Nenden Fujiya
Institut Pendidikan dan Bahasa Invada

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KAHOOT! AND USERS’ VIEWS OF ISLAMIC JUNIOR HIGH SCHOOL IN YOGYAKARTA Nenden Fujiya; Muhamad Nazarudin Asyidiq
Educational Tracker Vol. 1 No. 1 (2022): Vol. 1 No. 1 (2022)
Publisher : Program Studi Pendidikan Bahasa Inggris Institut Pendidikan dan Bahasa Invada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (308.057 KB) | DOI: 10.58660/edutrack.v1i1.36

Abstract

The student motivation can be created from a novel learning experience such as implementing a modern game application to access the competence. This study identified students’ teaching and learning process in term of assessment emphasizing on a gamification approach construction surrounding to a student response category, called Kahoot! application games. The main objective of this analysis was to discover the influence of Kahoot! on motivation, engagement, studying outcome, and attitudes concerns to ICT integration in future learning experiences. Quantitatively, the study conducted to 28 students belonging to the 9th grade student of an Islamic Junior High School in Yogyakarta, Indonesia. The data collected by using a likert scale questionnaire survey whose validity was tested with r-table score 0,05. We used Kahoot! Games as an application tool in this research. This study has shown that a significant proportion of students are generally positive towards gamification approach used in educational activities, in general, and especially Kahoot! application games. Kahoot! contributed to more student engagement and enthusiasm, better learning performance, and more desire and willingness to try Kahoot game application in the world of learning experiences.This study recommended to all educators in every level of education to elevate the way of teaching to the new era of technology so the student was more engage to learn in teaching learning activities. This study also recommended to all students in Junior High School, Senior High school and University level. They can learn something more enthusiastic by this game.The originality of this study is that this study focus on Junior High School students in Indonesia, whereas the way in teaching and learning in Indonesia is definitely different with the other abroad students such curriculum and even the teacher way in teaching and the students’ learning. Moreover, this study also focus on how the student views’ in applying this game.
EFL Higher Students’ Experiences in Apps-based Learning for Virtual Presentation Ma'ruf, Zidni; Muhamad Nazarudin Asyidiq; Fujiya, Nenden Sri
Jurnal Praktik Baik Pembelajaran Sekolah dan Pesantren Vol. 3 No. 01 (2024): Jurnal Praktik Baik Pembelajaran Sekolah dan Pesantren
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/pbpsp.v3i01.483

Abstract

As the Indonesian government and most countries forbade traditional face-to-face teaching and learning in the world during the COVID-19 pandemic, virtual teaching and learning through some apps have increased significantly, and one among them is Zoom. This qualitative research with a case study approach aims to explore EFL higher students’ experiences in App-based learning specifically for virtual presentation. Six students participated in this research, and the researchers got through purposive sampling. The open-ended interview was the primary data collection used in this research to give a clear picture and deep understanding of EFL higher students' experience through App-based learning for virtual presentation. All the interview data were recorded, transcribed, analyzed, and divided into some themes. Further, member checking was done by the researchers to develop the high trustworthiness of the research. This research revealed at least two themes: advantages (free from space-time and increasing speaking ability) and disadvantages (costly and lousy connection). Further, suggestions and recommendations were offered to all related parties.