Fitra Ramadhan
Universitas Timor, Indonesia

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Students’ Perspectives on the Use of Padlet as a Digital Platform for Academic Writing in an Indonesian EFL Context Jonris Tampubolon; Maria Fridolin Naben; Benyamin Kau Abi; Fitra Ramadhan; Eliyah A M Sampetoding
Journal of Applied Linguistics Vol. 6 No. 1 (2026): July 2026
Publisher : English Lecturers and Teachers Association (ELTA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/joal.v6i1.726

Abstract

This study explores Indonesian EFL students’ perspectives on the use of Padlet as a digital platform for academic writing. A qualitative approach was employed, combining questionnaires, semi-structured interviews, and analysis of Padlet documents. There were 30 university students who were taking academic writing course involved as subjects of this study. The were selected through purposive sampling. The findings reveal that students perceive Padlet positively, particularly for idea generation, peer learning, motivation, and revision support. Challenges include technical problems, uneven participation, limited peer feedback, and anxiety related to public visibility. The study highlights the pedagogical value of Padlet as a socially mediated, collaborative, and process-oriented tool for academic writing, while   emphasizing the need for careful implementation and instructor guidance. Keywords : Padlet; Digital Platform; Academic Writing; EFL Context  
Training and Mentoring on the Use of Kahoot to Increase Student Engagement and Motivation at SMAN 1 Kefamenanu Jonris Tampubolon; Desta Gloria Siahaan; Fitra Ramadhan; Lukas Pardosi
JURNAL ABDIMAS MADUMA Vol. 5 No. 1 (2026): Januari, 2026
Publisher : English Lecturers and Teachers Association (ELTA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/jam.v5i1.615

Abstract

This Community Service Activity aims to increase the engagement and motivation of students at SMAN 1 Kefamenanu through training and mentoring using Kahoot as an interactive gamification-based learning medium. The activity was carried out in three main stages: training, mentoring, and evaluation, involving 50 teachers and 50 students. The training focused on improving teachers' abilities in designing and managing Kahoot quizzes, while mentoring was provided to ensure that teachers could implement the use of Kahoot in the classroom learning process. Evaluation was carried out through observation, questionnaires, interviews, and analysis of quiz results to obtain quantitative data. The results of the activity showed a very high level of participant enthusiasm with an attendance rate of 97%. 93% of teachers were able to create and manage quizzes well and 86% were able to implement them in the classroom learning process. From a student perspective, 95% said Kahoot could increase their engagement in learning and 96% experienced increased learning motivation and 82% were able to answer quiz questions correctly. The level of participant satisfaction reached 85% and 78% of teachers expressed a commitment to using Kahoot continuously. Based on these results, it can be concluded that training and mentoring on the use of Kahoot are effective in improving teacher competence, student engagement, and learning quality, and have good potential for sustainability if supported by continued mentoring and school policies that support the use of learning technology.Keyowords: Student Engagement, Motivation, Kahoot, Gamification, Training, Mentoring
Implementation of Game-Based Learning in Socialization to Teachers and Students as an Effort to Transform Digital Education Jonris Tampubolon; Desta Gloria Siahaan; Fitra Ramadhan; Lukas Pardosi; Eliyah Acantha Manapa Sampetoding
JURNAL ABDIMAS MADUMA Vol. 5 No. 2 (2026): April, 2026
Publisher : English Lecturers and Teachers Association (ELTA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/jam.v5i2.650

Abstract

This community service activity is driven by the importance of adapting learning methods in line with technological developments and the needs and conditions of students and teachers. The purpose of this community service activity is to provide socialization on the benefits of implementing game-based learning methods by utilizing digital platforms in the modern education era. This activity involved 90 participants consisting of 45 teachers and 45 students of SMAN 1 Kefamenanu, North Central Timor, East Nusa Tenggara. The activity was carried out in September 2025. Before socialization, a pre-test was administered, followed by a post-test and questionnaire distribution to get participants’ feedbacks.  The results of the implementation of this socialization activity showed that there was a change in the increase in teacher and student understanding reaching 20% ​​about gamification-based learning and its benefits in increasing learning motivation. However, in supporting the implementation of gamification-based learning, good cooperation is needed between teachers and school administrators in providing the necessary supporting facilities for the learning process. Keywords : Game-Based Learning; Socialization; Digital Education; Learning Motivation