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The Effectiveness of Using Augmented Reality to Improve Young Learners’ English Vocabulary Mastery Nabila Putri Rahmadani; Tiyas Saputri; Edi Pujo Basuki; Djuwari Djuwari
Jurnal Pendidikan Anak Vol 6 No 2 (2024): Child Education Journal August
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v6i2.6105

Abstract

This research was conducted to examine the effectiveness of using Augmented Reality to improve young learners’ English vocabulary mastery and to find out the students’ perceptions after using Augmented Reality as a learning medium at one of elementary schools in Surabaya. This quantitative research used experimental design involving experimental and control groups. The data collected using pre-test, post-test and questionnaire. The results of the students' pre-test and post-test were analyzed using the independent sample t-test, and the results of the questionnaire data were collected from the students by questionnaire sheet. The result indicated that Augmented Reality effectively improved young learners' English vocabulary mastery with the mean scores in the experimental group increased notably from 37,6133 in the pre-test to 75,4000 in the post-test. According to the data of questionnaire, the students mostly agreed that their scores were improved because Augmented Reality offered interesting and enjoyable learning experience. This was an indication that using Augmented Reality not only significantly boosts vocabulary scores but also positively impacts students' perceptions of the learning process.
Implementation of Video Quiz (Educaplay) through Discovery Learning to Improve Learning Outcomes in Narrative Text Kirana, Khalida -; Basuki, Edi Pujo; Faizah, Nurul
Jurnal Pendidikan Bahasa Inggris Proficiency Vol 8 No 1 (2026): PROFICIENCY
Publisher : Faculty of Teacher Training and Education, English Department, UNISKA, Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32503/proficiency.v8i1.8161

Abstract

Low student learning outcomes is problems in English language learning on narrative text material at junior high school level. This study aims to examine the application of video quiz (Educaplay) in the discovery learning model to improve student learning outcomes in narrative text material. This study used a classroom action research design implemented in two cycles on class VIII C students at Khadijah Junior High School. Data were collected using tests and questionnaires. The results showed that the pre-cycle results showed that the average student score was 74.55 with a completeness of 60.61%. After implementing the actions in cycle I, the average score was 79.7- with a learning completeness of 72.73%. Furthermore, improvements were made in cycle II by using more adapted learning models and strategies and more optimal time. In cycle II, the average student score increased to 85.76 with a learning completeness of 84.85%. In addition, the standard deviation also decreased from 21.08 (pre-cycle) and 15.10 (cycle 1) to 12.00 (cycle II), indicating that student learning outcomes were more average than before. Thus, the use of the discovery learning model with video quiz (Educaplay) is effective in improving student learning outcomes in narrative text learning.