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GAME ONLINE’S EFFECTS TO EMOTIONAL AND SOCIAL DEVELOPMENT ON ULA’S PUPILS Wahyudi, Iman; Sabat, Yulianto
Academy of Education Journal Vol. 14 No. 2 (2023): Academy of Education Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47200/aoej.v14i2.1861

Abstract

The study aims to find out how online gaming affects the emotional and social development of ULA Sekolah Setara (basic). The method in this research uses a qualitative approach. The study targeted pupils of the ULA (basic) school age who played online games with a total of five children. The data collection techniques used in this study were three-day observations and interviews. Based on the results of interviews and observations done on five (5) ULA (basic) pupils who use online gaming, researchers found both positive and negative influences. These positive influences include learning about technology, understanding the various applications of online games, and learning new vocabulary in foreign languages. As for the negative influence of online games on the emotional and social development of children, children are more irritable, more aggressive, and lack interaction with the people around them.
ENHANCING THE SPEAKING SELF-CONFIDENCE THROUGH THE USE OF VLOG AMONG 11TH-GRADE STUDENTS AT MADRASAH ALIYAH ROUDLOTUL JADID IN LUMAJANG Wahyudi, Iman; Wulandari, Devy; Sulistyaningsih, Sulistyaningsih
Magister Scientiae Vol 52, No 1 (2024)
Publisher : Widya Mandala Surabaya Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33508/mgs.v52i1.5335

Abstract

Students in the eleventh grade at Madrasah Aliyah Roudlotul Jadid in Lumajang were the subjects of this study. The XI grade was chosen due to their self-confident in speaking were low. The purpose of this study was to demonstrate the pupils' improvement in self-confidence and to see the students’ perception in using VLOG to enhance their self-confident in speaking. The study was classified as classroom action research. This study used 4 (four) phases consist of planning, acting, observing and reflecting. Pre-cycle shows that 22 Student (73%) were under criteria of success (KKM) , and only 8 students (26%) have the criteria of success. The cycle 2 shows that 27 students (84%) have reached the criteria of success, only 3 students (16%) haven’t met the criteria of success. From the data collected, it shows that the students self-confident improved 58% compared to pre-cycle score. Moreover, students’ perception on using vlog in enhancing their self-confident through questionnaires was result positive. It is proven that VLOG can enhance the students self-confident in speaking and accepted positively by the students.