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Efektifitas buku English for Specific Purpose pada kemampuan membaca mahasiswa biologi luluk choirun nisak nur
JoEMS (Journal of Education and Management Studies) Vol 3 No 1 (2020): Februari
Publisher : Universitas KH. A. Wahab Hasbullah

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Abstract

This research is categorized as quasi experimental research. This research intent to know the effectiveness of using English for Specific Purpose (ESP) textbook especially on student’s reading skill. This experimental research was held at KH. A. Wahab Hasbullah University on Biology Program. The subject of this research is the first semester of biology program. The population is all students of biology program. A random sampling used for the subject of the study, that was A and B class which contain 20 students in each class. Class A was as experimental class and calss B was as control class. The data for this research was scored of the pretest and posttest, and they were compared and analyzed by using analysis of ANCOVA. Based on the ancova analysis, the F-Ratio 39,71 while the critical F-critical 4,04. This is significant at the level 0.05, so that the null hypothesis is rejected and the alternative hypothesis is accepted. In other words, there is a significant difference on Reading skill between students taught by using ESP textbook than those taught without ESP textbook. It can be concluded there is significant different of using ESP textbook especially on reading skill. Finally, the researcher suggested that the lecturer should used ESP textbook as one of teaching English for Biology, because this book provides some reading text contain of biology material. So that the students can be focused on their scope of biology, learning biology while in English.
Designing Educational Game through Android for Senior High School in Second Grade Luluk Choirun Nisak Nur; Insaanu Mu'minaati; Nurul Afidah
SCHOOLAR: Social and Literature Study in Education Vol 1 No 2 (2021): September
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

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Abstract

In teaching and learning process, learning media is one of vital tool as technology facility in the education sector, create many new opportunities to enhance the learning experience of students at all levels of education, one of them is in High School education. Educating them is very interesting and very different, because it requires creativity and logical thinking skills and always follows the development of the digitalization era. Therefore, the researchers aim to design English learning media for class XI students in Senior High School that their needs. The purpose of the research is to designing an Android-based educational game media for English subjects in reading and writing skills in High School to help students make it easier to learn English and to find out how is appropriate the educational game media. The researchers used the Research and Development method which is adapted from the development of ADDIE. Namely of this learning media is Senior English Game (SEG). SEG is an application designed to help students enhance their interest in learning English especially on reading and writing skills. The result of this research indicate that 1) the results of the media expert score are 4.60. 2) The results of the material expert score 4.3. 3) The result of the field test score is 4.43. Based on the results above, the researchers concluded that the Senior English Game (SEG) media suitable to used in learning English.
Designing ERT APPS (E-Reading Text) for Senior High School Luluk Choirun Nisak Nur; Siti Mukarromah; Nurul Afidah
SCHOOLAR: Social and Literature Study in Education Vol 1 No 3 (2021): December
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

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Abstract

This research is aimed to design a learning media that called ERT Apps (E-Reading Text) for Senior High School, especially in reading skill material. This research discusses the media for learning reading skill based on Power Point Hyperlink as a media to support teaching and learning activities. This research uses Research & Development methods with ADDIE models which consist of five stages such as Analysis, Design, Development, Implementation, and Evaluation. The subject of research are the eleventh grade students in MA Unggulan KH. A. Wahab Hasbullah Tambakberas Jombang. This researcher uses questionnaires and interviews as a way of collecting data to get a response from the product. The ERT Apps (E-Reading Text) product was validated by two experts, namely, media expert and material expert before being tested on students Based on the results of the validation, the score of this product by media experts is 3.11 and the score of material experts is 4.35. The implementation score is 4.46 The score is categorized as "Good". In conclusion of this research states that students are interested in learning English by using ERT Apps (E-Reading Text) as a learning media. Keywords: ERT Apps, Senior High School, Reading Skill.
Designing Grammar Video for Beginner Level Luluk Choirun Nisak Nur; Izzatul Abidah; Nurul Afidah
SCHOOLAR: Social and Literature Study in Education Vol 1 No 4 (2022): March
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v1i4.1944

Abstract

The ability of lecture to understand and teach with the technology greatly affects to the students' abilities in their learning process. By developing technology, it can improve the quality of education. Therefore, the researchers aimed to design the learning media for students in the first semester in University level. This research is designing learning media through Grammar Video to learn English Grammar in writing skills at the university levels. This research use Research and Development (R&D) method and through ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model. This learning media called as GraVid (Grammar Video). This learning media is a video designed to develop products in order to test feasibility as an alternative learning media that can help students understand English Grammar in writing skills. The research instrument is an interview with English lecture’s and also distribute questionnaire on the first semester, Biology class students of the faculty of education in KH. Abdul Wahab Hasbulloh University that contains of 15 students as a sample. The results of this study show that: (1) the results of the media expert score are 4. (2) The results of the material expert score are 3.36 (3) the results of the product test to the students are 4.08. Researcher concluded that English Grammar Video (GraVid) is suitable to use in Grammar learning process in the classroom. From these results, there suggestion that product is revised as suggested from the expert. . Keywords: Writing skill, Grammar Video, Learning Media.
Sosialisasi Media Belajar VIVO (Visual Voice) untuk Pembelajaran Daring Siswa SD/MI di Desa Mojokambang Kabupaten Jombang Iin Baroroh Maarif; Luluk Choirun Nisak Nur Nur; Hartanti Hartanti
Jumat Pendidikan: Jurnal Pengabdian Masyarakat Vol 1 No 1 (2020): Desember
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat UNWAHA

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Abstract

Pada masa pandemi sekarang ini semua pembelajaran harus dilakukan secara daring. Hal ini menyebabkan para guru harus menyiapkan materi yang sesuai kemudian di upload atau di ajarkan secara online. Namun banyak guru yang masih mengalami kesulitan sehingga melakukan kegaiatan pembelajaran apa adanya. Kegiatan pengabdian ini berupa sosialisasi media pembelajaran VIVO (Visual Voice) kepada para siswa SD/MI desa Mojokambang kabupaten Jombang. Kegiatan ini bertujuan untuk meningkatkan pemahaman siswa dalam menerima materi dengan menggunakan media yang kekinian dan dapat menatik siswa untuk belajar dengan semangat. Kegiatan ini di ikuti oleh 18 siswa SD/MI dan di laksanakan selama 7 hari di mulai tanggal 26Oktober 202. Metode yang digunakan dalam kegiatan ini adalah sosialisasi dan diskusi. Hasil dari kegiatan ini di harapkan mampu membantu para siswa dalam meningkatkan hasil belajar mereka dengan menggunakan media belajar interaktif yaitu VIVO (Visual Voice).
Designing English Pronunciation (EPRO) Android apps for Beginner Level Luluk Choirun Nisak Nur; Jamaludin Jamaludin; Ulfa Wulan Agustina
SCHOOLAR: Social and Literature Study in Education Vol 2 No 1 (2022): June
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v2i1.2045

Abstract

The ability of teachers and lecturers to understand and teach technology greatly affects the ability of students in the learning process. With the development of technology can improve the quality of education in schools. Therefore, the researcher aimed to design instructional media for and course students at the student and twelfth grade level. This study designs learning media through applications to learn English pronunciation in speaking skills at the beginner level. In this study using the Research and Development (R&D) method and through the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). This learning media is called EPRO (English Pronunciation). This learning media is an audio designed to develop a product in the context of a feasibility test as an alternative learning media that can help students understand English Pronunciation in speaking skills. The research instrument was interviews with English tutors and the distribution of questionnaires to 13 students studying at AEC as a sample. The results of this study indicate that: (1) the media expert score is 4.44 (2) The material expert score is 4.57 (3) The product test result to students is 4.25 The researcher concludes that English Prounciation (EPRO) is suitable for use in the process learning speaking in class. From these results, there is a suggestion that the product be revised as suggested by the expert.
Designing Spelling Bee Game Through Scrabble For Junior High School Luluk Choirun Nisak Nur; Siti Saudah; Yuyun Bahtiar
SCHOOLAR: Social and Literature Study in Education Vol. 2 No. 2 (2022): September
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v2i2.1945

Abstract

English is the language of media communication and the language of interaction with other people in the world. Students need creative and innovative learning products, especially to help students learn spelling and pronunciation. The purpose of this research is to design learning media as a tool for the teaching and learning process of students using the spelling bee game on spelling skills in speaking English. This study uses the R&D research and Development method with the ADDIE research model (Analysis, Design, Development, Implementation, Evaluation). This research was conducted at SMP DU 5 Jombang. The research subjects were 15 students. In this study, the data was collected using a questionnaire, while the data was collected using a qualitative descriptive technique. The results of this study get a total value of 3.5 for media validation and get a total value of 4.06 for material validation, with the category of "feasible" to be implemented.
Strategi Pemasaran melalui Digital Marketing Berbasis E- Modul Flipbook untuk Kelompok Wanita Tani Desa Bedahlawak Luluk Choirun Nisak Nur; Iin Baroroh Maarif; Mukhibaul Husnia
Jumat Ekonomi: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): Agustus
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/abdimas_ekon.v3i2.2412

Abstract

Bedahlawak village, is a village located in the northern part of the city of Jombang which is south of the Brantas river. Bedahlawak Village has a group or organization namely is Women Farmers Group (KWT) Saroja which is located in Bedah village. One of the programs in the Saroja KWT community is to utilize village land that has been neglected. The women of KWT Saroja were assisted by other villagers to work together to cultivate the land into fertile land and plant various kinds of vegetables. However, there are several obstacles faced by the women of KWT Saroja when the harvest season arrives, namely the abundant harvest but the sales are still manual door to door to local residents, so that many vegetables end up rotting because they are stored for too long. The purpose of this service is to provide knowledge as knowledge capital in developing production businesses through digital marketing and to increase the insight and awareness of partner participants on the benefits of digital marketing in this increasingly advanced era by using Electronic Modules (E Modules) as a means of written digital guidelines that make it easy people to be able to learn anytime and anywhere.
Rekonstruksi buku ajar berbasis kurikulum merdeka: Pengembangan E-Book Bahasa Inggris Berbasis Nilai Budaya untuk Fase E Luluk choirun nisak nur
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.3940

Abstract

This research aims to develop a Culture-based English e-book aligned with the Merdeka Curriculum for Phase E in MA Al-Bairuny, Jombang. The Merdeka Curriculum is expected to provide a more contextual and culturally relevant learning experience for students. Using the ADDIE method (Analysis, Design, Development, Implementation, Evaluation), this study focuses on the validation of the e-book product.The analysis phase identified the needs of students and teachers, highlighting that the current curriculum does not adequately address the cultural diversity of the students. The design phase resulted in an e-book with English content focusing on text types rooted in Indonesian culture. Material and media validation were conducted by education and media experts, resulting in "excellent" ratings for both aspects. Implementation involved student response testing, which showed high satisfaction with the e-book.The findings of this research confirm that the e-book aligns with the Merdeka Curriculum, integrates cultural values, and receives positive feedback from students. This e-book can serve as a relevant alternative to enhance English language learning in Phase E and should be expanded for broader use.
SEGA (SPEAKING ENGLISH GAMES) MEDIA FOR MENTALLY DISABLE STUDENT OF JUNIOR HIGH SCHOOL AT SLB MUHAMMADIYAH JOMBANG Ulfa Wulan Agustina; Iin Baroroh Ma'arif; Luluk Choirun Nisak Nur; Riska Avianti
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.3963

Abstract

The aim of this research is to design learning media named SEGA (Speaking English Games) to help mentally disable students of 7thgrade Junior High School at SLB Muhammadiyah Jombang. This research focuses on student’s vocabulary mastery by using games as learning media. The research method used is Research and Development (R&D). This development used ADDIE model which consist of: Analysis, Design, Development, Implementation, and Evaluation. The research result was got through the process of need analysis, material validation, media validation, and students’ responses. To collect the data, researcher used observation, interviews, and questionnaire. The result average material validation got 92% and it was in “Very Good” category, while the result average media validation got 92,5% and it was in “Very Good” category. Subject of this research was mentally disable students in 7thgrade Junior High School at SLB Muhammadiyah Jombang. The students’ responses of tried out result got 95% was in “Very Good” category. Based on those result, it can be concluded that SEGA (Speaking Eglish Games) learning media is feasible or deserved to be used as learning media to improve students’ vocabulary mastery. KEYWORDS: Learning media, SEGA, Mentally disable student, Junior high