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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.
OPTIMIZING LEARNING OUTCOMES THROUGH PROCESS-BASED DIFFERENTIATED LEARNING AT SMA POMOSDA TANJUNGANOM: AN INNOVATIVE APPROACH Nur’aini Uswatun Hasanah; Suwito Suwito; Ika Meviana; Wawan Herry Setyawan
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; Wawan Herry Setyawan
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.
Penggunaan Ide Zero Waste dalam Pengolahan Limbah Organik dan Anorganik untuk Meningkatkan Kualitas Lingkungan Hidup Maidatus Sa’diyah; Wawan Herry Setyawan; Akhsinatul Kumala; Aida Arini; Muhammad Nur Salim; Burhanuddin Ridlwan
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.
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.
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.