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Penerapan Pembelajaran Berbasis Permainan untuk Meningkatkan Kemampuan Komunikasi Bahasa Arab Rizki, Zaenul; Kastur, Annita
KOLEKTIF: Jurnal Pendidikan, Pengajaran, dan Pembelajaran Vol. 1 No. 1 (2024): September
Publisher : CV ALFA EDU KARYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70078/kolektif.v1i1.15

Abstract

Penelitian ini berupaya meningkatkan kemampuan komunikasi bahasa Arab melalui penerapan pembelajaran berbasis permainan. Penerapan pembelajaran berbasis permainan di SMA Pelita Harapan menunjukkan dampak signifikan dalam meningkatkan kemampuan komunikasi bahasa Arab siswa. Metode ini memanfaatkan permainan simulasi percakapan, kuis interaktif, dan teka-teki bahasa untuk menciptakan pengalaman belajar yang menarik dan interaktif. Hasil evaluasi menunjukkan bahwa siswa mengalami peningkatan dalam keterampilan berbicara, pemahaman kosakata, dan tata bahasa. Permainan membantu siswa berlatih bahasa Arab dalam konteks yang lebih realistis, sehingga meningkatkan kepercayaan diri dan akurasi mereka dalam berbahasa. Implikasi dari metode ini adalah bahwa pembelajaran berbasis permainan dapat menjadi alternatif efektif untuk meningkatkan motivasi dan hasil belajar bahasa Arab, dengan menciptakan lingkungan belajar yang lebih dinamis dan relevan.
OPTIMIZING THE USE OF ARTIFICIAL INTELLIGENCE FOR THE CREATION OF PROMOTIONAL CONTENT AND LEARNING IN THE BOARDING SCHOOL Taufik, Taufik; Effendy, Faried; Purbandini, Purbandini; Purwanti, Endah; Werdiningsih, Indah; Nuzulita, Nania; Baihaqi, Joevans Mikail; Adhipratama, Javier Ihsan; Alfath, Muhammad Fauzan; Pratama, Muhammad Fadhil Putra; Muid, Faruq Abdul; Kastur, Annita; Agustin, Dewien Nabila
Jurnal Layanan Masyarakat (Journal of Public Services) Vol. 9 No. 3 (2025): JURNAL LAYANAN MASYARAKAT
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/.v9i3.2025.372-382

Abstract

Darul Ittihad Islamic Boarding School (Pondok Pesantren Darul Ittihad), as a traditional educational institution, faces challenges in optimizing the use of information technology, particularly Artificial Intelligence (AI), for the development of promotional and instructional content. This community service program (PKM) aims to enhance the pesantren's capacity to utilize AI and digital design applications such as Canva. The activity was conducted in three phases: preparation, implementation, and evaluation. During the preparation phase, the team conducted a needs assessment survey and developed relevant training materials. The implementation phase consisted of two training sessions, focusing on the creation of AI-based promotional and educational content. Evaluation was carried out by collecting participant feedback through a questionnaire distributed via Google Forms. The evaluation results indicated a high level of participant satisfaction, with an average score of 3.24 out of 4. Additionally, 88% of participants successfully completed the independent assignments provided after the training, demonstrating a significant improvement in skills. This program concludes that the integration of AI into teaching and promotional processes at Darul Ittihad has the potential to enhance communication effectiveness, increase content relevance, and better prepare students to face the challenges of the digital era.
Designing A Context-Responsive Gamified Digital English Module for Primary School Learners: An Addie-Based Development Study Mustain Mustain; Annita Kastur Kastur; Yuni Krida Sakti; Galoh Junianto; Alif Kurniawan
SKYHAWK : Jurnal Aviasi Indonesia Vol. 6 No. 2 (2026): SKYHAWK: Jurnal Aviasi Indonesia
Publisher : Indonesia Civil Pilot Academy Banyuwagi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52074/skyhawk.v6i2.395

Abstract

This study aimed to develop and evaluate a gamified digital English module for Grade 5 learners. Using the ADDIE framework, it was conducted at UPTD SDN Demangan 1 Bangkalan, East Java, Indonesia. Data were collected through needs analysis, expert assessment, classroom observation, teacher responses, and student responses. Needs analysis involved focus group discussions, interviews, and document analysis. One material/content expert assessed curriculum alignment, content accuracy, depth, language quality, presentation, and pedagogical suitability, while one media/module expert assessed visual presentation, design, navigation, interactivity, gamification, and ease of use. Expert assessments were analyzed descriptively because each domain was assessed by one expert. The material/content expert awarded 141/150 points (94.00%), while the media/module expert awarded 142/150 (94.67%). Classroom implementation reached 93.42%, teacher responses 94.00%, and student responses 93.60%. The module integrated curriculum-aligned English content with interactive activities, audio resources, challenges, points, badges, levels, and rewards. The findings provide preliminary descriptive evidence that the module was considered appropriate by the experts and was practically usable in the classroom context.