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Journal : JOSAR (Journal of Students Academic Research)

The Implementation Of Android-Based Game "Climbing Castle" To Improve Grammar Mastery: A Classroom Action Research To Grade 8 Students At Smpn 3 Sutojayan Blitar Sutanti, Nita; Ulum, Bahrul; Farinawati, Yeni
JOSAR (Journal of Students Academic Research) Vol 9 No 2 (2024): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v9i2.3940

Abstract

This classroom action research aims to enhance the grammar mastery of Grade 8 students at SMPN 3 Sutojayan through the implementation of the Android-based game "Climbing Castle." The study was conducted over a cycle, consisting of planning, action, observation, and reflection phases. Data were collected using tests, observations, and interviews to evaluate students' progress and engagement. The results indicate a significant improvement in students' grammar mastery, with increased motivation and participation in learning activities. The increasing opf Students’ motivation affect the students’s score in learning grammar by 42%. The interactive and engaging nature of the "Climbing Castle" game proved to be an effective tool in creating a conducive learning environment, thus facilitating better grammar comprehension among students. This research highlights the potential of educational games in enhancing language learning outcomes and suggests further exploration into integrating technology-based methods into the curriculum. Further research is needed to investigate the effectiveness of Android Based game, Climbing Castle, in different contexts and with different groups of students.
Development of Panda Adventure Game to Enhance Eighth Graders’ Narrative Reading Comprehension Saputra, Niko Andi; Sutanti, Nita; Primasari, Yusniarsi
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4375

Abstract

Reading comprehension is an essential skill in language learning, particularly for students studying English as a foreign language (EFL). However, many students struggle with understanding narrative texts due to limited vocabulary and a lack of engagement with traditional teaching methods. This study aims to develop and evaluate the effectiveness of the Panda Adventure Game, an interactive educational game designed to enhance students' reading comprehension of narrative texts. The research follows a Research and Development (R&D) approach, employing a modified version of Sugiyono’s model, which includes stages such as data collection, design and development, expert validation, teacher and student feedback, evaluation, and final product publication. The game was tested in three junior high schools: SMPN 1 Sutojayan, SMPN 2 Sutojayan, and SMPN 2 Panggungrejo. The results from expert validation indicate high validity, with material experts rating it at 97% and media experts at 96%. Additionally, teacher and student feedback suggest positive engagement, with 94% of teachers and 83.7% of students responding favorably. These findings suggest that the Panda Adventure Game is an effective alternative learning medium for teaching narrative texts, making reading comprehension more interactive and engaging for students. Future research could explore its implementation in broader contexts and its impact on different language skills.
The Effect of Project-Based Learning in the English for Tourism Course on the Improvement of Students’ Entrepreneurial Communication Skills Sutanti, Nita; Fauzi, Adin; Fikriya, Silmy
JOSAR (Journal of Students Academic Research) Vol 10 No 2 (2025): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/m6trzf37

Abstract

This study exmined the effect of Project-Based Learning (PjBL) on students entrepreneurial communication skill in the English for Tourism Course .This study was conducted in English Education Department, Balitar Islamic University Blitar involving the fifth semester students. A one-group pre-test post-test quasy experimental design was applied to measure the effect during the invention. The students were assigned to design, produce and present promotional videos highlighting on tourism destination in Blitar. The project required them to integrate language use with entrepreneurial communication such as persuasion, creativity and confidence in promoting their tourism product. Data were collected through pre-test and post-test speaking skill assessment using a rubric that measured fluency, pronunciation, grammar, vocabulary, content, interaction, presentation, media use, confidence, creativity, and teamwork., The additional data were acquired from classroom observation and questionnaires as project evaluation to attain students engagement and collaborative learning. The Findings showed a significant improvement in students speaking performance, with the mean score increasing from 69.06 in the pre-test to 86.23 in the post-test (t(22) = 14.78, p < 0.001) that indicate PjBL is an effective instructional strategy for enhancing students entrepreneurial communication, as it integrates language proficiency with authentic tourism promotion tasks. The study highlights the potential of PjBL not only to strengthen speaking skills but also to foster creativity, collaboration, and entrepreneurial awareness in English for Tourism education.