMK Negeri 3 Padang who were divided into an experimental group (30 students) and a control group (34 students). Data were collected through a drama text writing performance test assessed using an analytical rubric. The findings showed that students in the experimental group demonstrated better skills in transforming short stories into structured drama texts compared to students in the control group. This improvement was particularly evident in their ability to generate more original storylines, construct more dramatic conflicts, and develop more expressive dialogue patterns. Furthermore, students exposed to the GOPE model demonstrated greater engagement during the writing process, as reflected in their willingness to explore narrative possibilities and refine their scripts through iterative problem-solving activities embedded in the learning process.