Claim Missing Document
Check
Articles

Improving EFL Learners’ Affective Skills Through the Use of Digital Game-Based Learning Sri Wahyuni; Irawan, Nico; Ghofur, Abd; Pramujiono, Agung
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 10 No 1 (2025): Education and Human Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/ehdj.v10i1.7234

Abstract

This research explores how digital game-based learning models work in EFL classrooms to develop affective competencies among learners and evaluates their effectiveness. The research also investigates the obstacles that emerged during its execution. The main objective of the game-based intervention was to develop affective competencies among students during their English language learning process. The research used classroom action research to study 36 high school students in Surabaya through interviews and questionnaires. The research shows that digital games in classroom teaching boost student affective engagement while making learning more enjoyable and motivating. The research indicates that game selection remains challenging because it requires matching games to instructional targets, and teachers need specialized training to execute the approach effectively. The research findings offer essential knowledge to educational institutions and teachers about digital games as tools to enhance emotional student involvement in language education and improve academic quality.
Peningkatan Keterampilan Menulis Teks Drama melalui Model Project-Based Learning Berbantuan Media Flipbook pada Siswa Kelas XI TPK SMK Indiasty, Nesy; Rochmans, M. Faisal; Ningrum, Dwi Setia; Pramujiono, Agung
BELAJAR BAHASA: Jurnal Ilmiah Program Studi Pendidikan Bahasa dan Sastra Indonesia Vol 10 No 2 (2025): Belajar Bahasa: Jurnal Ilmiah Program Studi Pendidikan Bahasa dan Sastra Indones
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/bb.v10i2.3748

Abstract

This classroom action research aims to improve the drama script writing skills of Grade XI TPK students at SMK Negeri 3 Buduran Sidoarjo through the implementation of the Project-Based Learning (PjBL) model assisted by flipbook media. The study was conducted in two cycles, each comprising the stages of planning, action, observation-evaluation, and reflection. The research subjects consisted of 35 students. Data were collected through observation, drama script writing tests, and student response questionnaires. The results showed that in the pre-cycle stage, only 26.8% of students reached the minimum mastery criteria, with an average score of 55.2. After the application of PjBL and flipbook media, significant improvements were observed in Cycle I (65.7% mastery, average score of 70.4) and Cycle II (86.5% mastery, average score of 82.3). The use of PjBL supported by flipbook media proved effective in enhancing students' writing quality in terms of dramatic structure, character development, dialogue, as well as increasing motivation and active participation in the learning process. This study recommends the use of interactive digital media and project-based approaches in teaching creative writing in vocational schools.
INOVASI PEMBELAJARAN DENGAN PENERAPAN MODEL PJBL DALAM PEMBELAJARAN MENULIS PUISI PADA ANAK INKLUSI DI SMP NEGERI 2 BUDURAN Itauningsih, Itauningsih; Pramujiono, Agung
Jurnal Kansasi: Jurnal Pendidikan Bahasa Indonesia dan Sastra Indonesia Vol 10, No 1 (2025): Jurnal Kansasi: Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : PBSI STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpbs.v10i1.4779

Abstract

Artikel ini bertujuan untuk mendeskripsikan penerapan model project based-learning dalam pembelajaran menulis puisi pada anak inklusi, persentase kemampuan anak inklusi dalam menulis puisi, serta cara mengatasi permasalahan yang muncul. Artikel ini menggunakan metode kualitatif dengan jenis penelitian deskriptif. Artikel ini dilaksanakan di SMP Negeri 2 Buduran. Populasi dalam artikel ini adalah seluruh anak inklusi yang berjumlah 11 siswa. Sampel diambil dari keseluruhan populasi disebabkan karena jumlahnya kurang dari 100. Teknik pengumpulan data melalui observasi, angket, tes, dan dokumentasi. Teknik analisis data dalam kajian ini menggunakan statistik deskriptif. Penerapan model project based-learning mendapatkan respon positif dari anak inklusi dengan persentase sebesar 82%. Kemampuan anak inklusi dalam menulis puisi mayoritas mendapatkan nilai dari rentang skor 85 sampai 89 dengan persentase 55% termasuk kategori baik. Persentase yang didapatkan menggambarkan bahwa penerapan model project based-learning memberikan kemudahan dalam menulis puisi. Strategi untuk mengatasi permasalahan pada pembelajaran menulis puisi menggunakan model project based-learning meliputi memberikan bimbingan individu, mendorong kolaborasi, melibatkan guru pendamping khusus, melakukan refleksi berkala.
English Teachers' Strategies in The Implementation of Digital-Based Literacy in Candi State Elementary School, Sidoarjo Regency Ratih, Rheny Puspita; Rahayu, Endah Yulia; Pramujiono, Agung
Jurnal Pendidikan Indonesia Vol. 6 No. 3 (2025): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v6i3.7460

Abstract

Perkembangan teknologi di era digital telah mengubah banyak industri, termasuk pendidikan. Integrasi teknologi dalam pembelajaran telah menyebabkan perubahan signifikan dalam cara pendidikan disampaikan dan dialami oleh guru dan siswa. Salah satu aspek utama dari transformasi ini adalah digitalisasi organisasi pembelajaran, yang melibatkan integrasi teknologi digital ke dalam berbagai aspek lembaga Pendidikan. Penelitian ini bertujuan untuk mendeskripsikan Strategi Guru Bahasa Inggris Sekolah Dasar dalam Menerapkan Literasi Berbasis Digital di Kelas Atas Sekolah Dasar Negeri di Kecamatan Candi Kabupaten Sidoarjo. Penelitian ini dilaksanakan di tiga Sekolah Dasar Negeri di Kecamatan Candi pada semester ganjil. Penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian fenomenologi. Data dalam penelitian ini diperoleh melalui observasi, wawancara dan dokumentasi. Hasil penelitian menunjukkan bahwa strategi yang dilakukan guru dalam menerapkan literasi digital di kelas atas memperoleh informasi yang valid. Dengan berbagai strategi yang telah digunakan guru dapat meningkatkan rasa ingin tahu, dengan menyiapkan rencana pembelajaran yang menarik, menyiapkan media yang akan digunakan seperti, komputer, handphone, internet, perpustakaan digital, proyektor. tahap pelaksanaan, guru telah melaksanakan apa yang telah direncanakan dan dipersiapkan sebelumnya. Guru melaksanakan kegiatan literasi digital melalui proses membaca, seperti dengan mengetahui, membaca dan memahami metode. Guru juga menggunakan media seperti video, handphone, internet dan komputer. Kesimpulan yang diperoleh dari penelitian ini yaitu guru kelas unggulan SDN Kecamatan Candi telah menerapkan strategi guru dalam melaksanakan kegiatan literasi digital di sekolah dasar melalui tahapan persiapan, pelaksanaan, dan evaluasi hasil. Pada tahapan tersebut literasi digital yaitu mengetahui, membaca dan memahami.
EXPLORING ELEMENTARY SCHOOL STUDENTS’ PERCEPTION OF USING THE “GAMESTOLEARNENGLISH” WEB GAME FOR VOCABULARY LEARNING Loreana, Yurike Risa; Irawan, Nico; Ghofur, Abd; Pramujiono, Agung
Academic Journal PERSPECTIVE: Education, Language, and Literature Vol 12 No 2 (2024)
Publisher : Lembaga Penelitian (The Institute of Research) Universitas Swadaya Gunung Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/perspective.v12i2.9985

Abstract

This study investigates elementary school students' perceptions of the web-based game “gamestolearnenglish” for vocabulary learning. The game is intended to improve vocabulary utilization, motivation, and engagement by including gamification elements. Using a qualitative study, the data was collected through interviews and observations with five fifth-grade students in Surabaya who utilized the game during English learning sessions. The results indicate that the interactive features of the game significantly enhanced student motivation and facilitated an enjoyable learning experience. On the other hand, difficulties such as inadequate material variety and technological problems associated with internet connectivity were found. The game can become a more efficient tool for learning vocabulary if developed further. This study offers valuable insights for teachers and developers of digital learning tools, enabling them to design more engaging and efficient student learning experiences.
Pelatihan Penulisan Artikel Penelitian Tindakan Kelas Untuk Meningkatkan Kompetensi Guru SMKN 1 Sepulu Bangkalan Pujiastuti, Rahayu; Pramujiono, Agung; Indayani; Prawoto, Eko Cahyo
KALANDRA Jurnal Pengabdian Kepada Masyarakat Vol 3 No 4 (2024): Juli
Publisher : Yayasan Kajian Riset Dan Pengembangan Radisi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55266/jurnalkalandra.v3i4.409

Abstract

-
Nilai Moral dan Pendidikan dalam Novel Tanah Para Bandit karya Tere Liye Arieska Rahma, Wanda; Pramujiono, Agung; Indayani
BELAJAR BAHASA: Jurnal Ilmiah Program Studi Pendidikan Bahasa dan Sastra Indonesia Vol 9 No 1 (2024): Belajar Bahasa: Jurnal Ilmiah Program Studi Pendidikan Bahasa dan Sastra Indonesi
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/bb.v9i1.2195

Abstract

This research aims to describe the moral values and educational values in the novel Tanah Para Bandit by Tere Liye. Novels are complex stories and involve various problems. The novel Land of the Bandits by Tere Liye tells the story of Padma, a young woman who has been training physically, mentally, mentally and spiritually since childhood. He was trained by a grandfather named Abu Syik. This research approach uses a qualitative descriptive approach. The data source for this research is the novel Tanah Para Bandit by Tere Liye. The research data used is a choice of words, phrases and sentences that show aspects of moral values and education in the novel Tanah Para Bandit by Tere Liye. The data collection technique used by researchers to obtain data is in two stages, namely reading and taking notes. The data analysis technique used in the research uses interactive Miles and Huberman which consists of; data reduction, data presentation, and conclusions. The results of the research show thatthe moral values and educational values found in the novel Tanah Para Bandit by Tere Liye, namely moral values consisting of; moral values related to relationships with God, moral values related to relationships with other humans, and moral values related to relationships with oneself. The educational value found in this research consists of; honest, disciplined, hard working and independent.