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Development Animated Dubbing Video as Learning Media in English Speaking at Senior High School Boy Santuri; Widiarini; Istina Atul Makrifah; Ahmad Saifudin
Journal of Development Research Vol. 6 No. 1 (2022): Volume 6, Number 1, May 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jdr.v6i1.167

Abstract

This research was motivated by the results of the needs analysis at MAN 1 Blitar. Researcher found several problems faced by students in the process of learning English. This study aims to determine the opinion of the validators, the response of teacher and students to the learning media that has been developed in the form of Video Dubbing Animation. The research method used is Research and Development (R&D) using the ADDIE model by Dick and Carry. The media that has been developed consists of two videos, one video to explain the material and one dubbing video as a student assignment. The material presented in this product is a narrative text focused on speaking skills. Data collection techniques were carried out using interviews and surveys. The instruments used are interview guidelines and questionnaires using a Likert scale. Based on the results of validation carried out by material experts and media expert, then the results of teacher and student responses, the percentage of results obtained were 80%, 94%, 86% and 66.7% with a total score of 81.7% where the score reached the criteria of "Very Good or Very Valid or Very Usable”. So, it can be concluded that the animation video dubbing learning media is very well used in the English learning process.
Developing Spinning Wheel Game to Teach Speaking Skills for Senior High School Students Lestari, Fira Ayu; Widiarini; Makrifah, Istina Atul
PROJECT (Professional Journal of English Education) Vol. 8 No. 4 (2025): VOLUME 8 NUMBER 4, JULY 2025
Publisher : IKIP Siliwangi

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Abstract

The purpose of this research is to develop spinning wheel game as a learning media to teach English speaking skill. Physical spinning wheels enhance learning by boosting student motivation through interactive and tactile engagement. This study uses the Research and Development (R&D) method by applying the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation in developing learning media. Qualitative data were collected from unstructured interviews with English teachers and validator feedback on the Spinning Wheel game. Quantitative data were collected through questionnaires using a Likert scale for validation of instruments, media, materials, and student satisfaction. The instrument expert obtained 90%, the media expert 92%, and the lesson expert 78%, all categorized as "Valid." Student satisfaction reached 81.25%, falling under the "Very Feasible" category. In conclusion, the Spinning Wheel Game effectively can be used to teach tenth grade students' English speaking skills through interactive and engaging learning.
The Development of Voice Over as Drama Media to Teach Speaking Skill in English 8th Grade of Junior High School Liastaria, Julia Rahayu; Widiarini; Saifudin, Ahmad
PROJECT (Professional Journal of English Education) Vol. 8 No. 4 (2025): VOLUME 8 NUMBER 4, JULY 2025
Publisher : IKIP Siliwangi

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Abstract

This research focuses on developing engaging learning media to teach speaking skills to eighth grade students at MTSN 1 Sanankulon. Traditional methods of English instruction frequently fail to engage students, hindering their active participation and limiting their progress. To overcome this problem, this study introduces Voice over as drama media as a language learning tool. The game helps to increase students' activeness and creativity, vocabulary acquisition, and confidence in speaking. An R&D approach, including a pilot test with 25 students, was used to assess the effectiveness of the game. The results showed that the Voice over as drama media significantly improved learning, with a questionnaire score of 86.1%, categorized as highly valid. The evaluation showed that this media is a highly effective teaching tool. This research shows that Voice over as drama media can improve students' speaking ability and create a more interesting learning environment. This approach is in line with modern educational trends that emphasize interactive, creative and student-centered learning. In conclusion, Taboo game is an effective solution to teach speaking skills and increase students' motivation.
Development of Mystery Box Media to Teach Speaking Skill at Senior High School Students Kholifatin, Umi; Makrifah, Istina Atul; Widiarini
PROJECT (Professional Journal of English Education) Vol. 8 No. 4 (2025): VOLUME 8 NUMBER 4, JULY 2025
Publisher : IKIP Siliwangi

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Abstract

This study focuses into the usefulness of Mystery Box media in helping students improve their English speaking skills, particularly in descriptive writing, at MA Syekh Subakir Nglegok, Grade 10 B.  The research takes a Research and Development (R&D) strategy, employing both qualitative and quantitative approaches based on the ADDIE paradigm.  Qualitative data were gathered through teacher interviews and expert validation, while quantitative data were gathered from pre-test and post-test scores, as well as Likert scale-based student satisfaction questionnaires. The results show an important rise in pupils' speaking performance, with average scores rising from 64.78% to 81.30%, a 16.52% increase.  According to the Likert-scale questionnaire, 85% of students were satisfied with the media, indicating that they considered it engaging and effective.  Expert validation demonstrates that the Mystery Box is viable, versatile, and useful for classroom use.  However, some problems, such as diverse student involvement and vocabulary limits, were found.