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DEVELOPING PUZZWORLD GAME FOR WRITING SKILL Yuyun Bahtiar; Nina Zulva Syafaatin; Akhmad Kanzul Fikri
DINAMIKA : Jurnal Kajian Pendidikan dan Keislaman Vol 6 No 2 (2021): Desember
Publisher : Universitas KH. A. Wahab Hasbullah Tambakberas Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/dinamika.v6i2.1854

Abstract

The use of ICT in education is a must and can be said to be a necessity in the digital era. This is because it is an effort to create quality learning. PuzzWorld Game (Puzzle World Game) is a technology-based learning media developed as a game that contains various learning materials that have been adapted to the needs of students. However, its existence is still rarely used in the world of education. The existence of ICT in the form of Puzzle Games in English lessons can support learning success because not all students easily understand every subject matter presented. PuzzWorld Game is a solution to student problems because it can facilitate student learning activities. This study examines the use of Puzzle Game media in optimizing English learning in junior high schools, especially in writing skills. A study on the use of the Puzzle Game was conducted in 2021 at Madrasah Tsanawiyah Nurul Qur'an Ploso Jombang with a total of 26 students. This type of research is development research. To analyze the results of the study used descriptive qualitative analysis. Data were obtained through questionnaires and learning outcomes tests. Researchers tested the effect of Puzzle Game Media. The results get 95 was in “very good” category. Through Puzzle Games, students can evaluate learning outcomes well and make it easier to understand the material being studied. The results of this study are very relevant in learning, especially in improving student learning outcomes towards learning English at Junior High School level.
Developing Learn English Better (LEB) For Grammatical Skills Mohammad Ashari Ridho; Yuyun Bahtiar; Akhmad Kanzul Fikri
APPLICATION: Applied science in Learning Research Vol. 1 No. 3 (2022): February
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/application.v1i3.1785

Abstract

The purpose of this research is to improve student's English skills in grammar skills through android-based learning media. This research uses R&D research method. The data collection in this study was obtained by sharing questioner, to know the needs and obstacles experienced by students in learning grammar. To meet validity and reliability, the researchers used two validators tasked with testing the feasibility of learning media for students to use. Testers consist of material experts and media design experts. The results of this study show that application-based learning media is feasible to use. Improvements can be seen from the use of data analysis techniques to calculate scores from questionnaires using Linkert scale techniques with 5 answer options. According to the assessment by 15 students, the total score obtained was 593, the total score was then calculated using the formula described earlier to determine the feasibility of learning media. The average score obtained from the respondence is 39.5, the data then re-calculates. So, the assessment results by respondents were 3.95 which fall into the category of good and worth using. The benefits of research conducted to facilitate students in learning grammar using android applications. Based on the results of the study, students can conclude that learning grammar is easier using the Grammar Android Application.
Designing Learning Media for The Effectiveness of Vocabulary Junior High School Syarifah Syarifah; Yuyun Bahtiar; Akhmad Kanzul Fikri
APPLICATION: Applied science in Learning Research Vol. 1 No. 3 (2022): February
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/application.v1i3.1786

Abstract

English is an international language that is indispensable in addition to knowledge of English as well as a means of communication. Learning requires the media to convey it to students. The researcher uses the Research and Development (R&D) method with the ADDIE development process. The purpose of this study was to determine the results of the development of instructional media in the form of PowerPoint hyperlinks as a tool that helps increase students' learning motivation and the effectiveness of learning media in grade 8th. The sample of students in this study were grade 8th students of MTs Bahrul Ulum Tambak Beras Jombang with 12 students’ responses. Data collection instruments used in this study were interviews and questionnaires. The feasibility of the product was tested for media validation and material validation, each of which has a value of 96% for media and 76% for the material. The results showed that students' vocabulary comprehension skills increased after learning with the PowerPoint application. Learning media hyperlinks that have been validated and revised are appropriate as a tool to increase students' learning motivation.
Designing “Simpresent Game” Application for Advanced Level of English Learners Ahmad Alex Zakaria; Yuyun Bahtiar; Akhmad Kanzul Fikri
APPLICATION: Applied science in Learning Research Vol 1 No 1 (2021): June
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

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Abstract

English is the main communication capital in international relations One way to master English to prepare generations to compete in the global market is to learn English in a variety of ways in addition to mastering and qualified English skills, teachers also need to master children's English teaching skills so that learning is not boring. There are many obstacles in conveying English with correct grammar, especially the communication of tense materials, it is necessary to continuously develop techniques and methods or techniques in order to easily learn reading skills, especially grammar and tense. Based on the results of the needs analysis, the researcher intends to develop several tenses for learning media. This study examines the use of the “Simpresent Game” for maximizing learning in Madrasah Aliyah Mambaul Ulum Megaluh Jombang, and used qualitative descriptive as a data analysis technique. A study was conducted in 2021 with a total of 10 subjects. Data were obtained through interviews and questionnaires. The results show that the media can influence the enthusiasm in learning tense and make them more excited in understanding the material. Through “Simpresent Game”, the students or teacher can evaluate the English learning.
Designing nahshorna bilingual media for nahwu-shorof basic learning Iin Baroroh Ma'arif; Akhmad Kanzul Fikri; Atik Husna
Journal of Research on English and Language Learning (J-REaLL) Vol 1, No 1 (2020): Journal of Research on English and Language Learning (J-REaLL)
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1304.797 KB) | DOI: 10.33474/j-reall.v1i1.5424

Abstract

This study is conducted on the basis of researcher’s observation that students are lack of interest of study in learning Arabic grammar, namely Nahwu-Shorof basic learning. Students have good basic on English ability. The objective of this study is to find out the feasibility of designing ‘’NahShorNa’’ bilingual media for Nahwu-Shorof basic learning for students. This study involved 12 students. The subjects of this study are second grade students of An-Nashriyah Islamic Boarding School. This study used qualitative data and used Research and Development (R&D) Research Design. The instruments of this study used observation, interview, questionnaire and documentation. The study focused on reading ability. The findings of the study that are the result of media validation is 88% score in very good category, the result of two materials validation  is interesting categories, English material is 75% score in pretty good category, the Arabic material is 73,75 % score in pretty good category and  the result of user validation in preliminary field study is ‘’Good’’ response
Designing nahshorna bilingual media for nahwu-shorof basic learning Iin Baroroh Ma'arif; Akhmad Kanzul Fikri; Atik Husna
Journal of Research on English and Language Learning (J-REaLL) Vol. 1 No. 1 (2020): Journal of Research on English and Language Learning (J-REaLL)
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/j-reall.v1i1.5424

Abstract

This study is conducted on the basis of researcher’s observation that students are lack of interest of study in learning Arabic grammar, namely Nahwu-Shorof basic learning. Students have good basic on English ability. The objective of this study is to find out the feasibility of designing ‘’NahShorNa’’ bilingual media for Nahwu-Shorof basic learning for students. This study involved 12 students. The subjects of this study are second grade students of An-Nashriyah Islamic Boarding School. This study used qualitative data and used Research and Development (R&D) Research Design. The instruments of this study used observation, interview, questionnaire and documentation. The study focused on reading ability. The findings of the study that are the result of media validation is 88% score in very good category, the result of two materials validation  is interesting categories, English material is 75% score in pretty good category, the Arabic material is 73,75 % score in pretty good category and  the result of user validation in preliminary field study is ‘’Good’’ response.
Designing SPECA (Speaking Application) Based on an Android for Senior High School Luluk choirun Nisak Nur; Soni Awaludin; Yuyun Bahtiar; Akhmad Kanzul Fikri
SCHOOLAR: Social and Literature Study in Education Vol. 3 No. 2 (2023): October
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v3i3.4388

Abstract

The purpose of this research is to design SPECA (Speaking Application) based on an android for speaking lessons for 11th-grade students of MA Hasanudin Klampisan Jombang. The researcher focused on speaking skill material for the first semester. This research used Research and Development method (R&D) that the researcher adapted from ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Based on the data on the development phase, the researcher got 62,22% on media validation which was categorized as a “worthy category” classification. While the result of material validation was 62% also categorized as a “worthy category” classification. After the product has been validated, the researcher tried out the product to know the response of the students toward the product. In this implementation phase, the researcher got 83% which could be categorized as an “interesting category”. From the data that this research showed, it can be said that this application was feasible and can be applied to Senior High School Level.
Students' Perception of Using Perplexity Application in Writing Skills at English Department Roisatul Hasanah; Ulfa Wulan Agustina; Nurul Nurul; Luluk Choirun Nisak Nur; Akhmad Kanzul Fikri
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’ Perceptions of Using Mobile Legends: Bang Bang for English Vocabulary Learning Suci Prihatiningtyas; Istiqomatus Sa’diyah; Septiana Putri Rahmawati; Hanifah Hanifah; Akhmad Kanzul Fikri; Yuyun Bahtiar
SCHOOLAR: Social and Literature Study in Education Vol. 6 No. 1 (2026): June
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/mj6mh002

Abstract

This study aims to analyze students’ perceptions of the use of the game Mobile Legends: Bang Bang in English vocabulary learning. The study employed a quantitative approach using a descriptive survey design. The participants consisted of 30 eleventh-grade students of SMK Unggulan NU Mojoagung, Jombang, selected through cluster sampling. Data were collected using a questionnaire with a five-point Likert scale and analyzed using descriptive statistics, including mean scores and percentage distribution. The results showed that the overall mean score was 3.65, categorized as high, indicating that students have positive perceptions of the use of digital games in vocabulary learning. Most responses were dominated by the Agree and Strongly Agree categories, suggesting that students perceive the game as providing contextual language exposure and supporting incidental learning. Students also demonstrated the ability to understand, remember, and apply vocabulary encountered in the game. However, not all students fully agreed that games could function as formal learning media, indicating the influence of individual factors such as learning styles, motivation, and perceptions.In conclusion, digital games have strong potential as alternative media for English vocabulary learning, but their use should be integrated with structured instructional strategies to achieve optimal learning outcomes.
OPTIMIZING VIDEO AS INSTRUCTIONAL MEDIA IN GRAMMAR CLASS DURING COVID-19 PANDEMIC Nurul Afidah; Putri Maghfiroh; Akhmad Kanzul Fikri
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 7 No. 1 (2021): Volume 07 No. 01 Juli 2021
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v7i1.1782

Abstract

The aim of this study is to develop grammar instruction videos for students at grade VIII. This study uses Research and Development research design on its application, specializing in ADDIE model. Data collection were done using questionnaire to 10 eight grade students from Madinatul Ulum Junior High School and interview was done to gather data from the teacher. Through this study it is found that there is quite high demand on creating a creative and new teaching aid for teaching-learning process. Researcher developed video as instructional media that involved Simple Present Tense, Simple Past Tense, Present Continuous Tense, There is-There are, and Modals Can-Will-Must-Should as the topic disscused. Based on the data obtained on develop phase, 4.57 was from  the material expert, 4.44 score  was from the media expert and a score of 4.44 was obtained  on the implementation process. The scores prove that the product were in good quality and worth to use. KEYWORDS: Instructional Media, Grammar, Video   ABSTRAK Penelitian ini bertujuan untuk mengembangkan video pembelajaran pada materi grammar untuk siswa kelas VIII. Penelitian ini menggunakan jenis penelitian dan pengembangan yang mengadaptasi model ADDIE. Pada tahap analisa kebutuhan, peneliti menggunakan angket yang disebarkan kepada  10 siswa kelas VIII, serta wawancara kepada pihak guru untuk memperoleh data terkait media yang digunakan sebelumnya. Berdasarkan data tersebut, perlu dikembangkan sebuah media pembelajaran yang dapat membantu proses pembelajaran selama masa pandemi. Topik yang dibahas meliputi beberapa materi diantaranya: Simple Present Tense, Simple Past Tense, Present Continuous Tense, There is-There are, and Modals Can-Will-Must-Should. Berdasarkan data hasil validasi, diperoleh angka 4.57 untuk penilaian dari aspek materi serta 4.44 untuk penilaian dari aspek media. Dan saat tahap implementasi, diperoleh skor 4.44 yang bermakna media pembelajaran ini layak untuk digunakan.