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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
Designing ELISGAM For Dyslexia Students of SLBN Jombang In EFL Classroom Imamatul Mujtahidah; Nurul Afidah; Ulfa Wulan Agustina; Noor Faridha
SCHOOLAR: Social and Literature Study in Education Vol. 3 No. 3 (2024): February
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v3i4.4532

Abstract

This research aimed to design the learning media named ELISGAM for dyslexia students that could help them to learn English language. This media application was focused only in listening skill. The research method of this research was Research and Development method (R&D) that adapted ADDIE model that consisted of five procedures, they were : 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. This research involved six dyslexia students of SLBN Jombang in senior high school grade. From those steps, the researcher got the result of the research. 1) The result of media validation was 4,1 (good category), 2) The result of material validation was 4,4 (very good category), 3) The result of dyslexia validation was 4,4 (very good category). Based on the result, the researcher concludes that ELISGAM application was deserved to be used for dyslexia student to learn English language especially in listening skill.
Designing Learning Media Based on ICT for Student’s Reading Skills of Tenth Grade SMK TI Annajiyyah Bahrul Ulum Ulfa Wulan Agustina; Mukhlisoh, Nani; Nur, Luluk Choirun Nisak; Hidayat, Rohmat
ELTALL: English Language Teaching, Applied Linguistic and Literature Vol. 5 No. 1 (2024)
Publisher : Institut Agama Islam Negeri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/eltall.v5i1.8581

Abstract

This study aims to design MRELISH (Mukhlisoh Reading English) based on ICT, to improve the tenth-grade Vocational High School students’ interest in English learning, especially reading skill. This study used Research & Development (RND) method with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. In the Analyze phase, the researchers used two instruments, those are interviews and questionnaires. The results from interview data stated that MRELISH English teachers approved MRELISH media to be designed and developed. while the results of the students’ questionnaire stated that 69% of the total number of students agreed that MRELISH media was developed and applied in their English learning. In the Development and Implementation phases, the researchers used some instruments to collect data: interviews, questionnaires, observations, and documentation. The result of questionnaires from the material validation was 82% in the “very good” category and the result of the media validation was 92% in the “very good” category. After being implemented to students, the final result of the implementation was 84% which was categorized as “very good”. Based on those results, it can be concluded that MRELISH (Mukhlisoh Reading English) application was suitable to use in English learning to improve student’s reading skills in Vocational High School.
Designing Learning Media Based on ICT for Student’s Reading Skills of Tenth Grade SMK TI Annajiyyah Bahrul Ulum Ulfa Wulan Agustina; Mukhlisoh, Nani; Nur, Luluk Choirun Nisak; Hidayat, Rohmat
ELTALL: English Language Teaching, Applied Linguistic and Literature Vol. 5 No. 1 (2024)
Publisher : Institut Agama Islam Negeri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/eltall.v5i1.8581

Abstract

This study aims to design MRELISH (Mukhlisoh Reading English) based on ICT, to improve the tenth-grade Vocational High School students’ interest in English learning, especially reading skill. This study used Research & Development (RND) method with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. In the Analyze phase, the researchers used two instruments, those are interviews and questionnaires. The results from interview data stated that MRELISH English teachers approved MRELISH media to be designed and developed. while the results of the students’ questionnaire stated that 69% of the total number of students agreed that MRELISH media was developed and applied in their English learning. In the Development and Implementation phases, the researchers used some instruments to collect data: interviews, questionnaires, observations, and documentation. The result of questionnaires from the material validation was 82% in the “very good” category and the result of the media validation was 92% in the “very good” category. After being implemented to students, the final result of the implementation was 84% which was categorized as “very good”. Based on those results, it can be concluded that MRELISH (Mukhlisoh Reading English) application was suitable to use in English learning to improve student’s reading skills in Vocational High School.
Designing Reading Side as Educational Application for Senior High School Learners Rohmat Hidayat; Ulfa Wulan Agustina; Muchamad Rahman Bagus Tohari
Journey: Journal of English Language and Pedagogy Vol. 8 No. 1 (2025): Journey: Journal of English Language and Pedagogy
Publisher : UIBU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/journey.v8i1.36

Abstract

The utilization of ICT (Information and Communication Technology) based learning media has become a significant factor in enhancing the usefulness and efficiency of the learning process. The objective of this research is to develop R-SIDE applications and to test the usefulness of it for use by senior high school students. The researchers employed the research and development (R&D) method. This method comprises five stages: analysis, design, development, implementation, and evaluation. The data were collected using two instruments: observation and questionnaire. Prior to implementation, the R-SIDE applications were validated by four experts, comprising two material experts and two media experts. The material expert validators indicated a level of agreement with the items in the "Agree" category, with a mean score of 80.00. Moreover, the media expert validators provided scores of 78 in the "Agree" category and 91.7 in the "Strongly Agree" category. A trial implementation was conducted on 25 students at MAAl Ihsan Tembelang Jombang, with the results of the questionnaires indicating an average score of 85.5, classified as "very good." Based on these findings, it can be concluded that the R-SIDE application is a viable method for engaging students in English learning, particularly in the context of reading skills.
Peran Pemuda Dalam Pengembangan Pemasaran Digital Terhadap UMKM Desa Sidomulyo Yuyun Bahtiar; Iin Baroroh Ma’arif; Nurul Afidah; Luluk Choirun Nisa Nur; Ulfa Wulan Agustina
An Naf'ah: Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2024): Februari
Publisher : Lembaga Penelitian, Penerbitan dan pengabdian kepada masyarakat (LP3M) STIT Al-Urwatul Wutsqo Jombang.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54437/annafah.v2i1.1364

Abstract

Digital marketing has become a main pillar in advancing micro, small and medium enterprises (UMKM) in various regions, including in Sidomulyo Village, Megaluh District, Jombang Regency. This study aims to analyze the role of youth in supporting and developing digital marketing for MSMEs in Sidomulyo Village, Megaluh District, Jombang Regency. This study uses qualitative methods with interview, observation, and documentation study techniques. The results of this study underline the importance of the youth's role in driving digital transformation in rural environments. Youth are not only agents of change, but also the main drivers in increasing income and welfare of Sidomulyo Village MSMEs, Megaluh District, Jombang Regency through digital marketing. Therefore, it is necessary to continue encouraging the active role of youth in supporting and developing digital marketing for MSMEs, with support from various parties, including the government, non-governmental organizations, and the private sector.
Students’ Responses to the Use of a Bilingual Pocket Dictionary M. Hasby Hasbullah; Iin Baroroh Ma'arif; Ulfa Wulan Agustina; Nurul Afidah; Ahmad Kanzul Fikri; Hanifah Hanifah
SCHOOLAR: Social and Literature Study in Education Vol. 6 No. 1 (2026): June
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/12n2za06

Abstract

This study explores students’ responses to the use of a bilingual (Arabic-English) pocket dictionary in learning activities at an Islamic boarding school in Jombang. The research employs a descriptive qualitative approach, involving students as participants. Data were collected through questionnaires, interviews, and classroom observations of the students of Al Munawaroh Islamic boarding school at Jombang. The findings indicate that the bilingual pocket dictionary significantly supports vocabulary acquisition, enhances learner autonomy, and increases motivation. However, some limitations include over-reliance on direct translation and limited contextual understanding. The study suggests integrating dictionary use with contextual learning strategies to optimize language acquisition.
Developing Explore C-Play: A Game-Based E-Worksheet for Cambridge Lower Secondary English Learners Harbiah Hilda Amalia; Ulfa Wulan Agustina
Journal of English Language Learning Vol. 10 No. 1 (2026)
Publisher : English Language Education Department, Universitas Majalengka

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

Abstract

This research aimed to develop an interactive digital learning medium entitled Explore C-Play (English Practice, Lower Secondary Assessment with Cambridge Playful Learning) based on e-worksheet for international students at Aqobah International School. The research employed a Research and Development (R&D) design using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The subjects of the study were lower secondary international students, while the data were collected through needs analysis, expert validation, interviews, and questionnaires. The developed product integrates gamebased activities using the LiveWorksheets platform to support four English skills: listening, speaking, reading, and writing, in accordance with the Cambridge Curriculum and Playful Learning approach. The results of the study indicated that Explore C-Play is feasible and effective as a learning medium. Material expert validation reached 93%, categorized as excellent, while media expert validation obtained 81%, categorized as very good. In addition, students’ responses showed a very positive perception with an average score of 98%, indicating high motivation, engagement, and interest in learning English through the developed e-worksheet. These findings demonstrate that game-based digital worksheets can enhance students’ participation and understanding in English learning. Therefore, Explore C-Play can be used as an effective supporting learning medium for international lower secondary students implementing the Cambridge Curriculum.
Pelatihan Daur Ulang Minyak Jelantah Menjadi Lilin Aromateraphy Pada Pemuda Karang Taruna Desa Sumur Bandung Lampung Timur Iin Baroroh Ma'arif; Ulfa Wulan Agustina; Muhammad Afiv Whayudi
Jumat Ekonomi: Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2021): April
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/abdimasekon.v2i1.1139

Abstract

Pada masa sekarang kreatifitas dan inovasi para pemuda sangat di harapkan demi kemajuan perekonomian Negara. Kegiatan pengabdian ini bertujuan untuk membantu para pemuda karang taruna dalam memanfaatkan limbah rumah tangga di lingkungan sekitar menjadi barang yang berguna dan mempunyai nilai jual. Kegiatan pengabdian ini adalah pelatihan daur ulang minyak jelantah menjadi lilin aromaterapi. Metode yang digunakan dalam kegiatan pengabdian ini berupa ceramah, diskusi serta pelatihan intensif. Hasil dari kegiatan pengabdian ini diharapkan memacu semnagt para pemuda dalam berkreatifitas dan berwirausaha.