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IMPROVING THE STUDENTS' READING SKILLS BY USING GAMES AT MTS NEGERI 1 DELI SERDANG Fahdilla; Harahap, Anggie Nadia; Sulistia, Noni; Sy, T Zunita Miha; Asty, Rafadila; Deswinta, Risty; Putra, Surya Kelana
EJI (English Journal of Indragiri): Studies in Education, Literature, and Linguistics Vol. 7 No. 2 (2023): EJI (English Journal of Indragiri): Studies in Education, Literature, and Lingu
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/eji.v7i2.2401

Abstract

English is a very important language for used, apart from being popular, English is also used in various countries and regions. In learning English, many students use various ways to improve English skills, there are listening skills, speaking skills, writing skills and reading skills. In Improving and learning English is also a lot teachers and students who perform various techniques, methods and strategies to improve listening skills, speaking skills, reading skills and writing skills in English. But the results are obtained is not as expected, then the author conducts research on students with the theme of improvement students' reading ability by using games. With this game it will have an effect on increasing students' interest in reading, as well as students' enthusiasm in improving reading skills. This study used a qualitative approach with interview data collection techniques and the focus of the interviews was on students. The author's method use is to investigate how to improve students' reading skills in reading lessons, and also how the effectiveness of the game in skills reading students. The results of this study indicate that (1) students become more enthusiastic in English Subjects (2) students become more quickly know the new vocabulary (3) the student's memory is increasing (4) using games in learning is very effective to use.
The Implementation of Bamboozle to Enhance Interaction and Participation of Grade 7 Students in English Subjects at UPT SMPN 37 Medan Zuleha, Jasmin; Aulia, Nabilah Fitri; Fahada, Nazli; Putra, Surya Kelana
Continuous Education: Journal of Science and Research Vol. 6 No. 2 (2025): IN PRESS
Publisher : Pusdikra Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51178/ce.v6i2.2628

Abstract

This study explores the use of Bamboozle, a gamified digital platform, to enhance interaction and participation among Grade 7 students in English subject at UPT SMP Negeri 37 Medan. The research responds to low student engagement due to traditional textbook-based methods. In today’s digital era, technology presents opportunity to create more dynamic and effective learning experiences. Using a qualitative approach, data were collected through observation, bamboozle implementation, questionnaires, and interviews. Findings show that Bamboozle significantly improved student motivation, interaction, focus, and enjoyment in learning. Most students found the platform engaging and expressed a desire to use it more frequently in class. Overall, Bamboozle proved to be an effective tool in promoting active and collaborative learning.
Development of a case method learning model to hone students' translation competence in language teaching courses Siregar, Masitowarni; Husein, Rahmad; Putra, Surya Kelana
JOALL (Journal of Applied Linguistics and Literature) Vol. 9 No. 1: February 2024
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/joall.v9i1.30619

Abstract

In 2020-2024, the Ministry of Education and Culture launched one of the main objectives of developing a strategic plan, namely optimizing the quality of learning in innovative forms in order to realize student success in achieving maximum learning outcomes that include attitudes, knowledge and skills. Hodijah, S & et al (2022) argue regarding the development goals of the Ministry of Education and Culture that the expected innovative learning can be implemented from learning created in the form of collaborative and participatory classes. Furthermore, according to the 2022 edition of EF English First Proficiency, Indonesia is in 81st place out of 111 countries with a score of 469 which falls into the Low Proficiency category in every aspect of the English language, one of which is Translation. Based on these things, to overcome the low level of students' English proficiency, especially in terms of Translation and to answer the demands of the Ministry of Education and Culture for Higher Education in creating innovative classes . It is recommended for lecturers to use the Case Study learning model because it has been proven to be effective in improving translation skills in various previous studies. Based on these things, this research aims to developCase Study Learning to Improve Students' Translation Ability in the Translation in English Language Teaching (ELT) Course, Department of English Language and Literature, Medan State University The development of the Case Study Learning Model was carried out using the ADDIE Development model which consists of 5 stages, namely; (1) Needs analysis, (2) Design of the Case learning model 3) Development of the Case Study Learning Model in Translation in ELT Learning (4) Implementation, namely trial of the Case Study learning model in the Translation in ELT course (5) Evaluation of Case Study model-based learning . This research uses a qualitative and quantitative descriptive approach in analyzing data. Validity tests, Practicality Tests and Effectiveness Tests was carried out on the development product to ensure that the Case Study Learning Model developed valid, practical and effective in improving students' translation skills in the Translation in ELT course. The results of the research show that the model developed is valid, practical and effective.
The Implementation of Bamboozle to Enhance Interaction and Participation of Grade 7 Students in English Subjects at UPT SMPN 37 Medan Zuleha, Jasmin; Aulia, Nabilah Fitri; Fahada, Nazli; Putra, Surya Kelana
Continuous Education: Journal of Science and Research Vol. 6 No. 2 (2025)
Publisher : Pusdikra Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51178/ce.v6i2.2628

Abstract

This study explores the use of Bamboozle, a gamified digital platform, to enhance interaction and participation among Grade 7 students in English subject at UPT SMP Negeri 37 Medan. The research responds to low student engagement due to traditional textbook-based methods. In today’s digital era, technology presents opportunity to create more dynamic and effective learning experiences. Using a qualitative approach, data were collected through observation, bamboozle implementation, questionnaires, and interviews. Findings show that Bamboozle significantly improved student motivation, interaction, focus, and enjoyment in learning. Most students found the platform engaging and expressed a desire to use it more frequently in class. Overall, Bamboozle proved to be an effective tool in promoting active and collaborative learning.