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Teenagers Perception on the Use English Song in Learning Vocabulary Meliana Fitri; Suhono Suhono; Rizky Hidayatullah; Mai Zuniati
Bulletin of Science Education Vol 3 No 1 (2023): Bulletin of Science Education
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/bse.v3i1.483

Abstract

The purpose of this research was to investigate and describe the perceptions of teenagers about using English songs in learning English vocabulary. This study used a qualitative approach as a research design. This research was conducted in Metro District, East Metro City. The participants of this study were ten teenagers aged 14 to 17 years. Furthermore, the data was collected from interviews as the main source in this study. This study used thematic analysis to analyze the data findings. The results of this study indicate that teenagers have a positive perspective regarding the advantages of using English songs in learning English vocabulary such as English songs can increase teenagers motivation in learning and increase knowledge about English vocabulary. The researcher also found several challenges faced by teenagers when learning English vocabulary using English songs such as several vocabularies that have different spelling and pronunciation. Keywords: English Song, Learning English Vocabulary, Teenagers Perception
The Developing Liveworksheets in Teaching Grammar for EFL Students Arum Khoiriyah; Mai Zuniati; Umar Alfaruq A. Hashim; Suhono Suhono; Irhamudin Irhamudin; Rizky Hidayatullah
International Journal on Advanced Science, Education, and Religion Vol 7 No 4 (2024): IJoASER (International Journal on Advanced Science, Education)
Publisher : Sekolah Tinggi Agama Islam Al-Furqan, Makassar - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33648/ijoaser.v7i4.728

Abstract

The aim of this research is to develop an electronic student worksheet using Live Worksheets for Grammar course to facilitate learning evaluation and to find out the improvement of student learning achievement in Grammar course. The research design used in this study was research & development method in producing e- worksheets. The ADDIE model was carried out to develop e-worksheet by following four procedures: Analysis, Design, Development, Implementation and Evaluation. This research was validated by material experts and design experts to get advice regarding the feasibility of e-worksheets in terms of media and materials. The sample of this research were 18 students were chosen as sample purposely because they had never used e-worksheets with the help of e-Liveworksheet. The data collected by using test and questionaire instruments delivered to the students. The results of this research showed that the validation results with an average score of 94% for Media validation and 85% for material validation, which means that the translated e-worksheet is included in the criteria for being very valid and suitable for use. The result of quesionaire of e-worksheets showed that the average student response is 85%, which means e-worksheets are positive and practical. Based on the post-test scores on learning outcomes, 18 of student respondents received complete post-test scores, the percentage is 66%. Thus, the use of e-worksheets improve students ability in studying Grammar. Thus, e-worksheet of GrammarI using Live Worksheets are valid, practical and effective.
The Effectiveness of Gamification in English Subject on Communicative Competence Sari Safitri; Mai Zuniati; Rizky Hidayatullah
Edutechnium Journal of Educational Technology Vol. 3 No. 2 (2025): Edutechnium Journal of Educational Technology
Publisher : CV. Edutechnium Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71365/edujet.v3i2.97

Abstract

This study aims to determine the effectiveness of gamification in English learning among grade X students at SMA Negeri 01 Padang Ratu. Gamification, which involves the use of game elements in an educational context, is expected to increase student motivation and engagement. Through a quantitative approach, data were collected from 66 students using a pretest and posttest. The results showed that there was a significant influence between gamification in English subjects on the communication skills of grade X students of SMAN 01 Padang Ratu in the 2024/2025 Academic Year. Gamification not only increases students' confidence in speaking English, but also helps them understand the material better. This study concludes that gamification is an innovative method that is effective in improving the quality of English learning at the high school level.
The Effectiveness of Project-Based Learning Toward Students' Speaking Performance and Skill Agustin N H Wijaya; Umar Al Faruq A Hasyim; Mai Zuniati; Marzia Khatan Smita; Suhono; Irhamudin
Attractive : Innovative Education Journal Vol. 7 No. 1 (2025): Attractive : Innovative Education Journal
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/aj.v7i1.1670

Abstract

This article aims to investigate the impact of Project-Based Learning (PBL) on the speaking performance and skills of second-semester students in the English Study Program at Universitas Ma’arif Lampung. PBL was employed in this study to address issues encountered in speaking classes. A pre-test was administered to 18 students from the English Study Program as part of the research conducted in March 2024. The analysis of the pre-test revealed a mean score of 54.89, with a standard deviation of 7.738 and a sample size of 18, alongside a minimum score of 44 and a maximum score of 64. The post-test results indicated an increase in the average score of students taught using PBL, suggesting a significant enhancement in both their performance and speaking skills attributable to the project-based learning approach. This underscores the efficacy of this method in yielding notable differences between pre-test and post-test results. The implementation of PBL in speaking instruction encompasses several phases, including the formulation of a project strategy, the establishment of a timeline, monitoring the progress of students and the project, analysing outcomes, and evaluating the overall experience.
PENDAMPINGAN PEMANFAATAN APLIKASI CANVA DALAM PEMBUATAN MEDIA PEMBELAJARAN BAGI MAHASISWA INDEKOS SEPUTAR UMALA Wawan Wawan; Mai Zuniati; Agus Setiawan; Mispani Mispani; Moh. Dimyati; Ambariyani Ambariyani; Choirudin Choirudin; Dian Anggraini; Yuli Ani Setyo Dewi
Jurnal Difusi Ipteks Legowo Vol. 2 No. 2 (2025): Jurnal Difusi Ipteks Legowo
Publisher : Perkumpulan Legowo Cerdas Sejahtera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62242/jdil.v2i2.39

Abstract

Tujuan pelaksanaan program pengabdian ini adalah untuk memberikan pengetahuan dan keteramilan menggunakan dan membuat aplikasi canva secara menarik kepada mahasiswa UMALA di kos seputar kampus kota metro. metode yang digunakan dalam kegiatan ini adalah pendamping menggunakan pendekatan Kegiatan pengabdian masyarakat ini akan menggunakan metode pendekatan PAR (Participatory Action Research). Berdasarkan hasil pengabdian yang dilakukan bahwa Canva adalah satu diantara banyaknya aplikasi yang dapat dimanfaatkan dalam mendesain media pelajaran. Fitur-fitur yang tersedia dapat dikembangkan sekreatif mungkin dan membuat kegiatan pembelajaran di kelas menjadi lebih komunikatif dan visual menjadi lebih mudah dan menyenangkan. Dalam aplikasi canva tersedih banyak sekali template yang dapat digunakan dengan mudah yakni template untuk poster, pamflet, logo, dokumen, untuk postingan di instagram, wallpaper, laporan, kolase foto, surat kabar, cover majalah, pengumuman, video, sampul buku, kartu bisnis, brosur, infografis, story board, template untuk mempost foto atau video di sosial media, undangan dan lain-lain, yang tentunya dapat dikirim ke berbagai platform sosial media.