Claim Missing Document
Check
Articles

The Effect of Charades Game Toward Students’ Vocabulary Mastery at the Ninth Grade Students of MTs Muhammadiyah Kubangkondang, Cisata, Pandeglang, Banten - Indonesia Aditya, Prinaldi; Sudirman, Ade; Novari, Ari Fajria
Journal of English Education Studies Vol 8 No 2 (2025)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/005.202582.159

Abstract

This research aims to investigates the effect of the Charades Game toward students’ vocabulary mastery at the ninth grade of MTs Muhammadiyah Kubangkondang in the academic year 2025/2026. The research employed a quasi-experimental design with a pre-test and post-test control group. A total of 36 students participated, with 18 students in the experimental group and 18 students in the control group. The experimental group was taught using the Charades Game, while the control group received instruction through a conventional method. Data were collected using a multiple-choice vocabulary test and analyzed through descriptive statistics, normality and homogeneity tests, and independent samples t-test. The Shapiro–Wilk test confirmed that the data were normally distributed, and Levene’s test indicated homogeneity of variances. The results of the independent samples t-test further confirmed a significant difference in post-test scores between the experimental and control groups (p = 0.038, Cohen’s d = 0.718), favoring the experimental group. It can be concluded that the Charades Game is an effective teaching strategy for enhancing vocabulary mastery among junior high school students. The research recommends integrating game-based learning into English language teaching to foster engagement, motivation, and improved learning outcomes.
An Analysis of Educational Value in Moana Movie Adriana, Widha; Novari, Ari Fajria; Munawaroh, Tatu
Journal of English Education Studies Vol 8 No 2 (2025)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/005.202582.163

Abstract

This study aims to analyze the educational values and core character traits represented in the animated film Moana. The research focuses on two main questions: (1) what types of educational values are portrayed in the film, and (2) how the main characters embody key character traits. A qualitative descriptive method was employed, involving repeated viewing of the film and analysis of its transcript using two theoretical frameworks: the 18 national character values proposed by Zaqiah and Rusdiana (2014), and the Character Education Framework by the Indonesian Ministry of Education and Culture (2017).The findings revealed that 16 out of 18 national character values were present in the film, including values such as responsibility, independence, social care, honesty, and religious commitment. However, tolerance and love for reading were not identified. In addition, the character analysis showed that the main character, Moana, consistently exemplifies the five core character values outlined by the Ministry: religiosity, nationalism, independence, mutual cooperation, and integrity. These results suggest that Moana serves not only as a source of entertainment but also as an effective medium for character education, especially for young learners. The film has the potential to be used as a supporting material in educational settings to promote national character development through engaging and meaningful content.
The Effect of Interactive Multimedia Based on PowerPoint on the Learning Outcomes of Vocational High School Students Neng Wilda; Tatu Munawaroh; Ari Fajria Novari
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.3431

Abstract

The use of engaging and interactive learning media is essential in the learning process at vocational high schools, particularly in accounting classes, which are often considered difficult and boring. One alternative that can be used is interactive multimedia based on PowerPoint, which can present material through text, images, animations, and quizzes, making it easier for students to understand. This study focuses on analyzing the impact of interactive multimedia based on PowerPoint on the learning outcomes of students at Rina Hasanah Vocational High School majoring in Accounting and Financial Institutions. The research method used is a true experiment with a Pre-test Post-test Control Group Design. The research population consisted of all 60 students in the 10th grade, divided into two groups: 30 students in the experimental group and 30 students in the control group, selected using simple random sampling. The research instrument consisted of a multiple-choice learning achievement test with 30 questions that had been tested for validity (22 valid questions) and reliability (α = 0.852). Data analysis was conducted using normality tests, homogeneity tests, independent t-tests, and N-Gain calculations. The results showed that the average post-test score of the experimental group (82.5) was higher than that of the control group (72.1). The t-test produced a calculated t-value of 4.215 > t-table 2.001 with a significance of 0.000 < 0.05, indicating a significant difference between the two groups. The N-Gain calculation also shows an increase in learning outcomes for the experimental group of 0.57 (moderate category), while the control group only increased by 0.31 (low category). It can be concluded that interactive multimedia based on PowerPoint is effective in improving students' learning outcomes in vocational high schools for the subject of Accounting, making it worthy of use as one of the innovative teaching strategies in vocational high schools.