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The Developing Liveworksheets in Teaching Grammar for EFL Students Khoiriyah, Arum; Zuniati, Mai; A. Hashim, Umar Alfaruq; Suhono, Suhono; Irhamudin, Irhamudin; Hidayatullah, Rizky
International Journal on Advanced Science, Education, and Religion Vol 7 No 4 (2024): IJoASER (International Journal on Advanced Science, Education)
Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33648/ijoaser.v7i4.728

Abstract

The aim of this research is to develop an electronic student worksheet using Live Worksheets for Grammar course to facilitate learning evaluation and to find out the improvement of student learning achievement in Grammar course. The research design used in this study was research & development method in producing e- worksheets. The ADDIE model was carried out to develop e-worksheet by following four procedures: Analysis, Design, Development, Implementation and Evaluation. This research was validated by material experts and design experts to get advice regarding the feasibility of e-worksheets in terms of media and materials. The sample of this research were 18 students were chosen as sample purposely because they had never used e-worksheets with the help of e-Liveworksheet. The data collected by using test and questionaire instruments delivered to the students. The results of this research showed that the validation results with an average score of 94% for Media validation and 85% for material validation, which means that the translated e-worksheet is included in the criteria for being very valid and suitable for use. The result of quesionaire of e-worksheets showed that the average student response is 85%, which means e-worksheets are positive and practical. Based on the post-test scores on learning outcomes, 18 of student respondents received complete post-test scores, the percentage is 66%. Thus, the use of e-worksheets improve students ability in studying Grammar. Thus, e-worksheet of GrammarI using Live Worksheets are valid, practical and effective.
Developing Pop Up Books As Learning Media to Teach Reading Comprehension at Senior High School Bangun Cipta Rumbia Saputra, Dicky Abdul Wahyu; Zuniati, Mai; Hasyim, Umar Al Faruq A; Suhono, Suhono; Irhammudin, Irhammudin; Sari, Yeasy Agustina
International Journal on Advanced Science, Education, and Religion Vol 8 No 1 (2025): IJoASER (International Journal on Advanced Science, Education)
Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33648/ijoaser.v8i1.503

Abstract

The article aims to develop a learning media product in the form of pop up book media for reading comprehension in English, which is specifically designed for grade 10 students at Bangun Cipta Rumbia Senior High School. This research uses the RnD (Research and Development) method, with the ADDIE development model, namely analysis, design, development, implementation and evaluation. Based on assessments carried out using validity tests by experts, it shows that the product is suitable for use. The results of the validity test by media experts got a score of 92.5%, while the results of the validity test by material experts got a score of 95.0%, including the very decent category, and the results of the student response questionnaire got a score of 90.4% in the very good category. Based on these results, it can be concluded that pop up book media can improve the reading comprehension skills of grade 10 students. Pop-up books serve as a unique blend of art and education, offering a wealth of advantages that elevate the learning experience. By introducing elements of movement and animation, they transform reading from a static task into an interactive journey, sparking curiosity and keeping students engaged. As a result, pop-up books can help learners overcome obstacles in absorbing new material.
The Developing Liveworksheets in Teaching Grammar for EFL Students Khoiriyah, Arum; Zuniati, Mai; A. Hashim, Umar Alfaruq; Suhono, Suhono; Irhamudin, Irhamudin; Hidayatullah, Rizky
International Journal on Advanced Science, Education, and Religion Vol 7 No 4 (2024): IJoASER (International Journal on Advanced Science, Education)
Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33648/ijoaser.v7i4.728

Abstract

The aim of this research is to develop an electronic student worksheet using Live Worksheets for Grammar course to facilitate learning evaluation and to find out the improvement of student learning achievement in Grammar course. The research design used in this study was research & development method in producing e- worksheets. The ADDIE model was carried out to develop e-worksheet by following four procedures: Analysis, Design, Development, Implementation and Evaluation. This research was validated by material experts and design experts to get advice regarding the feasibility of e-worksheets in terms of media and materials. The sample of this research were 18 students were chosen as sample purposely because they had never used e-worksheets with the help of e-Liveworksheet. The data collected by using test and questionaire instruments delivered to the students. The results of this research showed that the validation results with an average score of 94% for Media validation and 85% for material validation, which means that the translated e-worksheet is included in the criteria for being very valid and suitable for use. The result of quesionaire of e-worksheets showed that the average student response is 85%, which means e-worksheets are positive and practical. Based on the post-test scores on learning outcomes, 18 of student respondents received complete post-test scores, the percentage is 66%. Thus, the use of e-worksheets improve students ability in studying Grammar. Thus, e-worksheet of GrammarI using Live Worksheets are valid, practical and effective.
The Implementation of Peer Interaction to Enhance Students' English Speaking Skills Qoni'ah, Umi; A. Hasyim, Umar Alfaruq; Zuniati, Mai; Irhamudin, Irhamudin
Jurnal Ilmiah Iqra' Vol 19, No 1 (2025)
Publisher : IAIN Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30984/jii.v19i1.3516

Abstract

This Classroom Action Research investigated the effectiveness of the peer interaction strategy in enhancing tenth-grade students’ speaking skills at SMA Islam Sabilunnajah. Conducted over two cycles with seven meetings, including six treatment sessions, the study followed the stages of planning, acting, observing, and reflecting. The results demonstrated significant improvement, with the average score rising from 67.4 in cycle 1 (52.4% meeting the minimum competency criterion) to 75.8 in cycle 2 (80% meeting the criterion). The findings indicate that peer interaction fosters a more engaging and supportive classroom environment, making it an effective approach for improving speaking skills. This study provides valuable insights into systematically implementing peer interaction in EFL classrooms, offering educators innovative, socially interactive learning strategies to enhance students’ confidence and proficiency in English communication.
PENDAMPINGAN PEMANFAATAN APLIKASI CANVA DALAM PEMBUATAN MEDIA PEMBELAJARAN BAGI MAHASISWA INDEKOS SEPUTAR UMALA Wawan, Wawan; Zuniati, Mai; Setiawan, Agus; Mispani, Mispani; Dimyati, Moh.; Ambariyani, Ambariyani; Choirudin, Choirudin; Anggraini, Dian
Jurnal Difusi Ipteks Legowo Vol. 2 No. 2 (2025): Jurnal Difusi Ipteks Legowo
Publisher : Perkumpulan Legowo Cerdas Sejahtera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62242/jdil.v2i2.39

Abstract

Tujuan pelaksanaan program pengabdian ini adalah untuk memberikan pengetahuan dan keteramilan menggunakan dan membuat aplikasi canva secara menarik kepada mahasiswa UMALA di kos seputar kampus kota metro. metode yang digunakan dalam kegiatan ini adalah pendamping menggunakan pendekatan Kegiatan pengabdian masyarakat ini akan menggunakan metode pendekatan PAR (Participatory Action Research). Berdasarkan hasil pengabdian yang dilakukan bahwa Canva adalah satu diantara banyaknya aplikasi yang dapat dimanfaatkan dalam mendesain media pelajaran. Fitur-fitur yang tersedia dapat dikembangkan sekreatif mungkin dan membuat kegiatan pembelajaran di kelas menjadi lebih komunikatif dan visual menjadi lebih mudah dan menyenangkan. Dalam aplikasi canva tersedih banyak sekali template yang dapat digunakan dengan mudah yakni template untuk poster, pamflet, logo, dokumen, untuk postingan di instagram, wallpaper, laporan, kolase foto, surat kabar, cover majalah, pengumuman, video, sampul buku, kartu bisnis, brosur, infografis, story board, template untuk mempost foto atau video di sosial media, undangan dan lain-lain, yang tentunya dapat dikirim ke berbagai platform sosial media.
The Effectiveness of Gamification in English Subject on Communicative Competence Safitri, Sari; Zuniati, Mai; Hidayatullah, Rizky
Edutechnium Journal of Educational Technology Vol. 3 No. 2 (2025): Edutechnium Journal of Educational Technology
Publisher : CV. Edutechnium Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71365/edujet.v3i2.97

Abstract

This study aims to determine the effectiveness of gamification in English learning among grade X students at SMA Negeri 01 Padang Ratu. Gamification, which involves the use of game elements in an educational context, is expected to increase student motivation and engagement. Through a quantitative approach, data were collected from 66 students using a pretest and posttest. The results showed that there was a significant influence between gamification in English subjects on the communication skills of grade X students of SMAN 01 Padang Ratu in the 2024/2025 Academic Year. Gamification not only increases students' confidence in speaking English, but also helps them understand the material better. This study concludes that gamification is an innovative method that is effective in improving the quality of English learning at the high school level.
Pengembangan Perangkat Penilaian Otentik Beorientasi Merdeka Belajar Bagi Sekolah Pesantren di Lingkungan PCLP Ma’arif NU Metro Zuniati, Mai; Wawan, Wawan; Anggraini, Dian; Irmawati, Irmawati; Nur Fatimah, Dwi; Sugilar, Hamdan; Mispani, Mispani; Setiawan, Agus; Dimyati, Moh.
Educommunity Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2024)
Publisher : CV. Edutechnium Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71365/ejpm.v2i1.21

Abstract

Tujuan dari pengabdian kepada masyarakat ini adalah untuk memberikan pengetahuan dan pengalaman bagi guru sekolah/madrasah berbasis pesantren di lingkungan LP Maarif NU Metro dalam mengembangakan perangkat penilaian otentik berorientasi merdeka belajar. Objek dan target pengabdian ini adalah guru sekolah atau madarasah berbasis pesantren di lingkungan LP Maarif NU Metro. Pengabdian ini direncanakan dilaksanakan di Metro Lampung dalam rentang waktu tanggal 26 November 2022 sampai 26 Januari 2022. Kegiatan akan dilaksanakan dalam bentuk workshop. Adapun metode pendampingan yang digunakan adalah Asset Bassed Community Development (ABCD). Luaran yang diharapkan dari pengabdian ini adalah: 1) Guru sekolah/madrasah berbasis pesantren di bawah naungan PCLP Maarif NU Metro mempunyai kesiapan dan kemampuan dalam mendesain perangkat penilaian otentik berorientasi merdeka belajar, 2) Terjalin kerjasama yang baik antara IAIMNU Metro Lampung dengan beberapa sekolah di Propinsi Lampung, dan 3) Buku PKM yang ber-ISBN atau artikel ilmiah yang dipublikasikan di Jurnal Pengabdian.
THE DEVELOPMENT OF A PICTIONARY GAME USING IBIS PAINTX IN LEARNING ENGLISH VOCABULARY FOR SEVENTH GRADE Lestari, Fitri; Anggraini , Dian; Zuniati, Mai
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 2 (2024): Volume 7 No. 2 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i2.27497

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana tanggapan siswa sebelum dan sesudah menggunakan Pictionary game menggunakan ibis paintX pada pembelajaran kosa kata dan untuk memudahkan siswa dalam menghafal kosa kata bahasa inggris melalui pictionary game menggunakan Ibis PaintX pada kelas tujuh MTS Al-Hidayah Lampung Tengah yang terdiri dari 15 siswa. Data di kumpulkan menggunakan Wawancara dan angket. Pengembangan pictionary game menggunakan Ibis paintX ini menggunakan metode penelitian research and development (R&D). Tahapan pengembangan yang dilakukan pada penelitian ini yaitu ADDIE atau yang dikenal dengan analysis, design, development, implementation and evaluation.Pengembangan produk divalidasi oleh dua ahli yaitu ahli materi dan ahli media.Hasil penelitian pengembangan ini berupa produk multimedia pictionary game menggunakan Ibis paintX,Keseluruhan hasil validasi menunjukkan hasil yang baik yaitu memperoleh kategori sangat layak dengan rincian: Ahli materi mendapatkan nilai 97,5%, ahli media mendapatkan nilai 87,25%.Dari data yang sudah di analisis dapat di simpulkan bahwa metode permainan pictionary game menggunakan Ibis PaintX dapat membantu siswa dalam penguasaan kosa kata bahasa inggris.1
DEVELOPING ANIMATED DUBBING VIDEOS TO TEACH SPEAKING FOR UNIVERSITY STUDENT Masruroh, Ani; Anggraini, Dian; Zuniati, Mai
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 2 (2024): Volume 7 No. 2 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i2.27498

Abstract

Penelitian bertujuan untuk memudahkan mahasiswa dalam belajar berbicara bahasa Inggris melalui dubbing animasi video di semester 2 Universitas Ma’arif Lampung yang terdiri dari 15 mahasiswa. Data dikumpulkan menggunakan Interview dan Angket. Pengembangan animasi dubbing video menggunakan metode research and development (R&D). Tahapan pengembangan yang dilakukan dalam penelitian ini adalah ADDIE atau yang dikenal dengan analisis, desain, pengembangan, implementasi dan evaluasi. Pengembangan produk awal didasarkan pada analisis kebutuhan dan kemudian divalidasi oleh Dua ahli, yaitu ahli material dan ahli media. Hasil penelitian pengembangan ini adalah produk multimedia untuk animasi dubbing video dalam pembelajaran berbicara Bahasa inggris, Hasil keseluruhan validasi menunjukkan hasil yang baik, yaitu memperoleh kategori sangat baik dengan detail: ahli materi mendapat skor 96,5%, ahli media mendapat skor 88,25%. Dari data yang sudah di analisis dapat disimpulkan bahwa metode animasi dubbing video dapat membantu mahasiswa dalam penguasaan kemampuan berbicara bahasa Inggris.