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PENGGUNAAN METODE TEATRIKAL SEBAGAI MEDIA PEMBELAJARAN KETERAMPILAN BERBICARA BAHASA JERMAN Aria Dananjaya, Rachman; Y.A, Lucky Herliawan; Khoerudin, Ending
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 1 (2024): Volume 7 No 1 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i1.25112

Abstract

Bahasa Jerman merupakan salah satu bahasa yang banyak dipelajari di Sekolah Menegah Atas (SMA) di Indonesia. Dalam mempelajari bahasa Jerman tentunya ada beberapa aspek penting yang harus diperhatikan seperti keterampilan menyimak (Hören), keterampilan berbicara (Sprechen), keterampilan membaca (Lesen) dan keterampilan menulis (Schreiben). Karya ilmiah ini bertujuan untuk menganalisis penggunaan metode teatrikal sebagai salah satu media dalam mengasah keterampilan berbicara dalam bahasa Jerman. Banyak metode yang dapat digunakan dalam proses belajar bahasa asing salah satunya yaitu penggunaan metode teatrikal. Metode ini merupakan penggabungan antara seni dan metode pembelajaran. Kreativitas dan metode pembelajaran ini dapat membantu peserta didik untuk mencapai hasil pembelajaran yang maksimal
Foreign Language Learning Gamification Using Quizizz: A Systematic Review Based on Students’ Perception Permana, Pepen; Permatawati, Irma; Khoerudin, Ending
Eralingua: Jurnal Pendidikan Bahasa Asing dan Sastra Vol 7, No 2 (2023): ERALINGUA
Publisher : Makassar State University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/eralingua.v7i2.23969

Abstract

Abstract. Gamification, or the use of game attributes outside of a game context to affect learning-related behaviors or attitudes, is seen as an innovative way to support the diverse needs of students with learning or behavioral challenges. One digital educational game that is gaining popularity is Quizizz, a game-based online test that enables entertaining multiplayer teaching activities and allows learners to practice with their devices. This study aimed to examine students' perceptions of the use of Quizizz as a formative test tool in German classrooms at Universitas Pendidikan Indonesia. The participants of this study were first-year students studying German who were given a formative test using Quizizz for one semester. A descriptive qualitative research design was used in this study, in which data were collected from questionnaires to gain insight into how Quizizz affected the aspects of enjoyment, motivation, engagement, and satisfaction. The results showed that all aspects asked in the questionnaire received a strong positive response, indicating that students have a very good perception of Quizizz in the classroom. The positive response to the use of Quizizz in German language learning suggests that it could be used more widely as a formative assessment tool in language learning. The findings suggest that gamification can be an effective way to engage students and motivate them to learn. As a result, educators may want to consider using other gamified tools and techniques in the classroom to create a more enjoyable and engaging learning experience.Keywords: Gamification, German Classroom, Quizizz, Students' Perception