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Pendampingan Pembelajaran English Fabulous Learning Mentimeter Berbasis Gamifikasi di SMP Negeri 1 Duhiadaa Pratiwi Samad; Muliani Muliani; Abdul Yunus Labolo; Muh. Wahyuddin S. Adam; Fairus Suryani Munir; Kurnia Kurnia
I-Com: Indonesian Community Journal Vol 4 No 4 (2024): I-Com: Indonesian Community Journal (Desember 2024)
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/icom.v4i4.5597

Abstract

Theprogramof gamifies fabulor learning using mentimeter was supporting the students and teachers’ skill and creativity in designing IT-Based learning. The method employed utilizied the fabulous learning with Mentimeter. Based on the outcomes of the initial community empowerment activities, the following conclusions were drawn: 1) participants demonstrated high interest and motivation in learning English and actively participated in English lessons through applications like Mentimeter, Duolingo, Memrise, Quizlet, Quizizz, Kahoot, and Quizwhizzer; 2) participants developed an understanding of using Mentimeter synchronized with gamified English learning to improve students’ vocabulary, speaking, and reading skills; 3) participants successfully applied IT-based English learning applications via Mentimeter, Duolingo, Memrise, Quizlet, Quizizz, Kahoot, and Quizwhizzer; 4) participants grasped the concept of enjoyable learning, which helped increase students’ interest and English language proficiency; and 5) participants were able to develop teaching modules in the form of gamified e-modules.
Pengembangan Pariwisata Terintegrasi di Sulawesi Barat melalui Pelatihan Bahasa Inggris Pemandu Wisata dan Perancangan Sistem Informasi Pelayanan Wisatawan bagi GenPi Kurnia Kurnia; Abdul Wahab; Ratna Ratna; Sudirman Sudirman; Pratiwi Samad
I-Com: Indonesian Community Journal Vol 4 No 4 (2024): I-Com: Indonesian Community Journal (Desember 2024)
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/icom.v4i4.5795

Abstract

Generasi Pesona Indonesia (GenPi) Sulawesi Barat yang tersebar di setiap kabupaten Kota menjadi representasi pariwisata sebagai pemandu wisata bagi wisatawan yang berkunjung baik lokal maupun mancanegara. Sayangnya, kemampuan berbicara bahasa inggris sebagai bahasa internasional yang dimiliki oleh mitra masih sangat minim. Saat memandu wisatawan mancanegara, kadangkala mitra hanya menggunakan bahasa isyarat dan bantuan google terjemahan. Tim pengabdian memberikan pelatihan Bahasa Inggris selama 2 hari berupa tour guide untuk peningkatan Speaking dan Listening dari penutur asing. Metode pengabdian ini menggunakan pre-experimental method dengan pre dan post test instrument dengan materi Got Talent, Fun English, Simple Present Tense for Speaking and Asking Direction, serta Role Play menjadi Tour Guide. Capaian kegiatan menunjukkan peningkatan signifikan yang dirasakan oleh mitra mengenai kemampuan bahasa inggris mereka. Hal ini juga ditunjukkan melalui pre test dan post test yang telah diberikan berupa Pemberdayaan dan peningkatan keterampilan mitra dalam berbicara bahasa inggris khususnya ketika menjadi pemandu wisata.
Gamifikasi dan Mentimeter: Mewujudkan English Learning yang Lebih Menarik dan Interaktif Samad, Pratiwi; Abbas, Moh. Jenli
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2130

Abstract

Gamification in English language learning along with the use of Mentimeter is essential for enhancing educational capabilities in English for students at SMP Negeri 1 Duhiadaa. This research aims to improve students' proficiency and engagement in learning English. A qualitative research method was used with interviews as the primary instrument. The third-grade students were the population and 10 students were selected through purposive sampling. The results showed that learners were actively engaged in their English quizzes, enjoying the use of gamification tools like Duolingo and Quizwhizzer. The integration of gamification platfoms, such as Duolingo and Quizwhizzer, combined with Mentimeter, significantly boosts students' engagement and learning capabilities in English. This approach not only engages students in interactive learning but also motivates them with new experience
Efl Learner's Perception on the Use of Mentimeter Platform in Enhancing Speaking Skills in Pohuwato Samad, Partiwi
KARIWARI SMART : Journal of Education Based on Local Wisdom Vol. 3 No. 2 (2023): July 2023
Publisher : Fakultas Tarbiyah IAIN Fattahul Muluk Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53491/kariwarismart.v3i2.642

Abstract

The education sector in particular of technology learning brings benefits in a number of ways. An up-to-date learning has become the norm for teaching and learning in digital era. Both teachers and students are given a challenge to fully support the success of the integrated learning. When presenting educational resources to their students, teachers need to employ a greater degree of innovation meanwhile students are urged to engage in frequent study on their own as independent and effective learners. Therefore, the purpose of this study is to ascertain the EFL learner’s perception on the use of Mentimeter platform and to figure out the advantages of using Mentimeter Platform in enhancing speaking skills performance. The qualitative descriptive approach has been chosen as the method of this study. The data were obtained from interview and questionnaire. The findings showed that there were some perceptions about using Mentimeter Platform in enhancing the EFL learners’ speaking skills. Mostly students in definitely thought that the implementation of Mentimeter platform could enhance their speaking competence and surprisingly it also greatly benefited to their advance speaking and translating abilities.
Pengaruh Konformitas Remaja dengan Teman Sebaya terhadap Perilaku Membolos di MTS Al-Mubarak Marisa Muh Wahyuddin S. Adam; Pratiwi Samad; Nurain Pakaya; Alya Rahma; Megawati Hapulu; Yoanna Grace Fun
Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan  Vol. 3 No. 1 (2025): Januari : Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pragmatik.v3i1.1309

Abstract

The aim of this research is to assess the influence of adolescent conformity on truant behavior at MTS Al-Mubarak Marisa. To collect data in research using case study techniques, students, guidance and counseling teachers, and homeroom teachers were observed and interviewed. These findings indicate that the main element influencing students' actual behavior is peer social pressure. Internal considerations are another component that influences actual behavior.
The Utilizing of Mentimeter Platform in Enhancing the EFL Students’ English Skills in Digital Era Pratiwi Samad; Fairus Suryani Munir
Edumaspul: Jurnal Pendidikan Vol 6 No 2 (2022): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v6i2.4380

Abstract

Tujuan penelitian ini adalah untuk mengetahui kemampuan Pendidikan Bahasa Inggris mahasiwa dan untuk mengetahui persepsi mahasiswa terkait pembelajaran Bahasa Inggris melalui mentimeter platform. Penelitian ini dilakukan dengan berfokus kepada peningkatan kemampuan peserta didik di berbagai skills bahasa Inggris. Kualitatif deskriptif merupakan metode penelitian yang digunakan dalam menentukan sampel menggunakan purposive sampling dari mahasiswa di semester 2 dan 4. Instrument yang digunakan dalam penelitian ini mencakup kuesioner dan interview. Hasil penelitian melalui kuesioner menunjukkan bahwa terdapat peningkatan kemampuan Bahasa Inggris peserta didik dalam bidang speaking), pengucapan (pronunciation), kosa kata (vocabulary), tata bahasa (grammar), menulis (writing), dan kemampuan mendengarkan (listening) sedangkan hasil dari wawancara mendeskripsikan bahwa peserta didik memiliki peningkatan dalam bidang komunikasi dan penguasaan kosakata namun mereka merasa perlu untuk terus diberikan pelatihan dan pembelajaran bahasa Inggris menggunakan mentimeter platform. Kata Kunci: Mentimeter Platform, Kemampuan Bahasa Inggris, Era Digital Abstract The aim of this study was to determine the ability of students' English education and to determine students' perceptions regarding the process of learning English through mentimeter platform. This research was conducted by focusing on the ability of students improvement in various English skills. In implementing the research, the writer conducted the qualitative descriptive method and took the purposive sampling to determine the sample taken from students at the 2nd and the 4th semester. The instruments used in this study include questionnaires and interviews. The results of the research through the questionnaire showed that there was an increase in students' English skills performance, they are speaking, pronunciation, vocabulary, grammar, writing, and listening. The result of the interview described that students have improved in the field of communication and vocabulary mastery, but their need of the specific English training must be fulfilled.
Gamified interactive English HOTS e-book terintegrasi artificial intelligence: optimalisasi metacognitive, berpikir kritis dan kreatif melalui eksplorasi local wisdom Gorontalo Pratiwi Samad; Fairus Suryani Munir
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

Penelitian ini bertujuan mengembangkan Gamified Interactive English HOTS E-Book terintegrasi Artificial Intelligence yang berfokus pada optimalisasi kemampuan metakognitif, berpikir kritis, dan kreatif melalui eksplorasi kearifan lokal Gorontalo. Pengembangan dilakukan dengan mengintegrasikan konten budaya lokal, seperti makanan tradisional, tarian, dan destinasi wisata, sebagai konteks pembelajaran bahasa Inggris yang bermakna. E-book ini dilengkapi elemen gamifikasi (Kahoot, Quizizz, Mentimeter) serta dukungan AI untuk menciptakan pengalaman belajar interaktif yang berpusat pada mahasiswa. Subjek penelitian adalah mahasiswa Pendidikan Bahasa Inggris dan Pendidikan Guru Sekolah Dasar Universitas Pohuwato sebanyak 65 orang. Hasil validasi menunjukkan bahwa media memenuhi kriteria valid, praktis, dan efektif, dengan skor rata-rata keseluruhan berada pada kategori “sangat baik” yang menegaskan efektivitas e-book dalam meningkatkan kemampuan berpikir kritis, kreatif, dan metakognitif. Dengan demikian, produk ini berpotensi menjadi inovasi penting dalam pembelajaran bahasa Inggris berbasis budaya lokal sekaligus memberikan kontribusi terhadap pengembangan strategi pendidikan di era digital.
Overcoming the challenges of English vocabulary learning for students with autism spectrum disorder (ASD) through the development of virtual reality technology Fairus Suryani Munir; Pratiwi Samad
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9112

Abstract

The use of Virtual Reality for students with special needs, such as ASD, provides a fairer opportunity for them to develop in learning foreign language vocabulary, in this case English. The research method applied was Human-Centered Design, carried out through stages such as: Context of Use Analysis, User Needs Analysis, Solution Design, and Solution Evaluation. The results of the study, after conducting trials with ASD students, produced a product specification in the form of a VR-based English vocabulary learning application for ASD children, featuring basic vocabulary content, simple navigation, ASD-friendly design, and progress tracking support for teachers/therapists. Furthermore, the validation of the developed Virtual Reality technology, based on assessments from media experts, content experts, and therapists, was declared Highly Valid. This conclusion was drawn from the results of the validity questionnaires given to the experts, as well as from the vocabulary mastery of ASD students after learning English using the developed Virtual Reality technology—showing that they were able to pronounce and articulate the vocabulary correctly, as well as recall the English words of the observed objects. Keywords: Virtual Reality, Autism Spectrum Disorder Students, Vocabulary, English
AI-Gamified Model for EFL: Fostering Metacognition, Critical Literary and Creativite Thinking in ELT Design Samad, Pratiwi; Nur, Sahril
Edumaspul: Jurnal Pendidikan Vol 10 No 1 (2026): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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Abstract

Penelitian ini menyajikan sebuah model pembelajaran inovatif dan mengimplementasikan umpan balik AI-gamified dengan kolaborasi dan partisipasi yang terintegrasi serta mempromosikan metakognisi mahasiswa, kemampuan berpikir kritis dalam literasi, dan performa kreativitas dalam desain English Language Teaching (ELT). Berlandaskan Taksonomi Bloom dan teori Vygotsky, studi ini tidak hanya bertujuan menggabungkan AI-gamification sebagai alat teknologi, tetapi sebagai pembelajaran terarah yang memediasi keterampilan berpikir tingkat tinggi, menumbuhkan pembelajaran yang teratur secara mandiri, mendorong konstruksi pengetahuan dan pembelajaran bermakna di kelas, serta mempromosikan desain kreatif dalam konteks ELT. Model ini mengusulkan AIG–TriMind Model, sebuah kerangka pembelajaran AI-Gamified yang dirancang untuk mentransformasi pengajaran English as a Foreign Language (EFL) dengan mendorong metakognisi, literasi kritis, dan pemikiran kreatif dalam desain English Language Teaching (ELT). AIG–TriMind Model mengonseptualisasikan bagaimana umpan balik berbasis AI, korporasi pembelajaran gamified, dan desain ELT interaktif dapat bekerja bersama untuk mendorong kemampuan berpikir kritis dan literasi mahasiswa, mempromosikan metakognisi, dan desain bahasa yang kreatif. Model ini menekankan pengalaman belajar yang partisipatif dan adaptif yang didukung oleh pengambilan keputusan yang dimediasi AI dan kreativitas performatif. Studi ini berargumen bahwa mengintegrasikan gamifikasi cerdas ke dalam ELT mampu menempatkan mahasiswa sebagai desainer aktif dalam pembelajaran ELT sekaligus memperkuat metakognisi mereka dalam mengatur rencana, penyelesaian masalah dan mengevaluasi progress pembelajaran. Implikasi teoretis dan praktis menyoroti perlunya pergeseran paradigma dalam pedagogi EFL menuju pengembangan TriMind berbasis AI dan Gmifikasi serta mengusulkan penelitian lanjutan untuk memvalidasi model tersebut dalam konteks pembelajaran lainnya.
Feminist Perspective of Life’s Struggle: A Literature Review of the Movie Little Woman (2019) Pratiwi Samad; Nirma Paris
Innovations in Language Education and Literature Vol. 1 No. 1 (2024): JUNE 2024
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/ilere.v1i1.3929

Abstract

This study delves into the challenges contemporary women face, particularly in negotiating societal expectations, spiritual support in relationships, and the balance between education, career, and marriage. Through an analysis of the characters Jo and Amy in Greta Gerwig's "Little Women," it aims to explore these complexities and offer insights into modern women's perspectives on life. The research draws on the film "Little Women" (2019) and a range of literary sources, including research papers, journals, and publications. By examining the educational backgrounds, marital experiences, motivations, and thoughts of Jo and Amy, the study investigates the nuanced struggles and aspirations of women in different facets of life. The findings reveal that feminist ideology intersects with various dimensions of women's struggles, encompassing aspirations for freedom, education, marital rights, and happiness. Jo and Amy confront significant obstacles reflective of 19th-century challenges, compounded by societal norms that tethered women's happiness to male support, hindering their pursuit of independence. The study emphasized the continuing relevance of the discourse of feminists by exposing the challenges faced by women in Little Woman. Through an exploration of Jo and Amy's journeys, it emphasizes the ongoing struggle for autonomy and fulfillment in women's lives across historical contexts.