Claim Missing Document
Check
Articles

Found 15 Documents
Search

DEVELOPMENT OF UNO CARD FOR TEACHING VOCABULARY AT JUNIOR HIGH SCHOOL STUDENTS Fitri, Devi Zulia; Widiarini, Widiarini; Saifudin, Ahmad
PROJECT (Professional Journal of English Education) Vol. 7 No. 6 (2024): VOLUME 7 NUMBER 6, NOVEMBER 2024
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to how Uno cards can be used to enhance the vocabulary of seventh-grade students in understanding descriptive texts, focusing on both the development process and the outcomes achieved. Vocabulary is very important because it serves as the cornerstone of English language skills. Based on the findings of interviews, questionnaires and observations, there are still very many grade VII students who have difficulty in understanding English vocabulary. Researchers use the ADDIE R&D model in Raiser and Mollenda, researchers use 5 steps of ADDIE, namely: analysis, Product Design, development, implementation, evaluation. The difference with the previous researcher is the subject, material and purpose of the research. Validation provides the researcher with a score. The instrument gets a score of 85%, which signifies "valid", Media expert validation Receiving scores 82,5%, indicating "valid", and the validation of the subject matter expert Receiving scores 88,89%, means "very valid". Furthermore, based on the students' reactions to the media, they received an 88,22%, indicating "very valid".
Development of Context-Based English Learning Materials for Automotive Vocational High School Students Arfiansyah, Aditya; Tyas Alhim Mubarok; Widiarini, Widiarini
Scripta : English Department Journal Vol. 11 No. 2 (2024)
Publisher : Department of English Language Education, Universitas Muhammadiyah Purworejo, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37729/scripta.v11i2.5680

Abstract

This study examined the development of context-based English learning materials for Grade 11 automotive students at SMKN 1 Nglegok, addressing the need for vocationally relevant English resources within the Merdeka Curriculum framework. Using a Research and Development approach, the study created five units focused on automotive language needs, such as workshop communication and customer interaction, employing Context-Based Learning (CBL) principles to enhance real-world applicability. Feedback from teachers and students indicated high satisfaction with the materials’ relevance, comprehensive language components, and engaging, interactive elements. Positive responses highlighted the materials' role in improving job readiness, though some feedback suggested the need for refinements, such as adjusting language complexity and incorporating more multimedia support to address diverse proficiency levels. Overall, this research highlights the importance of context-specific English materials in vocational education, providing foundational insights for future enhancements to better equip students with practical language skills for industry applications.
Development of Flashcard Use with QR Code to Teach Vocabulary for Fifth Grade Students in SD Negeri Modangan 03 Ashari, Arif Maulana; Syaifudin,, Ahmad; Widiarini, Widiarini; Mubarok, Tyas Alhim
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 2 (2025): Volume 5, Nomer 2 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i2.2178

Abstract

Language is a very important thing to learn to be used in everyday communication. In learning a foreign language, vocabulary learning is one of the things that has a significant role. This is because vocabulary is the basis for making a sentence that can then be used for communication both in writing and orally. In an unstructured interview conducted by the researcher with teachers and students of grade 5 at SD NEGERI MODANGAN 03, the researcher found an interesting problem. The teacher who teaches English in grade 5 of SD NEGERI MODANGAN 03 does not come from an English Education background, so she has difficulty finding effective media to teach English in class other than using student worksheets. Students have difficulty learning English because they do not know the meaning of the words on the student worksheets. Thus, the researcher decided that the purpose of this study was to develop teaching media that can help teachers in teaching vocabulary to 5th grade students of SD NEGERI MODANGAN 03. The research model used in this study is the ADDIE Model developed by Michael Molenda in 2015. There are 5 stages in this research process, namely Analysis, Design, Development, Implementation, and Evaluation. The media chosen by the researcher is Flashcard using QR Code to teach vocabulary. The results of this study can be seen from the N-Gain score of 58% which indicates that the learning media used is effective and provides good results. In addition, the average response value from students to the teaching media used is 88.5% which indicates that the teaching media used is able to increase students' interest and motivation in learning English.
Developing Flashcard Games to Teach Speaking Skill for Islamic Vocational High School Students A, Sevril Kurnia; Saifudin, Ahmad Saifudin; Widiarini, Widiarini; Makrifah, Istina Atul Makrifah Atul
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 2 (2025): Volume 5, Nomer 2 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i2.2182

Abstract

This research aims to create interesting learning materials to teach speaking skills to tenth-grade students at SMK Islam 1 Blitar. Traditional English teaching approaches sometimes fail to engage students and promote active speaking, resulting in minimal development. The study proposes using the Flashcards game for language learning to address this issue. The game promotes vocabulary mastery, speaking confidence, and active engagement. The game's effectiveness was evaluated through research and development, including a trial with 38 students. The Flashcards game considerably improved learning, with a questionnaire score of 81.4%, indicating validity. The evaluation showed that the game is an effective teaching tool. Research shows that interactive games, such as Flashcards, can improve students' speaking skills and create an interesting learning environment. This technique aligns with modern education trends that prioritize interactive, student-centered learning. In conclusion, the Flashcards game effectively improves speaking skills and student motivation.
Written and Submitted to the Nahdlatul Ulama University of Blitar as One of the Requirements for Completing the Bachelor Program in English Education Department anto, Eko Yuli; Saifudin, Ahmad; Widiarini, Widiarini; Makrifah, Istina Atul
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 2 (2025): Volume 5, Nomer 2 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i2.2183

Abstract

This research aims to develop an interactive PowerPoint (PPT) as a learning media to enhance students’ writing skills, specifically in composing procedure texts for 10th grade students at MA Ma’arif NU Blitar. The study employed the Research and Development (R&D) method, using the ADDIE model which consists of five phases: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through observation, interviews, questionnaires, pre-tests, and post-tests. The findings revealed that the developed interactive PPT significantly improved students’ writing performance. This improvement was evident in the increase of average scores from pre-test to post-test, and supported by positive responses from students regarding the clarity, engagement, and effectiveness of the media. Media validation results also showed a high level of feasibility and appropriateness. The interactive PPT includes animations, quizzes, and hyperlinks to foster active learning. In conclusion, this interactive PPT proved to be a feasible and effective media to support writing instruction and enhance students’ engagement and achievement.
Developing Modified Snake and Ladder Media to Teach Grammar Fitriyana, Lailatul; Makrifah, Istina Atul; Widiarini, Widiarini; Rofi’ah, Siti
Patria Educational Journal (PEJ) Vol 3 No 3 (2023): Volume 3 Nomor 3 September 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v3i3.1149

Abstract

Tujuan belajar bahasa Inggris bagi siswa adalah untuk menguasai kemampuan bahasa Inggris. Namun, siswa harus memahami tata bahasa karena dapat membantu mereka untuk membuat dan berbicara dalam kalimat yang baik. Selanjutnya, penelitian ini bertujuan untuk mengembangkan media ular tangga untuk membantu siswa kelas 10 teknik komputer dan jaringan di SMK Kanigoro. Hasil observasi, wawancara, dan survei, mereka mengalami kesulitan menguasai berbicara, membaca, dan memahami makna teks karena mereka tidak memiliki tenses dan kosa kata. Kemudian, guru tidak aktif mengajar dan tidak pernah menggunakan media pembelajaran. Peneliti membuat media inovasi dengan metode R&D dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Teknik yang digunakan adalah observasi, wawancara, dan survei. Solusi yang ditawarkan adalah ular tangga yang dikombinasikan dengan kartu. Hasil validasi instrumen sebesar 88% dengan kriteria "sangat valid". Kemudian, validasi bahasa adalah 90% dengan kriteria "sangat valid". Validasi materi adalah 80% dengan kriteria "valid". Hasil respon siswa 87,85%, kriterianya sangat valid. Reliabilitasnya adalah 0,873 dengan kriteria "reliabel". Dengan demikian, media ini valid, reliabel, dan cocok untuk pengajaran tata bahasa.
PENGEMBANGAN MODUL AJAR TEACHING ENGLISH AS A FOREIGN LANGUAGE BERBASIS COMMUNICATIVE LANGUAGE TEACHING SEBAGAI SARANA PENUNJANG KEGIATAN BELAJAR MAHASISWA rofiah, siti; Widiarini, Widiarini; Arini, Fitri; Nisak, Winda Khoirun
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 4 No 2 (2024): Volume 4 Nomor 2, Mei 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v4i2.1536

Abstract

Studi ini dilakukan sebagai bagian dari upaya untuk mengembangkan modul mata kuliah Teaching English as a Foreign Language. Modul ini penting untuk menunjang capaian pembelajaran dan lulusan mahasiswa, terutama pada mahasiswa yang mengambl program studi Pendidikan Bahasa Inggris. Dalam kegiatan pembelajaran mata kuliah tersebut, mahasiswa merasa kesulitan memperoleh sumber informasi yang dapat menunjang kegiatan belajar mereka. Minimnya buku cetak dan rendahnya minat mahasiswa dalam mencari referensi di internet dan mendownload buku referensi untuk diunduh dan dicetak secara mandiri juga menjadi hambatan tersendiri dalam mendukung kelancaran suksesnya pengajaran Teaching English as A Foreign Language. Hasil dari penelitian ini dimaksudkan dapat membantu mahasiswa dalam mengatasi kesulitan tersebut dengan cara mengembangkan modul ajar Teaching English as A Forein Language sebagai sarana penunjang kegiatan belajar mahasiswa. Modul ajar ini diharapkan dapat menjadi solusi dari permasalahan siswa dan mendukung kegiatan belajar mereka. Hasil dari pengembangan modul ini menunjukkan bahwa modul layak digunakan untuk kegiatan pembelajaran dan mampu mendukung kegiatan belajar siswa
Development Of Props Media “Smiling Clock” For Teaching Speaking Skill Khamidah, Niswatul; Rofi’ah, Siti; Widiarini, Widiarini
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 3 (2023): Jurnal Ilmiah Mandala Edcation (Agustus)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i3.5478

Abstract

 In the seventh grade of MTs Ma'arif Kawedusan, it was found that the understanding of English material was relatively low, because there weren't enough learning tools available to spark kids' interest in studying English.The purpose of the research is to develop props media Smiling Clock for teaching the speaking of telling time material.. In this learning media development research used the ADDIE method, where in this method researchers carried out as many as five stages. Analysis, design, development, implementation, and evaluation. After going through several processes until the product was finished, the researcher validated it. The first validation, the instrument validation, was based on instrument experts' evaluations, it received a score of 93% with the category "Very Valid". The second validation the media validation, was based on media experts evaluations, it received a score of 81% with the category "Valid". The last validation, the material validation was based on  material experts’ evaluation, it received a score of 90% with the criteria "Very Valid". Furthermore, revise the product according to the advice of media experts, products that are ready to be tested on students. Trials on students obtained data from student responses to learning, the percentage of answers from student responses that met the standard of "Very Good" was 91%. By considering the result of the research, it can therefore say that the props media Smiling Clock can be used for effective and efficient learning.    
Developing The Snake And Ladder Game As Media For Teaching Vocabulary At Ma Al Khoiriyah Latifah, Nurriatul; Saifuddin, Ahmad; Widiarini, Widiarini
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 3 (2023): Jurnal Ilmiah Mandala Edcation (Agustus)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i3.5506

Abstract

This study aims to develop snakes and ladders game as learning media to teach descriptive text vocabulary at X class students of MA Al Khoiriyah Putukrejo Gondanglegi Malang. The research method used was the research and development (R&D) method with the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The population of this study were 20 students at X class of MA Al Khoiriyah and the sample was taken by using cluster random sampling method. The instruments used in data collection were questionnaires and unstructured interviews. The results showed that the snakes and ladders learning media for descriptive text vocabulary was very valid and effective in increasing students' learning motivation. In this learning media, students are not only asked to answer questions in each box of snakes and ladders boards, but also to make sentences related to the vocabulary that has been translated. After the game was over, students must remember the new vocabulary that has been found and recorded on the blackboard by the teacher. This research is expected to make a positive contribution in the development of effective and innovative learning media to increase student learning motivation. 
Problematika Implementasi Kurikulum 2013 di Era Pandemi Covid-19 pada Jenjang Pendidikan Sekolah Menengah Atas (SMA) Widiarini, Widiarini; Darwis, Arisa; Mustiningsih, Mustiningsih
BRILIANT: Jurnal Riset dan Konseptual Vol 7 No 3 (2022): Volume 7 Nomor 3, Agustus 2022
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (200.794 KB) | DOI: 10.28926/briliant.v7i3.897

Abstract

Kebijakan pelaksanaan pembelajaran dalam jaringan (daring) yang telah ditetapkan pemerintah merupakan upaya mencegah penyebaran pandemi COVID-19. Namun, upaya implementasi pembelajaran daring tersebut tidak lepas dari berbagai macam masalah. Tujuan penelitian ini yaitu untuk mengetahui berbagai macam masalah baik yang dihadapi guru maupun siswa dalam pembelajaran selama pandemic Covid-19. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Data diperolah ddengan observasi, wawancara dan dokumen analisis. Hasil penelitian ini menunjukkan bahwa implementasi kurtilas yang meliputi pelaksanaan pembelajaran, penilaian dan ketuntasan belajar tidak bisa berjalan sesuai dengan pedoman pada pembelajaran tatap muka. Kendala pembelajaran kurtilas secara daring dialami oleh guru dan peserta didik. Problematika yang dialami oleh guru meliputi penggunaan teknologi pembelajaran dan pelaksanaan penilaian. Sedangkan masalah yang dihadapi oleh peserta didik selama pembelajaran daring adalah berkurangnya interaksi, berkurangnya motivasi dan kurang kondusifnya lingkungan belajar.