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Relationship between Learning Motivation and Students' Learning Achievements in English Education Study Program at Nahdlatul Ulama University of Blitar Aisyah, Zenita Sholihatul; Makrifah, Istina Atul; Saifudin, Ahmad; Mubarok, Tyas Alhim
BRILIANT: Jurnal Riset dan Konseptual Vol 8 No 3 (2023): Volume 8 Nomor 3, Agustus 2023
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v8i3.1312

Abstract

The purpose of this research is to ascertain the relationship between learning motivation and academic achievement in second semester students of the English Education Study Program at Nahdlatul Ulama University of Blitar.  The design of this research is correlational quantitative. Interviews, documentation, and questionnaires were used to gather the data. The results of the validity analysis showed that as many as 25 questions were declared valid without exception, while the degree of validity ranged from 0.404 to 0.771.  The reliability results show a coefficient of 0.915 and it is declared reliable.  Chi-Square test and an analogous Fisher Exact test are used in data analysis. Of the 31 respondents, there were 17 students with high motivation (54.8%) and 14 students (45.2%) with low motivation.  Students with cum laude GPA as many as 24 respondents (77.4%) and very satisfactory GPA as many as 7 students (22.6%).  The outcome of the statistical test has a p-value of 1,000 (p > 0.05). This indicates that there is no relationship between learning motivation and academic achievement among second semester English Education Study Program students at Nahdlatul Ulama University of Blitar.
The Development of Modified Snake and Ladder Game to Teach English Vocabulary for Seven Grade Students Al Khamim, Muhammad Nur Ihza Risqya Ardy; Makrifah, Istina Atul; Mubarok, Tyas Alhim; Waluyo, Bagus
PROJECT (Professional Journal of English Education) Vol. 9 No. 3 (2026): VOLUME 9 NUMBER 3, MAY 2026
Publisher : IKIP Siliwangi

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Abstract

This study aimed to develop a revised version of the Snake and Ladder game as an educational tool to facilitate the acquisition of English vocabulary among seventh-grade students at MTs Hidayatullah Blitar by employing a Research and Development (R&D) methodology within the framework of ADDIE. The initial outcomes revealed that vocabulary instruction was predominantly teacher-centric and predominantly reliant on textbooks, culminating in diminished motivation and restricted vocabulary proficiency. To mitigate this predicament, an interactive and non-digital game-based medium was conceived and developed. The validation outcomes demonstrated that the instrument attained 90% validity (very valid), whereas both material and media validations reached 95% (very valid), indicating that the content, design, and technical components were suitable and well-structured. Moreover, student feedback revealed a percentage of 91.8%, classified as highly feasible, signifying that the game was captivating, enjoyable, and beneficial for vocabulary acquisition. Consequently, the revised Snake and Ladder game is regarded as a valid and feasible educational medium that augments students’ motivation and active engagement in the learning of English vocabulary.