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Exploring Senior High School Students’ Engagement In Jigsaw Vocabulary Classroom Rahayu, Indah Tri; Mobit, Mobit; Wachyudi, Kelik
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 21 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14459690

Abstract

Vocabulary currently takes essential issue to build communication on in English. Therefore, teachers need to consider a learning strategy which can drive student’s cooperativeness during the learning. This study aims to investigate either the EFL students’ engagement and students’ views on Jigsaw activity in vocabulary learning. The researchers used a descriptive case study as research design. The data was taken observation and interview of 6 senior high school students. The findings demonstrated that the students were actively participating in behavior and action while learning process and exercise. The findings also confirmed that students had certain views regarding vocabulary expansion, social contact, excitement, sentence construction, and challenges.
Unveiling Behavioral, Cognitive, And Affective Responses of Junior High School Students to Digital Comic for Vocabulary Learning Novitasari, Pipit; Mobit, Mobit; Hakim, Putri Kamalia
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.791-801

Abstract

Vocabulary is an essential aspect of language learning, especially English. So, to attract students' interest in learning vocabulary, innovation in vocabulary teaching is needed. One innovation is using digital comics in learning. This study examines the stages of implementing digital comics in vocabulary learning and the responses produced by students towards vocabulary learning using digital comics. This research uses a qualitative method with the case study as the research design. The participants who contributed to this study were the 8th grade students consisted 6 students with the criteria of the 2 students with good English skills, 2 students with moderate English skills, and 2 students with low English skills. The data was collected with observation and interview, then the data were analyzed using thematic analysis (Braun & Clark, 2006). The findings show that there are several stages in implementing digital comics in vocabulary learning, including: (1) pre-reading activity, (2) application of digital comics in learning, (3) collaborative activity, and (4) reflection. In addition, the students also have a positive response to vocabulary learning using digital comics. With the help of visualization contained in digital comics, students feel more enjoyable and interested, actively involved in learning, improve students' concentration and critical thinking, and understand the text and unfamiliar words more easily.
Incorporating Senior High School Students’ Responses Toward the Implementation of Group Investigation (GI) in Reading Narrative Text Amelia, Nabilla; Mobit, Mobit; Puspitaloka, Nina
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.812-821

Abstract

Students' response to reading long texts has an impact on their understanding of the main idea of the text due to the use of uninteresting teaching and learning techniques. This study aims to investigate how the Group Investigation (GI) is implemented in reading instruction, as well as to investigate students' responses to the GI in reading instruction. Qualitative method was used to conduct this research. Data were obtained from observation, interview, and documentation. This research uses a qualitative design and case study. Researchers conducted observations, semi-structured interviews, and documentation to collect data. The data analysis used in this research was conducted thematic analysis. The results showed that the incorporation of the group investigation have positive impact to students reading competency. In addition, students gave positive responses to the implementation of GI. Based on the interview results, students felt more motivated, involved, and enjoyed in the reading classroom practice. Thus, GI is a good alternative for classroom reading practice and the its incorporation in the classroom helps students' get comprehended reading material and the classroom environment become more active and fun.
Game-Based Wordwall in Vocabulary Learning: a Teacher’s Implementation and Students’ Views Ravena Ophellia Ditya Medina; Mobit, Mobit; Nina Puspitaloka
Journal of Educational Sciences Vol 8. No. 4. October 2024
Publisher : FKIP-Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.847-857

Abstract

The purpose of this research are to investigate the implementation of Game-Based Wordwall in vocabulary learning, then investigate students' perception on the use of Game-Based Wordwall in vocabulary learning. To answer the research questions, the researcher used a qualitative and case study as the research design. This research was carried out in one of the Junior High Schools in Cikampek, West Java. One English teacher and six secondary students participated in this research. The data collection techniques for this research were observation, interview, and documentation. In addition, the instrumentation included the classroom observation checklist, interview guidelines, and lesson plan. After obtaining the data, the researcher processed the data using thematic analysis. The results of this research show that GameBased Wordwall makes the class atmosphere fun. Game-Based Wordwall also found positive perceptions from students, namely during vocabulary learning activities students became active and often answered questions in the game, students felt happy and challenged, then there were many advantages that students received through using Game-Based Wordwall. Therefore, the implementation of Game-Based Wordwall in vocabulary learning is a good strategy because it has many positive perceptions from students.
A Case Study on Students’ Difficulties in Learning English at Vocational High School Ocktavia, Lulu; Srisudarso, Mansyur; Mobit, Mobit
Journal of Educational Sciences Vol. 9 No. 1 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.1.p.68-78

Abstract

The aimed of this research was to find out students' difficulties in Learning English and the teachers' efforts to solve students' difficulties in Learning English at Vocational High School. The research used a qualitative approach with case study method. The subject of this research were six students of the Accounting and Finance Department in the twelfth class one of the vocational high schools in Karawang. The research used observation and interviews to collect the data. The result of the research showed that the ability to speak and listen is the most difficult to acquire by the students due to lack of confidence, limited vocabulary, and people’s perception when they speak in a wrong spelling. The solution suggested by the teacher involves quizzes with a gamification approach and do more to implement the used of English in school. Therefore, students in Vocational High Schools can further develop their abilities in English learning.
Unveiling Behavioral, Cognitive, And Affective Responses of Junior High School Students to Digital Comic for Vocabulary Learning Novitasari, Pipit; Mobit, Mobit; Hakim, Putri Kamalia
Journal of Educational Sciences Vol. 8 No. 4 (2024): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.791-801

Abstract

Vocabulary is an essential aspect of language learning, especially English. So, to attract students' interest in learning vocabulary, innovation in vocabulary teaching is needed. One innovation is using digital comics in learning. This study examines the stages of implementing digital comics in vocabulary learning and the responses produced by students towards vocabulary learning using digital comics. This research uses a qualitative method with the case study as the research design. The participants who contributed to this study were the 8th grade students consisted 6 students with the criteria of the 2 students with good English skills, 2 students with moderate English skills, and 2 students with low English skills. The data was collected with observation and interview, then the data were analyzed using thematic analysis (Braun & Clark, 2006). The findings show that there are several stages in implementing digital comics in vocabulary learning, including: (1) pre-reading activity, (2) application of digital comics in learning, (3) collaborative activity, and (4) reflection. In addition, the students also have a positive response to vocabulary learning using digital comics. With the help of visualization contained in digital comics, students feel more enjoyable and interested, actively involved in learning, improve students' concentration and critical thinking, and understand the text and unfamiliar words more easily.
Incorporating Senior High School Students’ Responses Toward the Implementation of Group Investigation (GI) in Reading Narrative Text Amelia, Nabilla; Mobit, Mobit; Puspitaloka, Nina
Journal of Educational Sciences Vol. 8 No. 4 (2024): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.812-821

Abstract

Students' response to reading long texts has an impact on their understanding of the main idea of the text due to the use of uninteresting teaching and learning techniques. This study aims to investigate how the Group Investigation (GI) is implemented in reading instruction, as well as to investigate students' responses to the GI in reading instruction. Qualitative method was used to conduct this research. Data were obtained from observation, interview, and documentation. This research uses a qualitative design and case study. Researchers conducted observations, semi- structured interviews, and documentation to collect data. The data analysis used in this research was conducted thematic analysis. The results showed that the incorporation of the group investigation have positive impact to students reading competency. In addition, students gave positive responses to the implementation of GI. Based on the interview results, students felt more motivated, involved, and enjoyed in the reading classroom practice. Thus, GI is a good alternative for classroom reading practice and the its incorporation in the classroom helps students' get comprehended reading material and the classroom environment become more active and fun.
Game-Based Wordwall in Vocabulary Learning: a Teacher’s Implementation and Students’ Views Medina, Ravena Ophellia Ditya; Mobit, Mobit; Puspitaloka, Nina
Journal of Educational Sciences Vol. 8 No. 4 (2024): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.4.p.847-857

Abstract

The purpose of this research are to investigate the implementation of Game-Based Wordwall in vocabulary learning, then investigate students' perception on the use of Game-Based Wordwall in vocabulary learning. To answer the research questions, the researcher used a qualitative and case study as the research design. This research was carried out in one of the Junior High Schools in Cikampek, West Java. One English teacher and six secondary students participated in this research. The data collection techniques for this research were observation, interview, and documentation. In addition, the instrumentation included the classroom observation checklist, interview guidelines, and lesson plan. After obtaining the data, the researcher processed the data using thematic analysis. The results of this research show that GameBased Wordwall makes the class atmosphere fun. Game-Based Wordwall also found positive perceptions from students, namely during vocabulary learning activities students became active and often answered questions in the game, students felt happy and challenged, then there were many advantages that students received through using Game-Based Wordwall. Therefore, the implementation of Game-Based Wordwall in vocabulary learning is a good strategy because it has many positive perceptions from students.
PENGUATAN KOMPETENSI GURU DAN SISWA MELALUI SINERGI TEKNOLOGI, KONSELING, DAN BUDAYA UNTUK MEWUJUDKAN PENDIDIKAN BERKUALITAS DI ERA DIGITAL Elih Sutisna Yanto; Wawan Setiawan; Hilmansyah Saefullah; Yousef Bani Ahmad; Sukarno; Indah Purnama Dewi; Mansyur Srisudarso; Aina Khoirida; Nurul Anisa; Maya Rahmawati; Mobit, Mobit; Totoh Tauhidin Abas; Abdul Kodir Al-Baekani; Sutirna, Sutirna; Maman Suryaman; Evi Karlina
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 4: September 2025
Publisher : Bajang Institute

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

Abstract

Transformasi pendidikan di era digital menuntut sinergi antara literasi teknologi, layanan konseling, dan penguatan nilai budaya lokal. Penelitian ini bertujuan untuk meningkatkan kompetensi guru dan siswa melalui pelatihan interaktif yang mengintegrasikan Generative AI, konseling dasar, dan pembelajaran berbasis kearifan lokal. Program dilaksanakan di SMA Muhammadiyah 6 Yogyakarta dengan melibatkan 14 guru dan 30 siswa. Metode pelaksanaan mencakup workshop partisipatif, simulasi, serta penyusunan produk dan RPP. Hasil pre-test dan post-test menunjukkan peningkatan pemahaman siswa sebesar 80 % dan guru sebesar 85 %. Siswa menghasilkan konten berbasis AI yang etis dan terverifikasi, sementara guru mampu menyusun RPP kontekstual dan menerapkan teknik konseling dasar. Refleksi peserta mengindikasikan perubahan perspektif terhadap peran teknologi, pentingnya empati dalam pendidikan, serta kesadaran terhadap nilai budaya dalam pembelajaran. Program ini terbukti efektif dalam menciptakan ekosistem pendidikan yang berakar lokal namun adaptif secara digital. Temuan ini menguatkan pentingnya pendekatan interdisipliner dalam menjawab tantangan pendidikan abad ke-21.
PENINGKATAN KOMPETENSI PENULISAN ARTIKEL JURNAL ILMIAH BAGI GURU SMP NURUL FALAH JOHAR KARAWANG MELALUI PELATIHAN DAN PENDAMPINGAN BERBASIS BANTUAN KECERDASAN BUATAN Sutisna Yanto, Elih; Muhamad Reza Pahlevi; Nina Puspitaloka; Yousef Bani Ahmad; Yuna Tresna Wahyuna; Mobit, Mobit; Totoh Tauhidin Abas; 8Kelik Wachyudi; Abdul Kodir Al-Baekani; Mansyur Srisudarso
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 5 (2025): Oktober 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jabdi.v5i5.11320

Abstract

Program pengabdian masyarakat ini bertujuan meningkatkan kompetensi penulisan artikel jurnal ilmiah bagi guru SMP Nurul Falah Johar Karawang melalui pelatihan dan pendampingan berbasis blended learning. Metode pelaksanaan terdiri atas tiga sesi tatap muka intensif, pendampingan daring berkelanjutan, serta penggunaan teknologi seperti AI generatif dan perangkat lunak manajemen referensi. Hasil evaluasi menunjukkan peningkatan signifikan dalam pemahaman struktur artikel, literasi sitasi, serta kesiapan memanfaatkan teknologi pendukung penulisan. Meskipun masih terdapat tantangan dalam perumusan masalah penelitian dan rasa percaya diri menulis, strategi mentoring mingguan dan klinik tematik dinilai efektif untuk mengatasinya. Refleksi teoritis menguatkan bahwa kombinasi pelatihan berbasis praktik dan coaching berkelanjutan merupakan model yang efektif dalam memperkuat kapasitas publikasi guru. Rekomendasi diarahkan pada pengembangan komunitas penulis sekolah agar tercipta keberlanjutan jangka panjang.