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Tantangan dan Manfaat Penggunaan Bahasa Inggris Sebagai Bahasa Instruksi dalam Pembelajaran EFL: Studi Kasus di Sekolah Menengah Indonesia Falah, Shofia Honey; Febriansyah, Riyan; Sulistyahadi, Sulistyahadi; Syahira, Syahira; Kartini, Kartini; Arjuna, Ricky
JURNAL PERSPEKTIF PENDIDIKAN Vol 19 No 2 (2025): Jurnal Perspektif Pendidikan
Publisher : LP4MK STKIP PGRI Lubuklinggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/jpp.v19i2.3947

Abstract

Penelitian ini mengkaji tantangan dan manfaat penggunaan English Medium Instruction (EMI) dalam pembelajaran English as a Foreign Language (EFL) di dua SMA negeri di Kota Manokwari, Papua Barat. Penelitian menggunakan desain studi kasus kualitatif dengan melibatkan 10 guru bahasa Inggris dan 50 siswa kelas XI. Data dikumpulkan melalui wawancara, observasi kelas, dan analisis dokumen, kemudian dianalisis secara tematik. Hasil penelitian menunjukkan bahwa implementasi EMI menghadapi kendala linguistik, keterbatasan infrastruktur, dan faktor sosial-budaya. Meskipun demikian, EMI memberikan manfaat berupa peningkatan kepercayaan diri siswa dalam berbicara, motivasi belajar, dan keterampilan berpikir kritis. Penelitian ini menyimpulkan bahwa EMI berpotensi efektif di konteks EFL terpencil apabila diterapkan secara fleksibel dan disesuaikan dengan konteks lokal.
Development and Validation of an Augmented Reality-Based Career Card Game for Student Career Guidance Syahira, Syahira; Nur Fadhilah Umar; Akhmad Harum
Indonesian Journal of Learning Education and Counseling Vol. 8 No. 1 (2025): September
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v8i1.3138

Abstract

This study aims to develop and evaluate augmented reality-based career card games as a career information tool for high school students. The research method uses a modified Borg & Gall research and development model, with stages including needs analysis, product design, expert validation, and practicality testing. Data were obtained through questionnaires and interviews, then analyzed descriptively and quantitatively. The results showed that students need career guidance media that is more interesting, interactive, and technology-based. The AR Career Explorer product was declared highly valid and practical by experts, guidance counselors, and students. The novelty of this study lies in the integration of Holland's theory with AR technology in the form of a card game, which has not been found in previous studies. This media is suitable for use as an innovative alternative to improve career information services in high schools.