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The Effectiveness Of Elsa Speak Application To Improve Speaking Skill In Extra Class Bahtiar, Yuyun; Sa’diyah, Lailatus; Agustina, Ulfa Wulan; Nur, Luluk Choirun Nisak; Ma’arif, Iin Baroroh
Pedagogi: Jurnal Ilmu Pendidikan Vol 25 No 1 (2025): Pedagogi: Jurnal Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pedagogi.v25i1.2477

Abstract

This study aims to test the effectiveness of the Elsa Speak application as a learning medium in improving English speaking skills of additional class students at Al-Bairuny Islamic School. The researcher used a quasi-experimental design with two groups: an experimental group taught using the AI-based Elsa Speak application and a control group taught without the application. The results showed a significant increase in the experimental group's speaking skills, especially in pronunciation, fluency, and confidence. The control group only showed minimal improvement. These findings indicate that Elsa Speak, as an AI-based learning medium, is effective in improving students' English speaking skills. This study shows the importance of using AI-based technology in language learning to improve the quality of English education in the digital era.
The Effectiveness of Elsa Speak to Improve Speaking Skill in Extra Class Ma Al-Bairuny Sa'diyah, Lailatus; Bahtiar, Yuyun; Nur, Luluk Choirun Nisak; Afidah, Nurul; Ma'arif, Iin Baroroh
APPLICATION: Applied science in Learning Research Vol. 5 No. 1 (2025): June 2025
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/application.v5i1.5805

Abstract

This research aimed to examine the effectiveness of the Elsa Speak application as a learning media to improve students’ English-speaking skills in the extra class at MA Al-Bairuny. The research used a quasi-experimental design with two groups: an experimental group taught using the AI-based Elsa Speak application, and a control group taught without the application. The research began with a pre-test to assess students’ speaking abilities. The average pre-test score of the experimental group was 57.33, while the control group had an average of 61.67. During the treatment, the experimental group practiced speaking using Elsa Speak, which offers features such as pronunciation analysis and instant feedback. The control group continued learning through traditional methods without the application. After the treatment, a post-test was conducted. The experimental group showed significant improvement with an average score of 70.00, increasing by 12.67 points. Meanwhile, the control group showed only slight progress, with an average post-test score of 62.33, an increase of just 0.67 points. The results indicate that Elsa Speak is effective in improving students’ pronunciation, fluency, and confidence. This research highlights the potential of AI-based technology to enhance the quality of English language education in the digital era.
Improving Reading Comprehension through Comic Strip for Ninth Grade Ni'mah, Fauziyatun; Nur, Luluk Choirun Nisak; Mushthoza, Dina Amaliyah
APPLICATION: Applied science in Learning Research Vol. 5 No. 1 (2025): June 2025
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/application.v5i1.5852

Abstract

This research focuses in reading comprehension of narrative text by using comic strips for the ninth grade students. This research aims to describe the implementation of comic strips to improve the ninth grade students’ reading comprehension at MTs Miftahul Ulum Melirang. The result of this research shows that there are two cycles with two meetings in every cycle. In the first cycle, 12 students pass the passing grades with percentages 48%. Therefore, the first cycle is still low to become successful. In the second cycle, 84% or 21 total students achieves the passing grade. Moreover, most of the students in the second cycle pass the passing grade, so this research is categorized successful. It indicates that comic strip is the effective media to improve students reading comprehension for the ninth grade students of MTs Miftahul Ulum Melirang
PELATIHAN BELAJAR AL QUR’AN DENGAN BAIK DAN BENAR DALAM MENINGKATKAN PEMAHAMAN ANAK Bahtiar, Yuyun; Agustin, Ulfa Wulan; Ma'arif, Iin Baroroh; Afidah, Nurul; Nur, Luluk Choirun Nisak
ABIDUMASY Vol 6 No 01 (2025): ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v6i01.7351

Abstract

Training to learn the Al-Qur'an properly and correctly plays an important role in improving children's understanding of Islamic teachings. This training program aims to equip children with the ability to read, understand, and apply the Al-Qur'an properly. The approach method used in the community service activities of this community partnership program includes the SL (Service Learning) method. This method is an approach that connects learning with real experiences in the community. With an interactive and fun approach, this training not only improves the technical ability to read the Al-Qur'an but also instills children's love for the holy book and Islamic teachings. The results of the training showed a significant increase in children's ability to read the Al-Qur'an and their understanding of the content and meaning of the verses read. This study highlights the importance of good and correct religious education from an early age to form a strong character and religious understanding.
Diseminasi Prinsip 3R (Reduce, Reuse, Dan Recycle) melalui Pengolahan Sampah menjadi Media Tanam Hidroponik Umardiyah, Fitri; Lukmana, Lutfi Fahmi; Rohmah, Imama Tur; Satiti, Wisnu Siwi; Nur, Luluk Choirun Nisak
Jumat Pertanian: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): Agustus
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

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

Abstract

One of the programs to handle waste problems is through the 3R program, namely reduce or reduce the amount of waste, recyle or recycle waste, and reuse or reuse waste. Processing waste into hydroponic planting media can reduce the amount of waste while utilizing it to grow organic vegetables with economic value. This activity was attended by 15 youths of Kudubanjar Village youth organization. The activity was divided into two stages, namely socialization and practice. The socialization stage was carried out using lecture and discussion methods. Next is the practice of making hydroponic planting media. This activity provides additional insight and knowledge as well as skills to the community, especially youth groups related to processing used bottle waste as hydroponic planting media. This activity also provides community knowledge about one of the ways to process used bottle waste that is useful.
Students' Perception of Using Perplexity Application in Writing Skills at English Department Hasanah, Roisatul; Agustina, Ulfa Wulan; Nurul, Nurul; Nur, Luluk Choirun Nisak; Fikri, Akhmad Kanzul
SCHOOLAR: Social and Literature Study in Education Vol. 5 No. 2 (2025): October
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

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Abstract

This research aims to determine Unwaha students' perception of using the perplexity application in their writing skills. The respondents of this research were 24 students of English Department 5 term at KH. A. Wahab Hasbullah University, Jombang. The method used in this research is descriptive qualitative using triangulation in 3 stages, namely data reduction, data display, and conclusion. On the first day, students are introduced to the Perplexity application and asked to use Perplexity in learning writing skills. On the second day, students were asked to fill out questionnaires and interviews to collect data related to student perceptions through the Perplexity application in writing skills. The results of student responses stated that 74.8% of students responded well to the presence of perplexity in learning writing skills. This shows that perplexity has had a positive impact on students. Perplexity is considered a supporter in learning writing skills.  
Students Positive Response on Semantic Mapping Strategy in English Writing Skill: Respon Positif Siswa terhadap Strategi Semantic Mapping dalam Keterampilan Menulis Bahasa Inggris Agustina, Ulfa Wulan; Nur, Luluk Choirun Nisak
JEES (Journal of English Educators Society) Vol 3 No 2 (2018): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/jees.v3i2.1560

Abstract

One of the most important skills in English is writing. The writing skill allows the students to express and investigate ideas, thoughts, and beliefs and make them apparent and obvious. Writing encourages writers to think, learn and communicate. Unfortunately, most of the students were difficult and get bored in writing activities. They need some strategies to make easier when they do writing task. Semantic mapping is one of good ways for writing task. It helps students to get idea and improve it into sentences and paragraphs.The purpose of the research is to know whether semantic mapping strategy is able to improve writing skill. This study focuses on students' positive response on semantic mapping strategy in English writing skill. The instrument of this study is using questionnaire which is distributed to the students of second semester in English Department at an Indonesian private university which consisted of 30 students. The result of this study indicates that 25 % of students get easier in learning writing task and 75 % are motivated to have a good writing by using semantic mapping strategy.
Rekonstruksi buku ajar berbasis kurikulum merdeka: Pengembangan E-Book Bahasa Inggris Berbasis Nilai Budaya untuk Fase E Nur, Luluk Choirun Nisak
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.3940

Abstract

This research aims to develop a Culture-based English e-book aligned with the Merdeka Curriculum for Phase E in MA Al-Bairuny, Jombang. The Merdeka Curriculum is expected to provide a more contextual and culturally relevant learning experience for students. Using the ADDIE method (Analysis, Design, Development, Implementation, Evaluation), this study focuses on the validation of the e-book product.The analysis phase identified the needs of students and teachers, highlighting that the current curriculum does not adequately address the cultural diversity of the students. The design phase resulted in an e-book with English content focusing on text types rooted in Indonesian culture. Material and media validation were conducted by education and media experts, resulting in "excellent" ratings for both aspects. Implementation involved student response testing, which showed high satisfaction with the e-book.The findings of this research confirm that the e-book aligns with the Merdeka Curriculum, integrates cultural values, and receives positive feedback from students. This e-book can serve as a relevant alternative to enhance English language learning in Phase E and should be expanded for broader use.
Sega (Speaking English Games) Media for Mentally Disable Student of Junior High School At SLB MUHAMMADIYAH JOMBANG Agustina, Ulfa Wulan; Ma'arif, Iin Baroroh; Nur, Luluk Choirun Nisak; Avianti, Riska
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.3963

Abstract

ABSTRACT The aim of this research is to design learning media named SEGA (Speaking English Games) to help mentally disable students of 7thgrade Junior High School at SLB Muhammadiyah Jombang. This research focuses on student’s vocabulary mastery by using games as learning media. The research method used is Research and Development (R&D). This development used ADDIE model which consist of: Analysis, Design, Development, Implementation, and Evaluation. The research result was got through the process of need analysis, material validation, media validation, and students’ responses. To collect the data, researcher used observation, interviews, and questionnaire. The result average material validation got 92% and it was in “Very Good” category, while the result average media validation got 92,5% and it was in “Very Good” category. Subject of this research was mentally disable students in 7thgrade Junior High School at SLB Muhammadiyah Jombang. The students’ responses of tried out result got 95% was in “Very Good” category. Based on those result, it can be concluded that SEGA (Speaking Eglish Games) learning media is feasible or deserved to be used as learning media to improve students’ vocabulary mastery.  KEYWORDS: Learning media, SEGA, mentally disable student, Junior high   ABSTRAK Tujuan penelitian ini adalah merancang media pembelajaran SEGA (Speaking English Games) untuk membantu siswa tuna grahita kelas 7 SMP di SLB Muhammadiyah Jombang. Penelitian ini berfokus pada penguasaan kosakata siswa dengan menggunakan permainan sebagai media pembelajaran. Metode penelitian yang digunakan adalah Research and Development (R&D). Pengembangan ini menggunakan model ADDIE yang terdiri dari: Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Hasil penelitian diperoleh melalui proses analisis kebutuhan, validasi materi, validasi media, dan respon siswa. Untuk mengumpulkan data, peneliti menggunakan observasi, wawancara, dan angket. Rata-rata hasil validasi materi memperoleh nilai sebesar 92% dan masuk dalam kategori “Sangat Baik”, sedangkan rata-rata hasil validasi media memperoleh nilai sebesar 92,5% dan masuk dalam kategori “Sangat Baik”. Subyek penelitian ini adalah siswa tunagrahita kelas VII SMP di SLB Muhammadiyah Jombang. Respon siswa terhadap hasil uji coba diperoleh 95% berada pada kategori “Sangat Baik”. Berdasarkan hasil tersebut dapat disimpulkan bahwa media pembelajaran SEGA (Speaking Eglish Games) layak atau layak digunakan sebagai media pembelajaran untuk meningkatkan penguasaan kosakata siswa.  KATA KUNCI: Media pembelajaran, SEGA, Siswa Tunagrahita, SMP
Designing M – RIES (Mental Retardation’s English Vocabularies) As Learning Media For Mild Mental Retardation Students Anandita, Septian Ragil; Z, Abadi Kharisa Putri; Maarif, Iin Baroroh; Nur, Luluk Choirun Nisak
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.4502

Abstract

ABSTRACT English is a part of the curriculum in Indonesian schools and universities, even English is used as the extra lessons and programs developed in inclusive schools or local content specifically provided as the student’s knowledge of the language. The objective of the research is to designing M – RIES (Mental Retardation English Vocabularies) as learning media for mild mental retardation students. The researcher used Research and Development (R&D) methods. In this research procedure adapts ADDIE model that consist of five stages. Those are: analysis, design, development, implementation, and evaluation. The researcher used observation and questionnaire to collect the data. This media has been validated by 4 experts before being implemented to the students. The result of the material experts validator obtained 82,5% and 90% in the “Strongly Agree” category. In addition, the result of media experts validator obtained 89,4 % and 96,4% that was also include in “Strongly Agree” category. The researcher conducted trials on 4 mild mental retardation students at SMALB Tunas Harapan 1 Tembelang. The result of implementation obtained 95% were in “Very Good” category. By having those results, this M – RIES media is feasible to be used as learning media for mild mental retardation students. Key words:  Learning Media, Mild Mental Retardation, M – RIES, R&D, Vocabularies ABSTRAK Bahasa Inggris menjadi bagian dari kurikulum di sekolah-sekolah dan universitas di Indonesia, bahkan bahasa Inggris digunakan sebagai pelajaran tambahan dan program-program yang dikembangkan di sekolah inklusif atau muatan lokal yang disediakan secara khusus untuk pengetahuan bahasa siswa. Tujuandaripenelitianiniadalahmerancang M – RIES (Mentall Retardation English Vocabularies) sebagai media pembelajaran untuk siswa dengan keterbelakangan mental ringan. Peneliti menggunakan metode Penelitian dan Pengembangan (R&D). Dalam prosedur penelitian ini, digunakan model ADDIE yang terdiri dari lima tahap, yaitu: analisis, desain, pengembangan, implementasi, dan evaluasi. Peneliti menggunakan observasi dan kuesioner untuk mengumpulkan data. Media ini telah divalidasi oleh 4 pakar sebelum diimplementasikan kepada siswa. Hasil dari validator ahli materi didapatkan sebesar 82,5% dan 90% dalam kategori "Sangat Setuju". Selain itu, hasil dari validator ahli media didapatkan sebesar 89,4% dan 96,4% yang juga termasuk dalam kategori "Sangat Setuju". Peneliti melakukan ujicoba pada 4 siswa tunagrahita ringan di SMALB Tunas Harapan 1 Tembelang. Hasil implementasi didapatkan sebesar 95% dalam kategori "Sangat Baik". Dengan hasil tersebut, media M – RIES ini layak digunakan sebagai media pembelajaran bagi siswa dengan keterbelakangan mental ringan. Kata kunci: Kosakata, M – RIES, Media Pembelajaran, Tunagrahita ringan, R&D