Syahfrina Rahmawati
Universitas Muhammadiyah Sidoarjo

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Learning Strategies at SD Muhammadiyah 2 Sidoarjo during the Covid-19 Pandemic Syahfrina Rahmawati
Proceedings of The ICECRS Vol 10 (2021): Psychology and Education Conference Facing The Era of Merdeka Belajar
Publisher : International Consortium of Education and Culture Research Studies

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (102.531 KB) | DOI: 10.21070/icecrs20211186

Abstract

This research is a qualitative research which aims to obtain an overview of the implementation of online learning at SD Muhammadiyah 2 Sidoarjo as an effort to suppress the spread of Covid-19 in the school environment. The research subjects were students of SD Muhammadiyah 2 Sidoarjo. Data were collected by direct interviews. The results showed that: (1) students have taken turns learning online at home and offline (2) online learning has flexibility in its implementation and is able to encourage the emergence of independent learning and motivation to be more active in learning; and (3) distance learning encourages the emergence of social distancing behavior and minimizes the appearance of student crowds so that it is considered to reduce the potential for the spread of Covid-19 in the school environment.
The Effect of Gamification in Board Game to Improve Students’ English Vocabulary Syahfrina Rahmawati; Vidya Mandarani; Fika Megawati
Journal of English Education and Teaching Vol. 7 No. 3 (2023): Journal of English Education and Teaching
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jeet.7.3.526-543

Abstract

This study aims to determine whether there is a difference between the learning outcomes of English vocabulary improvement in descriptive text learning for students before and after the Gamification method is applied. The subjects of this study were 41 students of MTS Muhammadiyah 1 Taman. Data collection using tests in the form of multiple choice and essay to measure learning outcomes in English vocabulary improvement. The method used is quantitative method, data analysis using paired sample t test. The results show that the mean score of the post-test is higher than the mean score of the pre-test, this means that there is an increase in learning outcomes of English vocabulary after the Gamification method is applied, the results also show that the significance obtained is 0.000, which is smaller than 0.05, thus Ho is rejected and Ha is accepted. This means that there is a significant difference between the learning outcomes of English vocabulary in descriptive text learning before and after the implementation of learning strategies using the Gamification method.