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PERANAN PENDIDIKAN BAHASA INGGRIS TERHADAP PROSES PEMBELAJARAN AKUNTANSI (Studi Kasus di D3 Akuntansi Universitas Pamulang) Arifin Arifin
Keberlanjutan : Jurnal Manajemen dan Jurnal Akuntansi Vol 1, No 2 (2016): Keberlanjutan
Publisher : Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (394.091 KB) | DOI: 10.32493/keberlanjutan.v1i2.y2016.p27-50

Abstract

ABSTRACTThis research aimed to improve English language teaching materials on an accounting program through the role of educational English language to the learning process of accounting required by accounting students at university level. Teachingmaterials used previously is to use common English materials that do not have relevance of the accounting program. This research is done on accounting courses at Pamulang universities by conducting interviews and giving a questionnaire consisting of two indicators. Targetthe needs of English language learning materials. Theresults of the study showed that students of accounting courses require special English language program that suits them. Whilethe English language skills that need to be combined with accounting programs, especially those related to the financial report writing.
PENERAPAN MODEL PEMBELAJARAN COOPERATIVE LEARNING TIPE TWO STAY TWO STRAY UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR BAHASA INGGRIS SISWA KELAS XI PADA SMA NEGERI 6 DEPOK Arifin Arifin; Fariz Rifqi Hasbi
e- Jurnal Mitra Pendidikan Vol 5 No 12 (2021): Jurnal Mitra Pendidikan Edisi Desember
Publisher : Kresna Bina Insan Prima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52160/e-jmp.v5i12.884

Abstract

Tujuan dari penelitian ini adalah 1) untuk mengetahui penerapan model pembelajaran kooperatif (Cooperative Learning) dengan metode Two Stay Two Stray untuk meningkatkan motivasi dan hasil belajar bahasa inggris siswa pada kelas XI Sekolah menengah Atas (SMA) Negeri 6 Depok. 2) untuk mengetahui peningkatan pemahaman, motivasi, dan hasil belajar siswa pada mata pelajaran bahasa inggris siswa pada kelas XI Sekolah menengah Atas (SMA) Negeri 6 Depok dengan menggunakan model pembelajaran kooperaatif. Jenis penelitian yang digunakan oleh peneliti dalam penelitian ini adalah penelitian tindakan kelas (PTK). Penelitian ini akan dilaksanakan dalam tiga tahap yaitu tahap perencanaan, pelaksanaan, observasi dan refleksi. Subjek penelitian ini akan dilakukan pada siswa kelas XI SMA Negeri 6 Depok dengan jumlah populasi sebanyak 30 siswa. Pengumpulan data yang digunakan penelitian ini adalah data kualitatif dan kuantitatif. Data kualitatif berupa lembar observasi keterlaksanaan model pembelajaran kooperatif dengan metode two stay two stray, dan lembar angket motivasi siswa. Sedangkan data kuantitatif berupa data yang diperoleh dari 1) persentase keterlaksanaan model pembelajaran yang diperoleh dari jumlah jawaban Ya dan Tidak pada lembar observasi, 2) persentase motivasi belajar siswa dan 3) peningkatan hasil belajar yang diperoleh dari N-gain hasil pretest dan posttest hasil belajar siswa dengan menggunakan model pembelajaran kooperatif Two Stay Two Stray.
The Impact of Gamification on Problem Solving Skills in STEM Education: A Meta-analysis Ellina Rienovita; Arifin Arifin; Venty Sopacua; Wahyu Kumala Sari; Bambang Mardi Sentosa; Mia Aina; Hersiyati Palayukan; Tomi Apra Santosa
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.7843

Abstract

This meta-analysis aimed to investigate the impact of gamification on problem-solving skills in STEM education. The study analyzed 16 studies that compared gamification-based interventions with traditional teaching methods in primary and early secondary education. The results showed moderate positive effects of gamification on problem-solving skills, with a weighted mean effect size of 0.67. Additionally, the analysis revealed significant heterogeneity between studies, suggesting that the effectiveness of gamification varied across different contexts. Moderator analyses indicated that primary school students benefited more from gamification-based interventions than secondary school students, but gender did not have a significant moderating effect. The study highlights the potential benefits of gamification in enhancing problem-solving skills in STEM education, particularly for primary school students. However, the findings also suggest that the effectiveness of gamification may depend on various factors, such as the specific context and student demographics, which warrants further investigation.