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The Role of Guided Questions in Enhancing Student’s English Writing Ability Mu'min; Reskiawan, Bimas; Astiantih, Susi
Research Horizon Vol. 5 No. 4 (2025): Research Horizon - August 2025
Publisher : LifeSciFi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54518/rh.5.4.2025.633

Abstract

Many students encounter challenges in organizing ideas, developing content, and maintaining coherence in descriptive writing tasks. In response to this issue, guided questions were introduced as a structured instructional approach to help students think critically and write more effectively. The purpose of this research was to analyze the differences in students’ writing performance before and after the implementation of the guided questions strategy and to compare the results with those of students who were taught using traditional methods. The research used a quasi-experimental design involving 70 students, divided into control and experimental groups. Both groups completed pre-tests and post-tests focused on descriptive text writing. Data were analyzed using descriptive statistics to observe patterns of improvement. The results showed that students in the experimental group experienced greater improvement in their writing scores and moved into higher performance categories compared to the control group. The results have implications for educators that guided questions offer practical and adaptable approach to support students in developing their writing skill. These findings suggest that the guided questions strategy can enhance students’ ability to generate and organize ideas in writing. Therefore, this strategy is recommended as an effective method for improving writing instruction in similar educational contexts.
Peran Program Asistensi Mengajar MBKM dalam Meningkatkan Pembelajaran di Sekolah Kabupaten Kolaka Timur Astiantih, Susi; Pratiwi, Alifiah; Reskiawan, Bimas; Haidar, Irajuana
Room of Civil Society Development Vol. 4 No. 5 (2025): Room of Civil Society Development
Publisher : Lembaga Riset dan Inovasi Masyarakat Madani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59110/rcsd.669

Abstract

Program Asistensi Mengajar merupakan salah satu bentuk implementasi Merdeka Belajar Kampus Merdeka (MBKM) yang bertujuan meningkatkan mutu pendidikan melalui keterlibatan langsung mahasiswa dalam kegiatan belajar-mengajar di satuan pendidikan. Kegiatan pengabdian ini dilaksanakan di Kabupaten Kolaka Timur, Sulawesi Tenggara, dengan melibatkan 15 mahasiswa Fakultas Keguruan dan Ilmu Pendidikan Universitas Sembilanbelas November Kolaka. Metode yang digunakan mencakup observasi, wawancara, dan dokumentasi selama tiga bulan di SMPN 1 Lalolae serta SMPN 1, 2, dan 3 Tirawuta. Hasil pengabdian menunjukkan bahwa kehadiran mahasiswa membantu memperkuat proses pembelajaran, meningkatkan motivasi siswa, serta mendorong keterlibatan masyarakat dalam mendukung pendidikan. Dampak positif terlihat dari antusiasme siswa yang lebih tinggi, variasi metode pembelajaran yang lebih kreatif, dan suasana belajar yang lebih interaktif. Kendala yang dihadapi meliputi keterbatasan pelatihan pedagogik bagi mahasiswa dan durasi program yang relatif singkat. Implikasi dari temuan ini menegaskan bahwa Asistensi Mengajar dapat menjadi model pengabdian berkelanjutan yang memberikan manfaat ganda, baik bagi sekolah maupun bagi mahasiswa sebagai calon pendidik.
Peran Program Asistensi Mengajar MBKM dalam Meningkatkan Pembelajaran di Sekolah Kabupaten Kolaka Timur Astiantih, Susi; Pratiwi, Alifiah; Reskiawan, Bimas; Haidar, Irajuana
Room of Civil Society Development Vol. 4 No. 5 (2025): Room of Civil Society Development
Publisher : Lembaga Riset dan Inovasi Masyarakat Madani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59110/rcsd.669

Abstract

Program Asistensi Mengajar merupakan salah satu bentuk implementasi Merdeka Belajar Kampus Merdeka (MBKM) yang bertujuan meningkatkan mutu pendidikan melalui keterlibatan langsung mahasiswa dalam kegiatan belajar-mengajar di satuan pendidikan. Kegiatan pengabdian ini dilaksanakan di Kabupaten Kolaka Timur, Sulawesi Tenggara, dengan melibatkan 15 mahasiswa Fakultas Keguruan dan Ilmu Pendidikan Universitas Sembilanbelas November Kolaka. Metode yang digunakan mencakup observasi, wawancara, dan dokumentasi selama tiga bulan di SMPN 1 Lalolae serta SMPN 1, 2, dan 3 Tirawuta. Hasil pengabdian menunjukkan bahwa kehadiran mahasiswa membantu memperkuat proses pembelajaran, meningkatkan motivasi siswa, serta mendorong keterlibatan masyarakat dalam mendukung pendidikan. Dampak positif terlihat dari antusiasme siswa yang lebih tinggi, variasi metode pembelajaran yang lebih kreatif, dan suasana belajar yang lebih interaktif. Kendala yang dihadapi meliputi keterbatasan pelatihan pedagogik bagi mahasiswa dan durasi program yang relatif singkat. Implikasi dari temuan ini menegaskan bahwa Asistensi Mengajar dapat menjadi model pengabdian berkelanjutan yang memberikan manfaat ganda, baik bagi sekolah maupun bagi mahasiswa sebagai calon pendidik.
Integration of Virtual Reality and Digital Game-Based Learning in Education: Accelerating English Language Communication Pratiwi, Alifiah; Reskiawan, Bimas; Suryadi, Ray; Andas, Netty Huzniati; Hendrawan, Kevin
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.8030

Abstract

This study was initiated in response to the challenges faced by students who are not accustomed to practicing English speaking due to a lack of self-confidence and heightened anxiety when communicating with others or with native speakers. To address these issues, the study explores the potential of Virtual Reality (VR) technology to foster the development of students’ English communication skills within an autonomous, interactive, and engaging environment. Such an environment is expected to increase students’ learning motivation while simultaneously improving the overall quality of instruction. The primary aim of this research is to contribute to the body of knowledge by developing a prototype of a digital platform termed Metaversity, defined as a virtual learning environment that integrates the immersive features of the Metaverse ecosystem with the pedagogical foundations of Digital Game-Based Learning (DGBL). The participants of the study consisted of 30 undergraduate students from Universitas Sembilanbelas November Kolaka. Employing a Research and Development (R&D) approach, the study adopted the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The resulting learning media integrates VR, DGBL, and communication platforms such as VRChat and Discord into a cohesive system. Validation by media experts yielded an average score of 4.35 out of 5, which falls into the “highly feasible” category. Meanwhile, students’ responses reached an average of 82.5%, placing the product within the “good–very good” range. The findings provide compelling evidence that the developed medium is effective in enhancing students’ motivation, self-confidence, and English-speaking competence. Furthermore, the integration of VR and DGBL fosters active engagement, alleviates language anxiety, and creates an immersive and enjoyable learning experience. These outcomes highlight the potential of Metaversity-based platforms as innovative solutions in higher education language learning contexts.
CONTEXTUAL TEACHING AND LEARNING (CTL) IN OFFLINE SETTINGS: ENHANCING BUSINESS ENGLISH FLUENCY FOR WOMEN ENTREPRENEURS THROUGH REAL-WORLD SCENARIOS A. Bohang, Muthmainnah Bahri; Khartha, Aqzhariady; Alfian, Heri; Marhamah, Marhamah; Reskiawan, Bimas; Hustiana, Hustiana; Mustari, Sri Hariati
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 7 No 1 (2025): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v7i1.1289

Abstract

This study investigated the effectiveness of Contextual Teaching and Learning (CTL) in enhancing business English fluency among 30 Women micro-entrepreneurs in Makassar, Indonesia, through offline simulations of real-world business scenarios. A mixed-methods approach was employed, combining pre/post-tests (modified IELTS Speaking Test) with qualitative data from interviews and observations to assess improvements in linguistic proficiency and confidence. Participants engaged in eight sessions of CTL-based activities, including negotiation role-plays, product presentations, case studies, and collaborative proposal writing, aligned with Kolb’s Experiential Learning Theory and ESP principles. Quantitative results revealed significant gains: mean IBECT scores increased from 5.2 to 7.0 (Cohen’s d = 1.46, large effect), while self-reported confidence rose by 35% (p < 0.05). Qualitative insights highlighted enhanced critical thinking and strategic negotiation skills through simulations (e.g., adapting to non-verbal cues, tactical decision-making) and vocabulary expansion via peer collaboration. However, time constraints in role-plays were noted as a challenge, albeit fostering adaptability under pressure. Despite limitations such as a small sample and short intervention period, the findings underscored CTL’s potential to bridge theoretical knowledge and practical application, offering actionable strategies for inclusive, context-specific training programs. The study recommended flexible practices—like dual-role-play formats—to balance realism and pedagogical depth, ultimately empowering women entrepreneurs in global business contexts.
Menumbuhkan Minat Baca, Keterampilan Literasi, dan Kreativitas Siswa melalui Implementasi Pohon Literasi: Developing the Reading Interest, Literacy Skills, and Creativity among Students through Literacy Tree Working Wall Pratiwi, Alifiah; Suryadi, Ray; Khartha, Aqzhariady; Reskiawan, Bimas; Sultan, Sultan; Nurcahaya, Nurcahaya; Amriani, Rina
DARMADIKSANI Vol 5 No 4 (2025): Edisi Desember
Publisher : Jurusan Pendidikan Bahasa dan Seni, FKIP, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/darmadiksani.v5i4.8309

Abstract

Pohon Literasi adalah inovasi pendidikan yang dirancang untuk meningkatkan minat baca, keterampilan literasi, dan kreativitas siswa melalui visualisasi bacaan dalam bentuk pohon yang interaktif. Konsep ini menggabungkan elemen visual dan interaktif untuk memotivasi siswa dalam kegiatan membaca dan menulis. Kegiatan ini dilakukan di SD Negeri 1 Puuroda selama empat bulan untuk mengevaluasi dampak implementasi Pohon Literasi terhadap keterampilan membaca dan menulis siswa. Metode kegiatan melibatkan pengenalan Pohon Literasi sebagai alat bantu visual yang memungkinkan siswa untuk menambahkan daun atau buah pada pohon sebagai representasi kemajuan bacaan mereka. Data dikumpulkan melalui observasi dan umpan balik guru untuk menilai keterlibatan siswa serta dampak terhadap motivasi dan keterampilan literasi. Hasil kegiatan menunjukkan bahwa Pohon Literasi efektif dalam meningkatkan minat baca dan keterampilan literasi siswa dengan menciptakan rasa pencapaian dan motivasi tambahan melalui visualisasi progres bacaan. Selain itu, aktivitas kreatif yang terkait dengan menghias pohon memperkaya pengalaman belajar siswa dan mendorong ekspresi kreatif. Meskipun ada tantangan seperti keterbatasan sumber daya dan waktu, solusi praktis seperti pemanfaatan bahan yang tersedia dan teknologi digital dapat membantu mengatasi hambatan tersebut. Dengan perencanaan yang matang dan dukungan komunitas pendidikan, Pohon Literasi dapat menjadi alat yang berharga dalam meningkatkan literasi dan kreativitas siswa secara menyeluruh.