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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.
Development of an Effective Curriculum for United Kingdom Language Learning Based on Local Wisdom Rais, Rinovian; Samad, Pratiwi; Amir, Habiyah Srianah; Nasra, Arini; MS, S. Sumihatu Ummah
International Journal of Language and Ubiquitous Learning Vol. 2 No. 3 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijlul.v2i3.1349

Abstract

Background. The development of an United Kingdom language learning curriculum that is relevant to the local context is a challenge in the world of education, especially in Indonesia which is rich in local culture and wisdom. United Kingdom language learning has tended to adopt global standards without paying attention to students' cultural backgrounds, making it less relevant for students in areas with strong cultures. In this context, the development of a curriculum based on local wisdom is expected to increase student engagement and the quality of United Kingdom language learning. Purpose. This study aims to develop an effective United Kingdom curriculum by integrating elements of local wisdom, as well as evaluating the impact of the implementation of the curriculum on students' motivation and language skills. Method. This study uses a qualitative method with a case study approach, involving five schools in rural and urban areas. Data were collected through interviews, classroom observations, and questionnaires given to 100 students and 10 teachers. Results. The results of the study show that the integration of local wisdom in United Kingdom language learning increases student motivation and participation, especially in rural areas. Students in urban areas tend to need materials that combine more local and global aspects. Teachers face challenges in finding suitable teaching materials, but in general this approach is considered effective. Conclusion. The conclusion of this study is that the curriculum based on local wisdom is able to increase the relevance and effectiveness of United Kingdom language learning. However, flexibility is needed in its application so that it can be adjusted to the needs of students in various regions.
Development of the Socioecopreneur for Children (MSC) Module as an Effort to Support Sustainable Main Tourism Destination Programs at Public Elementary School( SDN) 04 Kampung Bajo Torosiaje Jenli Abbas, Moh.; Maulidyawanti Moonti, Gusfin; Samad, Pratiwi; Suryani Munir, Fairus
International Journal of Language and Ubiquitous Learning Vol. 2 No. 4 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijlul.v2i4.1493

Abstract

Background. Bajo Village of Torosiaje is part of the selected DSP based on its tourism potential to boost the economy through the tourism industry. The main issue that arises is waste management. Poor waste management has led to the accumulation of waste along several roads leading to the tourist sites in Kampung Bajo Torosiajegies. Purpose. The development of this modul aim to foster children’s growth of the tourism industry in Bajo Torosiaje including in the awareness of social, envoronmental and economic sustainability as well as mproving human resource quality, setting it apart from other programs. Method. The methodology employs a Research and Development (R&D) approach based on the 4D model by Thiagarajan, focusing on a Socioecopreneurship Business Plan. This plan includes business planning materials and socioecopreneurship activities, incorporating socioecopreneur character values tailored for elementary school students. Results. The ecopreneurship-based learning approach significantly boosted students' entrepreneurial interest and environmental literacy. Interest scores increased from 69 to 72, while the percentage of students with low interest dropped from 27% to 3%. Additionally, 80% of students expressed satisfaction with the approach, indicating enthusiasm for utilizing local resources. Conclusion. These findings reflect a stronger understanding of sustainability among students and greater readiness to become environmentally conscious young ecopreneurs.
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.
Development of an Interactive HOTS Gamified e-Module for Prospective Elementary School Teachers at the University Level Nursyaida, Nursyaida; Samad, Pratiwi
Journal Emerging Technologies in Education Vol. 2 No. 4 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jete.v2i4.1389

Abstract

Background. The crritical thinking and creativity designing has not been applied and adopted in learning optimally. The HOTS e-modul learning for teacher training program will lead them to analize and maximize their learning achivment. The purpose of learning need to be improved as well as the conventional media design must be updated to help learners to teach creatively and hink critically. Purpose. The purpose of this study is to develop HOTS content in the science subject e-module of Pohuwato University, increase creativity in developing teaching strategies and methods, improve critical thinking in understanding learning content and develop the creativity of prospective teachers in designing materials, media and teaching modules that are in accordance with the conditions and abilities of students at the elementary school level. Method. The method used is R&D with the DDDE (Decide, Design, Develop, and Evaluate) model which was chosen because it is in accordance with the purpose of developing HOTS-based interactive e-modules and gamification. The small-scale trial of the HOTS E-module was carried out by experts of teacher, lecturers and also a large-scale trial was carried out by 46 students. The test subject was determined using the purposive sampling technique. In collecting research data, it is carried out by providing questionnaire tests that have been collected descriptively. Results. Results shows that the interactive HOTS e-module based on gamification, developed using the DDD-E model, meets the validity criteria with an average score of 3.89, is deemed practical with an average score of 3.66, and demonstrates effectiveness, with 86.8% of students achieving a minimum test score of 70. Conclusion. The interactive HOTS e-module, developed using the DDD-E model, is valid, practical, and effective. It equips future teachers with innovative tools to enhance critical thinking and student engagement, promoting better learning outcomes through gamified educational experiences.
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.