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FAFIT APPLICATION: SCRATCH WEB-BASED ENGLISH LEARNING INNOVATION Yuniarti, Fatma; wulandari, Fitri; Sugesti, Renita
TELL - US JOURNAL Vol 10, No 4 (2024): Applied Linguistics in the Digital Age and Cultural Context
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/tus.2024.v10i4.8908

Abstract

This research aimed to develop a web-based Scratch listening learning media with the theme "My Family" for grade 9E students of SMPIT IMBOS Pringsewu. The research method employed a Research and Development (R&D) approach using the ADDIE model. FaFit is a web-based learning application using Scratch as an English learning innovation specifically designed to improve English listening skills for junior high school students. The name "FaFit" comes from the abbreviation of the names of the main authors, Fatma and Fitri. The development of the FaFit application was based on Cognitive Load and Second Language Listening theories, emphasizing the importance of modified language input and metacognitive strategies in learning. The study involved 30 students from class 9E SMPIT IMBOS Pringsewu as research subjects. The results showed that the FaFit application effectively improved students' listening skills, with an average score increase from pre-test to post-test of 35%. Validity test results from material and media experts showed a feasibility level of 92%, while positive responses from students reached 88%. Personalization of learning experiences through the FaFit application proved to increase student learning motivation by 42% compared to conventional methods. 
English Fun Reading Program: Improving Children's Motivation and Proficiency in English Reading at Rumah Belajar Al Ilmi Podorejo, Pringsewu Dian Rakhmawati; Yuniarti, Fatma
⁠International Journal of Asia Pacific Community Service Vol. 2 No. 1 (2025)
Publisher : Universitas Kristen Cipta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71131/fa7d4m67

Abstract

This study explores the implementation and effectiveness of the English Fun Reading Program in improving childrens learners’ reading motivation and English proficiency at Rumah Belajar Al Ilmi, an informal community learning center in Pringsewu, Lampung, Indonesia. Designed for children aged 5 to 9, the program integrated storytelling, phonics-based games, read-aloud sessions, and culturally relevant materials within an interactive learning environment. Employing a qualitative descriptive approach and guided by Participatory Action Research (PAR), the study was conducted over multiple intervention cycles that included planning, action, observation, reflection, and replanning. Data were collected through field observations, video documentation, informal interviews, and reflective journals, and analyzed using thematic analysis. Findings revealed significant improvements in students' phonemic awareness, vocabulary acquisition, sentence reading ability, and enthusiasm toward English reading activities. The number of children able to recognize letters, read simple sentences, and participate actively in group reading sessions increased substantially. Additionally, learner motivation and engagement rose consistently throughout the program. These outcomes support key educational theories, including Vygotsky’s Zone of Proximal Development, Krashen’s Comprehensible Input Hypothesis, and phonemic awareness frameworks by Ehri. The study concludes that participatory, culturally responsive, and enjoyable literacy interventions can serve as powerful tools for enhancing early English literacy in under-resourced educational settings. 
Developing Podcast-Based Learning Media for English Education Among Deaf Students Yuniarti, Fatma; Pratiwi, Dian; Novianto, Robi
VELES Voices of English Language Education Society Vol 8 No 1 (2024): April 2024
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/veles.v8i1.24854

Abstract

This study addresses the educational challenges faced by deaf students in Indonesia, focusing on developing and implementing a specialised Android-based application, "PODclusive," to facilitate English language learning. The research aimed to create an interactive learning tool that incorporates sign language and textual translations in both English and Indonesian, tailored to the needs of deaf learners. The methodology was a mixed-method approach, combining qualitative and quantitative analyses. The research and development (R&D) framework guided the application's design, development, and evaluation. Participants included a purposive sample of 30 deaf students from SLB N Pringsewu, ensuring a representation across different learning outcomes. The findings revealed that the PODclusive application significantly enhanced the learning experience for deaf students. Students demonstrated improved comprehension of English language concepts, facilitated by the application’s use of sign language video content and offline accessibility. The application was evaluated through expert reviews and user testing, receiving high validity scores for content, design, and educational impact. The implications of this study underscore the effectiveness of tailored educational technologies in addressing specific learning needs. The PODclusive application exemplifies how digital tools can enhance accessibility and engagement for deaf students, suggesting that further exploring similar technologies could be beneficial. This research contributes to the broader discourse on inclusive education, advocating for more innovative approaches to support diverse learning environments.
Sosialisasi Penggunaan Microsoft Teams Sebagai Media Pembelajaran Dalam Jaringan (Daring) Yuniarti, Fatma
Dharma: Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2021): Desember
Publisher : LPPPM STAI Darul Hikmah Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35309/dharma.v2i1.50

Abstract

The purpose of this service is to socialize the use of the Microsoft Teams application from Microsoft Teams 365. Microsoft Teams is a modern application in the form of a hub for a team, both in small and large-scale organizations that allows users to collaborate and communicate easily wherever they are. Each user can make adjustments to add notes/other applications using the Conversation or Chat features to communicate with their co-workers. In addition, users can make edits to a document directly simultaneously without opening another application. So that everything is centered in one place. Microsoft Teams in the world of education is used as a tool to design virtual classes that make it easier for teachers and students, between teachers/students to communicate and collaborate to produce better learning outcomes. The method used in this teaching is the method used in this activity is counseling, training and mentoring. The teachers of SDN 3 Rejosari experienced a rapid increase of 93% in terms of understanding and mastery of Microsoft Teams for Education in the very good category of online learning. The cooperation as well as the motivation and enthusiasm of the SDN 3 Rejosari teachers are highly appreciated.