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Innovation In Teaching Writing With Edu-Game Canva : The Effectiveness For Elementary School Students Syaharani, Juliana; Ganinda, Nurhayati; Lindawati, Rini
Philosophiamundi Vol. 2 No. 4 (2024): Philosophiamundi August 2024
Publisher : PT. Kreasi Karya Majakata

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Abstract

The study aimed to evaluate the effectiveness of using Edu Game Canva in Teaching writing skill to elementary school students. The research utilized a pre-experimental design with a one group pretest-posttest format, where one class was selected using convenience sampling as the study subject. Initially, students were given a pretest to assess their baseline writing skills. This was followed by an intervention where Edu game Canva was integrated into the learning process over several weeks. Subsequently , a posttest was conducted to evaluate the Teaching in the students writing abilities. The results revealed a significant enhancement in students writing skill after the intervention, suggesting that Edu game Canva is effective in supporting writing instruction in elementary schools. These findings highlight the potential for broader application of educational technology like Canva, in elementary school curricula, offering a more interactive and engaging approach to learning that can enhance students academic outcomes.
Transforming EFL Students' Narrative Writing Through Gamification Manthofani, Mochamad Thirta; Saifulloh, Ahmad Iklil; Lindawati, Rini
Philosophiamundi Vol. 2 No. 4 (2024): Philosophiamundi August 2024
Publisher : PT. Kreasi Karya Majakata

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Abstract

Current EFL pedagogy lies in the limited use of innovative techniques like gamification, which has the potential to significantly enhance students' narrative writing skills. This study investigates the effectiveness of gamification in improving EFL students' ability to write narrative texts, grounded in motivational and engagement theories. Employing a quasi-experimental pretest-posttest design, data were collected from two groups of students: a control group using conventional methods and an experimental group utilizing gamification elements such as points, badges, and challenges. The findings reveal that students exposed to gamification demonstrated superior narrative writing skills compared to the control group. These results suggest that integrating gamification in EFL writing instruction can substantially boost student motivation and engagement, leading to improved narrative writing performance.
The Effect of Infographics on English Speaking Ability at Majapahit Islamic University Muchammad Irawan, Ambang; Lindawati, Rini; Ganinda, Nurhayati
Philosophiamundi Vol. 2 No. 4 (2024): Philosophiamundi August 2024
Publisher : PT. Kreasi Karya Majakata

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study was to investigate the effects of using infographics as a supporting media in improving the speaking skills of English language education students. This study was conducted using the Quantitative Method by distributing questionnaires to 30 English language education students from various semesters. The results of the study showed that the use of Infographic media has a positive effect on English speaking skills at Majapahit Islamic University with a Pearson correlation test value of 0.331. It is proven that infographics can improve English speaking skills. The results show that infographic media can be used to improve students' speaking skills in speaking English.