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Pelatihan Pemanfaatan Chatbot AI sebagai Asisten Virtual dalam Pembelajaran bagi Guru-guru Bahasa Inggris di Kota Jambi Yelia, Yelia; Efriza, Dony; Armiwati, Armiwati; Wulandari, Bunga Ayu; Norawati, Rosinta
Parta: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2025)
Publisher : Universitas Pendidikan Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38043/parta.v6i2.7100

Abstract

Program pengabdian ini bertujuan meningkatkan literasi digital dan keterampilan pedagogis guru Bahasa Inggris melalui pemanfaatan Chatbot AI seperti ChatGPT, Poe, dan Gemini sebagai asisten virtual pembelajaran. Dengan pendekatan experiential learning, guru dilatih merancang RPP dan materi ajar berbasis AI. Kegiatan ini meningkatkan kompetensi, kreativitas, dan kesadaran etis guru, serta menghasilkan modul digital dan perangkat ajar inovatif untuk pembelajaran berkelanjutan
Development of Interactive Multimedia Based on Discovery Learning in Science Enriched with Islamic Concepts Oriented to HOTS (Higher Order Thinking Skills) Syefrinando, Boby; Asyhar, Rayandra; Sofyan, Sofyan; Wulandari, Bunga Ayu; Daulay, Hermalina
IJIS Edu : Indonesian Journal of Integrated Science Education Vol 8, No 1 (2026): January 2026
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijisedu.v8i1.8485

Abstract

The aim of this research is to determine the validity, practicality, and effectiveness of interactive multimedia based on Discovery Learning enriched with HOTS-oriented Islamic concepts for elementary school students. The development model used in this study was the PLOMP model, which consists of preliminary research, development or prototyping, and assessment phases. This study was conducted at an elementary school in Jambi City during the even semester of the 2023/2024 academic year. Data were collected using material validation instruments, instructional design validation instruments, multimedia validation instruments, Qur'anic interpretation validation instruments (Islamic studies), and student response instruments. The data analysis used descriptive statistics. The results showed that the developed multimedia falls into the “very valid” and “very practical” categories. Furthermore, the effectiveness analysis revealed a moderate gain score, indicating that the multimedia is effective in enhancing students' higher-order thinking skills. These findings suggest that the interactive multimedia developed is appropriate for use in elementary thematic learning to support 21st-century learning goals.
The Effect of Gamification in Learning English for Non Language Majority Class at University Level: Solomon Study Pratama, Aryawira; Hadiyanto; Haryanto, Eddy; Wulandari, Bunga Ayu
International Journal of Education and Teaching Zone Vol. 5 No. 1 (2026): February 2026 Edition
Publisher : Yayasan Nurul Yakin Bunga Tanjung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57092/ijetz.v5i1.623

Abstract

Gamification is increasingly used in higher education to enhance student motivation, engagement, and learning outcomes. However, its impact on specific English skills for non-language majors, particularly in STEM, remains under-researched, especially considering pre-test sensitization effects. This study examines the effect of Kahoot!-based gamification on English grammar, reading comprehension, and vocabulary acquisition among mathematics education students. A Solomon Three-Group design was employed: Group 1 (experimental) – pretest, treatment, posttest; Group 2 (control 1) – pretest, no treatment, posttest; Group 3 (control 2) – no pretest, treatment, posttest. Data were collected via pre- and post-tests, with analysis using paired-sample t-tests for within-group changes and ANOVA for between-group comparisons. Results showed significant improvement in the experimental group (p = 0.008). ANOVA indicated no significant difference between the experimental and control 1 groups, but significant differences emerged between the experimental and control 2 groups, as well as between the two control groups, highlighting the influence of pre-testing on gamification effectiveness. Cohen’s d = 0.42 suggests a modest effect. Overall, the study provides evidence that gamification can enhance English learning outcomes among non-language majors, particularly when combined with initial assessment to guide targeted interventions.
Pengembangan Modul Tenses Bahasa Inggris Siswa Manik, Tri Fani; Sulistiyo, Urip Fani; Wulandari, Bunga Ayu
JOEAI (Journal of Education and Instruction) Vol. 4 No. 2 (2021): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v4i2.2815

Abstract

The purpose of the research on the development of the English language module is to produce learning products in the form of an English module that is in accordance with the needs and characteristics of class X students at SMK Muhammadiyah Jambi City. This research is a type of R&D (Research & Development) research using the ADDIE development model which consists of 5 stages, consisting of analysis (analysis), design (design), development (development), implementation (implementation) and evaluation (evaluation). The data collection in this study was observation and interviews which were used to conduct a needs analysis, while the questionnaire was used to obtain data on the feasibility of the product. The data analysis technique in this study used descriptive statistical analysis to analyze quantitative data obtained from expert validation questionnaires and product trial questionnaires. To analyze qualitative data using techniques to check the validity of the data, triangulation of sources, triangulation of methods and triangulation of theory. The results of the media expert validation were 48.75 with the "good" criteria, while the material expert validation results were 34 with the "enough" criteria. The results of the small group trial carried out at SMK Muhammadiyah Jambi City with the test subject of 10 students obtained a score of 262 with "good" criteria. In conclusion, the English module for Class X students of SMK Muhammadiyah Jambi City is declared feasible to be tested with a slight revision and can be used as a source of teaching materials for students and teachers. Keywords: English module, R&D Research (Research & Development), Tenses