Claim Missing Document
Check
Articles

Found 32 Documents
Search

THE EFFECTIVENESS OF USING DUOLINGO IN TEACHING VOCABULARY TO CAMP CLASS AT LANGUAGE CENTER Muhammad Miftahul Hia; Muhyidin, M. Syaichul; Setyawan, Wawan Herry
Celtic : A Journal of Culture, English Language Teaching, Literature and Linguistics Vol. 11 No. 2 (2024): December 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/celtic.v11i2.37562

Abstract

This study seeks to determine the effectiveness of the Duolingo app as a gamification-based learning tool for teaching vocabulary in order to assist students in improving their English language skills. This study used a quasi-experimental design with a Nonequivalent Control Group Design, which splits the class into two groups: experimental and control. The data was collected by developing vocabulary questions for both pre- and post-tests. The statistical tool from SPSS version 22 was used to analyse the data. The study's findings demonstrate how effective the Duolingo program is in helping students improve their English vocabulary. The independent sample t-test resulted in a Sig. (2-tailed) value of 0.000, which is statistically significant and less than 0.05. Furthermore, the average pre-test score (69.44 before using the Duolingo app) and post-test score (85.83 after using the Duolingo app) increased. This shows that students who were taught using the Duolingo app had different vocabulary mastery outcomes than those who were taught using traditional techniques or without the app. The Duolingo software is significantly more effective in helping students improve their vocabulary. Following the adoption of the Duolingo program, the Language Center noticed an improvement in its pupils' vocabulary.
Students' Perceptions of English Language Learning Game-Based: A Case Study of Google Quizzes Annasthasya Yudha Putri; Wawan Setyawan; Anggga Prasongko
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v5i1.1197

Abstract

In today's digital age, English language learning is growing, with various methods and approaches used to improve teaching effectiveness. One method that is gaining popularity is game-based learning, which utilizes game elements to create a more engaging and interactive learning atmosphere. Therefore, The purpose of the problem formulation regarding the experience of using Google Quizizz in English language learning is to explore its impact on grade 6 students' comprehension of the material, motivation, and enthusiasm for learning. It is important to understand students' perceptions of this technology-based learning method. Google Quizizz is implemented as an interactive learning tool where teachers create quizzes according to teaching materials. Students take the quiz in a competitive and fun atmosphere, stimulating their spirit to try better. After the quiz, the teacher analyzes the results to provide feedback and to see areas of understanding that need improvement. Student responses to using Google Quizizz are generally positive; many feel more motivated to learn English. The game element in the quiz makes the learning experience more interesting and less boring. In this way, students actively participate in the learning process, creating a dynamic classroom atmosphere. Overall, the implementation of Google Quizizz positively impacted students' motivation and passion for learning. With good preparation and implementation, this application can be an effective tool for educators to create an interactive learning environment. This research is expected to provide recommendations for educators to continue integrating technology in education to improve the quality of learning in Indonesia. One widely used platform in this context is Google Quizizz, which allows teachers to create interactive quizzes that students can access online. This study used a descriptive qualitative approach with 29 students as participants. The instruments used were observation, interview, and literature study. The results showed that using Google Quizizz game-based learning can increase learning motivation and understanding of English materials.
PENGEMBANGAN E-MODUL TEKS EKSPOSISI BERBASIS HOTS MENGGUNAKAN SIGIL BAGI PESERTA DIDIK KELAS X SMK Setyawan, Wawan; Sahudi, Sahudi; Khasanah, Uswatun; Aminullah, Aminullah
Fon : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol 19 No 2 (2023): Fon: Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/fon.v19i2.8133

Abstract

ABSTRAK: Saat ini pendidikan di indonesia memasuki era pendidikan abad 21. Terdapat beberapa tuntutan dalam pendidikan abad 21 yaitu (1) menuntut adanya keterlibatan TIK (Teknologi Informasi Komunikasi) dalam proses pembelajaran, (2) menuntut peserta didik untuk memiliki kemampuan berpikir kritis, serta  (3) memfokuskan pada literasi atau kemahiran wacana melalui penguasaan jenis-jenis teks. Secara tidak langsung untuk memenuhi tuntutan tersebut pelaku pendidikan dalam hal ini guru harus mampu berinovasi. Salah satu bentuk inovasi tersebut adalah membuat model elektronik yang mampu membuat peserta didik berpikir kritis dan mampu belajar secara mandiri. Tujuan penelitian pengembangan ini secara umum yang akan dicapai adalah tersusunnya e-modul teks eksposisi berbasis HOTS (Higher Order Thinking Skills) menggunakan Sigil bagi peserta didik kelas X SMK. Prosedur pengembangan dalam penelitian ini adalah adaptasi prosedur pengembangan (Borg & Gall, 1989). Adapun langkahnya yaitu (1) pengumpulan informasi, (2) perencanaan, (3) pengembangan produk, (4) uji coba produk, (5) revisi produk. Subjek penelitian ini adalah ahli perancangan pembelajaran, ahli materi/isi, ahli kebahasaan, ahli media, pengguna (guru), dan pengguna (peserta didik). Instrumen pengumpulan data berupa lembar penilaian yang dinilai oleh ahli perancangan pembelajaran, ahli materi/isi, ahli kebahasaan, ahli media, pengguna (guru), dan pengguna (peserta didik). Hasil uji coba menunjukkan bahwa pertama yaitu penilaian ahli perancangan pembelajaran, diperoleh hasil penilaian sebesar 92% dengan kategori “sangat layak”. Yang kedua yaitu penilaian ahli materi/isi, diperoleh hasil penilaian sebesar 94% dengan kategori “sangat layak”. Yang ketiga yaitu penilaian ahli kebahasaan, diperoleh hasil penilaian sebesar 86% dengan kategori “layak”. Keempat penilaian ahli media, diperoleh hasil penilaian sebesar 92% dengan kategori “sangat layak”.KATA KUNCI: pengembangan, e-modul, teks eksposisi, HOTS, sigil  DEVELOPMENT OF HOTS-BASED EXPOSITION TEXT E-MODULE USING SIGIL FOR CLASS X VOCATIONAL SCHOOL STUDENTS ABSTRACT: Currently, education in Indonesia is entering the era of 21st century education. There are several demands in 21st century education, namely (1) demanding the involvement of ICT (Communication Information Technology) in the learning process, (2) requiring students to have critical thinking skills, and (3 ) focuses on literacy or discourse skills through mastery of text types. Indirectly to meet these demands, education actors in this case teachers must be able to innovate. One form of innovation is to create an electronic model that is able to make students think critically and be able to learn independently. The general objective of this development research to be achieved is the compilation of an e-module based on HOTS (Higher Order Thinking Skills) exposition text using Sigil for students of class X SMK. The development procedure in this study is an adaptation of the development procedure (Borg & Gall, 1989). The steps are (1) information gathering, (2) planning, (3) product development, (4) product testing, (5) product revision. The subjects of this research are learning design experts, material/content experts, linguists, media experts, users (teachers), and users (students). The data collection instrument is in the form of an assessment sheet that is assessed by learning design experts, material/content experts, linguistic experts, media experts, users (teachers), and users (students). The results of the trial show that the first is the assessment of learning design experts, the results obtained are 92% in the "very feasible" category. The second is the assessment of material / content experts, the results of the assessment are 94% in the "very feasible" category. The third is the assessment of linguists, the results obtained are 86% in the "adequate" category. The four media expert assessments, obtained an assessment result of 92% in the "very decent" category. KEYWORDS: development, e-module, exposition text, HOTS, sigil
Strengthening Generation Z's Export-Import Competency through a Project-Based Collaborative Learning Model: An Islamic Law Perspective in the Era of Digital Transformation Setyawan, Wawan Herry; Maulidia Zahrotus Sa'adah
VRISPRAAK : International Journal of Law Vol. 9 No. 2 (2025): September 2025
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59689/xzrfbm83

Abstract

The rapid pace of digital transformation has exacerbated the skills gap in the international trade sector, posing a significant challenge for Generation Z (Gen Z) entering the workforce. Traditional educational models often fail to equip them with the necessary technical, interpersonal, and strategic competencies. This research proposes the Project-Based Collaborative Learning (PBCL) model as an innovative pedagogical solution. However, from an Islamic law perspective, trade (tijarah) demands more than economic proficiency; it requires adherence to Sharia principles such as legality (halal), goodness (thayyib), and the avoidance of prohibited elements like usury (riba), uncertainty (gharar), and gambling (maysir). This study explores how the PBCL model not only enhances pedagogical effectiveness but also aligns with the higher objectives of Islamic law (Maqasid al-Shari'ah)—namely, the preservation of wealth (hifdz al-mal), the development of intellect (hifdz al-'aql), and the attainment of public benefit (maslahah 'ammah). By integrating Islamic business ethics (adab al-tijarah) into the curriculum, the PBCL model aims to cultivate a generation of Muslim professionals who are not only digitally savvy but also possess spiritual integrity and a sense of social responsibility in the global marketplace. Employing a qualitative descriptive approach, the study finds that the PBCL model significantly enhances Gen Z's competencies while simultaneously internalizing Islamic ethical values, making it a relevant and urgent framework for adoption in the digital era.
Students' Perceptions of English Language Learning Game-Based: A Case Study of Google Quizzes Putri, Annasthasya Yudha; Setyawan, Wawan; Prasongko, Anggga
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v5i1.1197

Abstract

In today's digital age, English language learning is growing, with various methods and approaches used to improve teaching effectiveness. One method that is gaining popularity is game-based learning, which utilizes game elements to create a more engaging and interactive learning atmosphere. Therefore, The purpose of the problem formulation regarding the experience of using Google Quizizz in English language learning is to explore its impact on grade 6 students' comprehension of the material, motivation, and enthusiasm for learning. It is important to understand students' perceptions of this technology-based learning method. Google Quizizz is implemented as an interactive learning tool where teachers create quizzes according to teaching materials. Students take the quiz in a competitive and fun atmosphere, stimulating their spirit to try better. After the quiz, the teacher analyzes the results to provide feedback and to see areas of understanding that need improvement. Student responses to using Google Quizizz are generally positive; many feel more motivated to learn English. The game element in the quiz makes the learning experience more interesting and less boring. In this way, students actively participate in the learning process, creating a dynamic classroom atmosphere. Overall, the implementation of Google Quizizz positively impacted students' motivation and passion for learning. With good preparation and implementation, this application can be an effective tool for educators to create an interactive learning environment. This research is expected to provide recommendations for educators to continue integrating technology in education to improve the quality of learning in Indonesia. One widely used platform in this context is Google Quizizz, which allows teachers to create interactive quizzes that students can access online. This study used a descriptive qualitative approach with 29 students as participants. The instruments used were observation, interview, and literature study. The results showed that using Google Quizizz game-based learning can increase learning motivation and understanding of English materials.
Penggunaan Ide Zero Waste dalam Pengolahan Limbah Organik dan Anorganik untuk Meningkatkan Kualitas Lingkungan Hidup Sa’diyah, Maidatus; Setyawan, Wawan Herry; Kumala, Akhsinatul; Arini, Aida; Salim, Muhammad Nur; Ridlwan, Burhanuddin
Prima Abdika: Jurnal Pengabdian Masyarakat Vol. 4 No. 4 (2024): Volume 4 Nomor 4 Tahun 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Flores Ende

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/abdika.v4i4.4735

Abstract

The use of zero waste ideas for processing organic and inorganic waste mainly aims to improve environmental quality. The zero-waste concept focuses on minimizing and processing organic and inorganic waste. The following are several aspects to pay attention to in implementing zero waste: 1. Waste Reduction: Reducing waste production by reducing single-use products and replacing them with reusable products. 2. Zero waste-Based Waste Management: Households must be managed by sorting, composting, and collecting goods worth selling. Trash cans must be provided to separate organic and inorganic waste.3. Use of Waste Banks: Waste banks can utilize the economic value of non-organic waste. Waste can be stored and then resold or recycled. 4. Independent Waste Management: Independent waste management can be done by composting organic waste in your household. Inorganic waste must be managed with the help of third parties such as recycling businesses. 5. Community-Based Waste Management: Schools as a community can build awareness in their community about the waste produced every day and how we play our role in reducing the dangers of waste on earth. By implementing the zero waste idea, LKSA ar-Ridlo Peterongan Jombang can improve environmental quality and reduce negative impacts on the planet. This process requires awareness and lifestyle changes that are more concerned about the environment. This program or activity aims to develop a zero-waste concept focusing on sustainably managing organic and inorganic waste. We strive to turn waste into valuable and sellable products using eco-friendly methods.
OPTIMIZING LEARNING OUTCOMES THROUGH PROCESS-BASED DIFFERENTIATED LEARNING AT SMA POMOSDA TANJUNGANOM: AN INNOVATIVE APPROACH Hasanah, Nur’aini Uswatun; Suwito, Suwito; Meviana, Ika; Setyawan, Wawan Herry
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 6 No. 1 (2025): Volume 6 Nomor 1 Tahun 2025
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v6i1.5144

Abstract

This study aims to analyze the effect of process-based differentiation learning on student learning outcomes at SMA POMOSDA Tanjunganom. With a quantitative approach using a quasi-experimental research design, this study involved two groups: an experimental group that applied differentiated learning and a control group that used conventional methods. The study results showed that applying process-based differentiated learning can significantly improve student learning outcomes. These findings are expected to contribute to developing more effective learning methods and encourage educators to use a more responsive approach to students' needs. Process-based differentiation learning has a significant favorable influence on student learning outcomes. The research results can also provide educators insight into designing more exciting and adaptive learning strategies.
THE EFFECT OF USING ROLE-PLAY METHOD IN IMPROVING SPEAKING SKILLS OF BASIC LEVEL STUDENTS AT CENTRAL COURSE Sarifudin, Sarifudin; Setyawan, Wawan Herry
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 6 No. 1 (2025): Volume 6 Nomor 1 Tahun 2025
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v6i1.5190

Abstract

This article examines the impact of employing the Role-Play method in improving the speaking skills of basic-level English learners in the Central English Course. Speaking a foreign language often presents challenges, particularly for beginner students who lack confidence and opportunities for practical application. Role-play, an interactive teaching strategy, fosters real-world communication by creating scenario-based learning environments, enabling students to engage in language use actively. A quantitative approach was adopted to assess the effectiveness of the Role-Play method. The research involved two groups: an experimental group participated in role-play activities and a control group followed traditional teaching methods. In this study, quantitative data were collected through pre-test and post-test assessments to measure the effectiveness of the Role-Play method in improving students' learning progress in fluency, accuracy, and confidence. This approach enabled precise statistical calculations and pattern identification, providing valuable insights into the impact of the intervention. The findings indicate that the Role-Play method significantly enhances language acquisition, with the experimental group demonstrating greater improvements in EFL students’ speaking skills than the control group. This study underscores the value of integrating interactive and practical approaches into EFL classrooms. Role-play is a useful tool to connect classroom learning with authentic communication experiences, allowing students to apply theoretical knowledge in meaningful, real-world contexts. This research provides valuable insights into innovative pedagogical methods for foreign language learning.
THE IMPACT OF PROJECT-BASED LEARNING ON IMPROVING CRITICAL THINKING SKILLS AND TECHNOLOGICAL LITERACY IN LISTENING CLASS Setyawan, Wawan; Saptaria, Lina
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 6 No. 4 (2025): Volume 6 Number 4 (October 2025)
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v6i4.6042

Abstract

Vocational high school students need e-modules as innovative media in project-based learning (PBL) to develop critical thinking skills and technological literacy skills. This study aims to analyze the impact of e-modules applied in project-based learning on technological literacy skills and critical thinking skills of vocational high school students in KNX-based Smart Building System Learning, which has not been widely studied. The type of research is an experiment with a quantitative approach. The population of this study was all grade XII students at SMK Negeri 1 Kediri, with 60 respondents. The instruments used were tests and observation sheets to measure critical thinking skills and technological literacy skills. The data collection technique used observation assessments by two expert observers and through tests (pretest and posttest). The data analysis technique used the N-Gain score test and the independent sample t-test using SPSS. The results of the two observers' assessment of the quality of learning were excellent. The results of the independent sample t-test showed that there was a significant difference between student learning outcomes in the pretest and posttest data. The results of the N-Gain score test showed that learning practices were quite effective in improving students' critical thinking skills and literacy skills. This study is helpful in developing the insights of vocational high school teachers in KNX-based Smart Building System learning innovations.
The Implementation of Innovation Program Report: 3 in 1 Anion Bed Operating Pattern For Water Efficiency and Water Pollution Loads Improvement SUSILO, Sofiyan Dwi; PRASETYO, Arif Eko; SETYAWAN, Wawan; ICHWAN, Munirul; INTAN, Indo; KARNYOTO, Andrea Stevens
International Journal of Environmental, Sustainability, and Social Science Vol. 5 No. 3 (2024): International Journal of Environmental, Sustainability, and Social Science (May
Publisher : PT Keberlanjutan Strategis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38142/ijesss.v5i3.1079

Abstract

In Tuban Regency, East Java, Indonesia, PT PLN Nusantara Power Unit Tanjung Awar-Awar Power Plant was built. There are two 350 MW coal-fired plants in operation. This project was built based on Presidential Regulation of the Republic of Indonesia No 71 of 2006 dated July 5, 2006 concerning assignment to PT PLN. The company is committed to the environment. They hire a highly skilled team of technicians and engineers to run water treatment plants (WTP). The PT PLN Nusantara Power Unit Tanjung Awar-Awar was able to solve many problems that were caused by the WTP by analyzing data and observing actual conditions. Specially to address concerns such as efficiency, safety, and saving money. A challenge of WTP operation is the limited ability of ion exchange resin (Anion) to remove impure ions from raw water. Hence, PLN introduced an innovative program called "THE IMPLEMENTATION OF 3 IN 1 ANION OPERATION PATTERN". We developed this program because anion beds need to be replaced every so often. The program reduces anion bed component replacement frequency. Due to the WTP's two anion beds, this operating method is possible. The first three days of operation are spent using Anion Bed-A, while Anion Bed-B remains on standby. We're contributing to 1) the anion bed replacement has been cut from once a month to once every three months, 2) significant reductions in waste water pollution load in 2022 of TSS=0,000624 tonnes and CL=0.00000714 tonnes.