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PENGEMBANGAN MODUL ESP UNTUK MAHASISWA PROGRAM STUDY PENJASKESREK STKIP TAMAN SISWA BIMA Irawan, Ewan; Khusaini, Fakhri; Anhar, Anhar
Jurnal Ilmiah Mandala Education (JIME) Vol 8, No 4 (2022): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v8i4.3980

Abstract

This study aims to develop a valid and practical English teaching module for students majoring in sports. This research method is research and development with 5 stages, namely; 1) Need analysis, 2) Design the module, 3) Experts’ validation, 4) Try out module, and 5) Final product. The instruments used to measure the quality of the developed modules are validation questionnaires for media expert and education expert and practicality questionnaires for students and lecturers with an average score. The results of this study indicate that the module developed is very valid with an average value of 93.02% and from the practical aspect this module is very practical to use by lecturers and students.
Non-English Students' English Learning Motivation Khusaini, Fakhri
JUPE : Jurnal Pendidikan Mandala Vol 8, No 3 (2023): JUPE : Jurnal Pendidikan Mandala (September)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v8i3.5950

Abstract

English is very important to learn by students in all majors, but students in two non-English majors in Bima town rarely attend English meeting held in campus. Therefore, this research was conducted to find out how non-English students' motivation to learn English is. This research used a qualitative descriptive method using an instrument in the form of a motivation questionnaire. The research results showed that non-English students have high motivation in learning English.
Project-Based Learning for Assemblr Edu Augmented Reality Media: Products and Experiences of Primary School Teacher Education Students Fauziah, Nurul; Khusaini, Fakhri; Ummah, Rakhmatul
Journal of Authentic Research Vol. 5 No. 3 (2026): August
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/q2z6n050

Abstract

The development of digital technology requires prospective teachers to have the ability to design innovative, technology-based learning media. This study, involving 35 primary school teacher education students, aims to describe the implementation of Project-Based Learning (PjBL) in the development of Augmented Reality (AR)-based learning media using Assemblr Edu and to examine the products and learning experiences of the students. This study uses a qualitative descriptive approach with a case study design. The research subjects consisted of 35 primary school teacher education students taking the Learning Multimedia course. Data were collected through observation, interviews, and documentation of students' AR products. Data analysis was carried out using the Miles, Huberman, and Saldaña model through the stages of data condensation, data display, and conclusion drawing. The results showed that the implementation of PjBL was carried out in a "very good" category with an implementation percentage of 89%, while the interview results indicated an increase in collaboration skills (90%), the development of digital technology skills (80%), and an increase in creativity (70%). The analysis of AR media products showed that students were able to develop media with good aspects of material suitability, visual design, and interactivity. This research practically contributes to the development of digital, collaborative, and creative competencies for prospective elementary school teachers through authentic project-based learning experiences. The research findings indicate that the application of Assemblr Edu AR-based PjBL provides authentic learning experiences that support the development of digital competencies, creativity, and the ability of primary school teacher education students to produce innovative learning media.
The effect of flashcard-based vocabulary games on fourth-grade students’ vocabulary understanding Fakhri Khusaini; Leni Lutfiani; Ika Irawati
EnJourMe (English Journal of Merdeka) : Culture, Language, and Teaching of English Vol. 10 No. 2 (2025): December 2025
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/enjourme.v10i2.16351

Abstract

One of the main challenges students face in learning English is limited vocabulary understanding, often due to insufficient learning materials and outdated instructional approaches. Flashcards are a visual tool that can support vocabulary learning through image–word associations. This study aimed to investigate the effect of flashcard-based vocabulary games on fourth-grade students’ vocabulary understanding at a public elementary school in West Nusa Tenggara. Using a pre-experimental one-group pretest–posttest design, the study involved 20 students selected through purposive sampling. Data were collected through vocabulary tests, observation sheets, and student questionnaires. The vocabulary test assessed two components: spelling and meaning comprehension. Data analysis included normality and homogeneity tests, and a paired-samples t-test, using IBM SPSS Statistics 24. The results showed a significant improvement in students’ vocabulary understanding after the implementation of flashcards. The mean pretest score increased from 59.25 to 82.00 in the posttest, and the number of students achieving mastery rose from 5 to 19. The paired-samples t-test yielded a p-value of 0.000 (< 0.05), indicating a statistically significant difference between pretest and posttest scores. These findings demonstrate that flashcard-based vocabulary games effectively enhance students’ vocabulary understanding and can be used to support English learning in elementary school settings.