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PELATIHAN DAN PENDAMPINGAN PEMBELAJARAN BAHASA INGGRIS DAN FUN GAMES BAGI ANAK BERBASIS MEDIA ICT BAGI GURU TKIT AL KAUTSAR MEJOBO KUDUS Atik Rokhayani; Achmad Hilal Madjdi; Edris Zamroni
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 10 (2023): SWARNA: Jurnal Pengabdian Kepada Masyarakat, Oktober 2023
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v2i10.951

Abstract

Program pengabdian ini merupakan Program Kemitraan Masyarakat (PKM) yang bermitra dengan Guru TKIT Al Kautsar Mejobo Kudus. Tim bersama dengan mitra menyepakati setidaknya terdapat empat bidang garapan yaitu 1) Pelatihan Pembelajaran Bahasa Inggris, 2) Pendampingan Pembelajaran Bahasa Inggris, dan 3) Strategi Fun Games. Pada aspek kompetensi tim fokuskan pada dua bidang, yaitu kompetensi pembelajaran dan strategi pembelajaran. Namun dari keseluruhan aspek permasalahan yang ada lebih fokus pada peningkatan SDM atau kompetensi para guru TKIT Al Kautsar Mejobo Kudus. Untuk menyelesaikan permasalahan tersebut, tim bersama mitra mengadakan pelatihan dan pendampingan Pembelajaran Bahasa Inggris dan Fun Games berbasis media ICT yang ditujukan kepada guru TKIT Al Kautsar Mejobo Kudus. Adapun pelaksanaannya menggunakan metode pelatihan dan pendampingan dengan tahapan 1) sosialisasi, 2) pembekalan dan pendampingan, 3) implementasi model pembelajaran Pembelajaran Bahasa Inggris dan Fun Games Bagi Anak Berbasis Media ICT, 4) pendataan hasil kegiatan, dan 5) monitoring dan evaluasi. Dalam pembekalan kompetensi mengajar, tim pelaksana menggunakan IPTEK berupa Pembelajaran berbasis Media ICT. Sedangkan Guru TKIT Al Kautsar dalam pelaksanaan program ini adalah sebagai mitra tim pelaksana yang membantu menyiapkan peserta, tempat dan sarana prasarana sekaligus menjadi peserta pelatihan dan pendampingan. Hasil pelatihan menunjukkan guru TK IT Al Kautsar sangat antusias mengikuti kegiatan dan menyatakan kesiapan untuk melaksanakan dan mengimplementasikan pada kegiatan pembelajaran di kelas. Selanjutnya akan dilaksanakan monitoring kegiatan implementasi pada pembelajaran pada akhir bulan Oktober 2023.
Peningkatan keterampilan mengajar guru SMK melalui pengembangan media pembelajaran online Rokhayani, Atik; Madjdi, Achmad Hilal; Zamroni, Edris
Community Empowerment Journal Vol. 2 No. 2 (2024)
Publisher : CV. Yudhistt Fateeh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61251/cej.v2i2.56

Abstract

Program pengabdian ini merupakan Program Kemitraan Masyarakat (PKM) yang bermitra dengan Guru SMK Assa’idiyyah 2 Mejobo Kudus. Tim bersama dengan mitra menyepakati setidaknya terdapat empat bidang garapan yaitu 1) Pelatihan Pembelajaran berbasis Online learning media, 2) Pendampingan Pembelajaran berbasis Online learning media, dan 3) Strategi Fun Games. Pada aspek kompetensi tim fokuskan pada dua bidang, yaitu kompetensi pembelajaran dan strategi pembelajaran. Namun dari keseluruhan aspek permasalahan yang ada lebih fokus pada peningkatan SDM atau kompetensi para guru SMK Assa’idiyyah Mejobo Kudus. Untuk menyelesaikan permasalah tersebut, tim bersama mitra mengadakan pelatihan dan pendampingan Pembelajaran berbasis Online learning media dan Fun Games berbasis media ICT yang ditujukan kepada guru SMK Assa’idiyyah Mejobo Kudus. Adapun pelaksanaanya menggunakan metode pelatihan dan pendampingan dengan tahapan 1) sosialisasi, 2) pembekalan dan pendampingan, 3) implementasi model pembelajaran dan Fun Games Bagi Siswa Berbasis Media ICT, 4) pendataan hasil kegiatan, dan 5) monitoring dan evaluasi. Dalam pembekalan kompetensi mengajar, tim pelaksana menggunakan IPTEK berupa Pembelajaran berbasis Media ICT. Sedangkan Guru SMK Assa’idiyyah Mejobo Kudus dalam pelaksanaan program ini adalah sebagai mitra tim pelaksana yang membantu menyiapkan peserta, tempat dan sarana prasarana sekaligus menjadi  peserta pelatihan dan pendampingan. This Community Service program is a Community Partnership Program (PKM) in partnership with Assa'idiyyah 2 Mejobo Kudus Vocational School teachers. The team together with partners agreed that there are at least four areas to work on, namely 1) Learning Training based on Online learning media, 2) Learning Assistance based on Online learning media, and 3) Fun Games Strategy. In the competency aspect, the team focuses on two areas, namely learning competency and learning strategy. However, from the overall aspect of the problem, the focus is more on improving human resources or the competence of teachers at Assa'idiyyah Mejobo Kudus Vocational School. To resolve this problem, the team and partners held training and mentoring based on online learning media and fun games based on ICT media aimed at Assa'idiyyah Mejobo Kudus Vocational School teachers. The implementation uses training and mentoring methods with stages 1) socialization, 2) provision and mentoring, 3) implementation of learning models and Fun Games for Students Based on ICT Media, 4) data collection on activity results, and 5) monitoring and evaluation. In providing teaching competencies, the implementing team uses science and technology in the form of ICT media-based learning. Meanwhile, the Assa'idiyyah Mejobo Kudus Vocational School teacher in implementing this program is a partner of the implementing team who helps prepare participants, places and infrastructure as well as being a training and mentoring participant.
YOUNG LEARNERS’ ENGAGEMENT IN VOCABULARY LEARNING TAUGHT BY GAMES AND LEARNING APPLICATION: SYSTEMATIC REVIEW Firliantama, Mochamad Rifki; Rokhayani, Atik
SIMPLE: International Journal of English Education Vol 1, No 1 (2023): SIMPLE: International Journal of English Education
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simple.v1i1.10585

Abstract

Since the start of the twenty-first century, we have had access to a wide variety of new learning tools, including computers, mobile apps, and web-based resources that are used in English language classrooms. By that statement education need to adapt the technology by using it to make the student and teacher learning classes more effective. By that issue this research paper will be explaining what is the overall effect of the games and learning application across studies and what are the benefit from conducting their research. The findings from this research shown across different games and it can increase the student’s overall vocabulary score and activity in the classes in comparison when they are not using game to teach vocabulary. This article also provides information about the benefit of games to the student’s vocabulary skill. In conclusion from different cases of studies, all of the research proves that using games can increase vocabulary mastery.
YOUNG LEARNERS’ ENGAGEMENT IN SPEAKING ACTIVITY TAUGHT BY USING GAME Nafisah, Nailin; Kurniati, Diah; Rokhayani, Atik
SIMPLE: International Journal of English Education Vol 2, No 2 (2024): SIMPLE: International Journal of English Education
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simple.v2i2.13762

Abstract

The researchers found problems with the focus of the seventh-grade students at one of the Islamic Boarding School in Kudus, they often did not listen to lessons which made them lack vocabulary and have difficulty speaking English. The purpose of this research was to To explore the seventh-grade students’ engagement in speaking activity taught by using game. The design of the research was qualitative research with the seventh-grade students of the Islamic Boarding School in Kudus as the participants. The instrument of this research was an observation checklist which was adapted from the International Center for Leadership in Education (ICLE) with consists of five aspects that are related to learner engagement, each aspect consists of several Likert-type format statements which required a numerical scale varying from 1 through 4, namely (1) is a rating of low, (2) medium, (3) good, and (4) very good.. The result of the research presents that students’ engagement in speaking activity taught by using game  shows a high criteria.
SMART APPS CREATOR TO ENHANCE STUDENTS’ SPEAKING ABILITY: A CLASSROOM ACTION RESEARCH Astuti, Yulia Fitri; Rokhayani, Atik; Kurniati, Diah
SIMPLE: International Journal of English Education Vol 2, No 1 (2024): SIMPLE: International Journal of English Education
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simple.v2i1.10592

Abstract

Teaching English in Indonesia Junior High School faces challenges, such as low speaking ability among students. Only 31% complete initial assessments, while 69% are below KKM. To address this, interactive learning media like Smart Application Creator (SAC) can be used to create applications and IOS without programming code. The purpose of this research was to overcome the problems experienced by almost all students in learning speaking skills, such as lack of self-confidence, limited vocabulary, or often mispronunciation of words using the Smart Application Creator (SAC) media. Subjects in this study were the students of class VII-B from SMP N 1 Trangkil. The researcher used the Classroom Action Research method to see how the using of SAC can increase students' speaking skills. There are three instruments used in this study to collect the data, namely; Observation sheet, Interview, and Test. The analysis and discussion in chapter IV show that using Smart Application Creator (SAC) media for Speaking Self Introduction in class VII B SMP N 1 Trangkil improves students' attitude and learning outcomes. The average learning attitude increased from 71.55 in cycle I to 88 in cycle II, with 66.7% of students achieving good attitudes and -66.7% not. The average learning outcomes increased from cycle I to cycle II, with 56.25% of students achieving completeness and 31.25% achieving not. The results suggest that using SAC media can improve students' Speaking Self Introduction outcomes in the 2022/23 academic year.
STUDENTS’ ENGAGEMENT IN SPEAKING CLASS TAUGHT BY USING ENGLISH SONG: THE STUDY OF ISLAMIC ELEMENTARY SCHOOL IN KUDUS Latifaturrizqia, Ummi; Kurniati, Diah; Rokhayani, Atik
SIMPLE: International Journal of English Education Vol 1, No 2 (2023): SIMPLE: International Journal of English Education
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simple.v1i2.10586

Abstract

The researchers found problems with the focus abilities of Students at one of the Islamic elementary school in Kudus, they often did not listen to lessons which made them lack vocabulary and have difficulty speaking English. The purpose of this study was to find out how English songs affect the speaking ability of third-grade Islamic elementary school students. The design of the research is qualitative research with the third-grade students of the Islamic elementary school in Kudus as a participant. The instrument of this research is an observation checklist which is adapted from the International Center for Leadership in Education (ICLE) with consists of five aspects that are related to learner engagement, each aspect consists of several Likert-type format statements which required a numerical scale varying from 1 through 4, namely (1) is a rating of low, (2) medium, (3) good, and (4) very good. The results of the research are the use of songs as a medium for teaching children to speak English is effective.
An effort to increase english teachers' teaching competency through ICT-based innovative learning media Rokhayani, Atik; Shofiyuddin, Muhammad; Latifah, Noor
Galuh International Journal of Community Service and Development Vol 2 No 2 (2025): March 2025
Publisher : Badan Kemitraan Inovasi dan Kewirausahaan Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/gijcsd.v2i2.4502

Abstract

Various activities and programs have been implemented to develop English education, especially in Kudus, Central Java. However, there are still several urgent problems that need to be resolved, namely the teaching competence of MA English MGMP teachers in Kudus, which needs to be improved through the provision of assistance and the implementation of the English Key learning model and ICT media. This community service program has four areas of focus, namely learning management, tenses learning model, human resources and supporting competencies. The method used is provision and mentoring. The solution will be implemented through the following methods and stages: 1. Socialization and Deliberation, 2. Training and Provision, 3. Implementation of competency in teaching tenses and ICT Media, 4. Mentoring and Evaluation, 5. Program Sustainability. In implementing this Community Service Program, the science and technology used by the implementing team is the implementation of the Wrench and TOEFL Approach which are provided and used in carrying out provision and mentoring to partners. The wrench and TOEFL approach were chosen because of their effectiveness, systematicity and ease of learning even for beginners, considering that implementers have limited time to achieve maximum results.
Using Crossword Puzzles for the Eleventh-Grade Students in Teaching Vocabulary at Vocational High School Muna, Nanda Nailatul; Rokhayani, Atik; Utomo, Slamet
SIMPLE: International Journal of English Education Vol 3, No 2 (2025): SIMPLE: International Journal of English Education
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simple.v3i2.15673

Abstract

Learning vocabulary is a continuous process in learning English that helps students improve their language ability to communicate. Lack of vocabulary causes the students difficulties expressing their ideas and understanding in learning English. The researcher used a Crossword Puzzle as a medium for teaching vocabulary to encourage the students’ interest in vocabulary learning. The purpose of the study was to determine the effectiveness of the Crossword Puzzle for the eleventh-grade students in teaching vocabulary at Vocational High School. The method of the study was quantitative and used a pre-experimental design with one group pre-test and post-test. The researcher chose one class of the eleventh-grade students as a sample for this study. The results of this study showed that the mean pre-test score was 67.43, while the mean of post-test scores was 86.14. Hypothesis testing used the Wilcoxon Signed Ranks Test showed the value Sig. (2-tailed) of 0.00 0.05. It is indicated that there is an improvement using the Crossword Puzzles for the eleventh-grade students in teaching vocabulary at Vocational High School.
Pelatihan Pengembangan Model Pembelajaran Berbasis “Critical Thinking” Bagi Guru-Guru Bahasa Inggris SMP Negeri 6 Blora Madjdi, Achmad Hilal; Syafei, Muh; Nurcahyo, Agung Dwi; Rokhayani, Atik
Muria Jurnal Layanan Masyarakat Vol 6, No 1 (2024): Maret 2024
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/mjlm.v6i1.11901

Abstract

Merujuk pada hasil survei Programme of International Student Assessment (PISA) yang dilaksanakan pada tahun 2018, kemampuan literasi dan numerasi para siswa Indonesia berada pada posisi lebih rendah dibandingkan dengan siswa di negara-negara lain. Posisi Indonesia pada tahun 2018 untuk membaca berada di peringkat 72 dari 77 negara, dan sains berada di peringkat 70 dari 78 negara (OECD, 2018).  Melihat tingkat literasi yang rendah dari para siswa di Indonesia, maka harus ada upaya yang terus menerus untuk meningkatkan literasi mereka, mengingat literasi menjadi tuntutan bagi para siswa/peserta didik untuk memenuhi kualifikasi kompetensi di abad 21 ini. Saat ini Kemendikbudristek telah mencanangkan penggunaan Kurikulum Merdeka pada satuan-satuan pendidikan di Indonesia. Pengembangan literasi menjadi salah satu fokus dan perhatian pada kurikulum ini sedikit banyak telah mendorong para peneliti, guru dan praktisi pendidikan untuk melakukan eksplorasi keilmuan dalam mengembangkan berbagai model pembelajaran yang menyenangkan, sesuai dengan ragam karakteristik peserta didik dan mampu memacu mereka untuk mengembangkan literasi. Oleh karena itulah, kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberikan pelatihan dan pendampingan para guru Bahasa Inggris di SMP Negeri 6 Blora untuk mengembangkan Model Pembelajaran Bahasa Inggris Berbasis “Critical Thinking”.
Unveiling Indonesian EFL Textbooks Content: Lexical Density and Readability Alifia Berlianti; Slamet Utomo; Atik Rokhayani
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Universitas Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.7487

Abstract

The complexity of reading text can be determined by lexical density and readability levels. The purposes of the research are to find the lexical density and readable level of reading text in local textbooks of Indonesian EFL. This research took a descriptive qualitative approach; the document of this study was fourteen reading text selected from each chapter from Modul Belajar Praktis Bahasa Inggris. The researcher grounded on Ure’s (1971) for lexical density and Flesch’s (1994) for determine readability level. After analyzing the data, the result show that all lexical density of the reading texts was high and the readability score ranging from 43.46 to 80.36. Based on Flesch’s (1994) from the fourteen reading texts from this textbook was classified into 5 level: easy for two texts, fairly easy for five texts, standard for two texts, fairly difficult for three and difficult for three.