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Developing Website-Based Gamification Learning Media on Debate Texts in Indonesian Language Learning Diana, Purwati Zisca; Indriyani, Ika Putri; Sulistiyono, Roni; Wulandari, Putri Ayu; Prafitra, Revola Aridya
Journal of Languages and Language Teaching Vol. 12 No. 1 (2024): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v12i1.9744

Abstract

This research and development is motivated by the lack of creative learning media in Indonesian language learning, especially in grade X high school debate text material. Therefore, there is a need to develop website-based gamification learning media that makes learning more creative and innovative. Until the researcher developed the Website-Based "Adventure of Gama" Gamification in Class to determine the feasibility of developing website-based "Adventure of Gama" gamification in class X high school debate texts, and (3) to determine the effectiveness of the gamification trials being developed. This research uses the Research and Development (R&D) research method, using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development procedure. In this research, the ADDIE development procedure. The subjects in this research were class X high school students The data collection technique and instrument used in this research is a questionnaire sheet, while the information analysis technique used is quantitative descriptive data analysis. The research results show that the learning media developed is in the "Very Good" category. This is proven by obtaining an average score of 85.2 and is suitable for testing to obtain an effectiveness test. The average obtained from material experts was 100, from media experts as much as 78.8, and teaching experts as much as 77. Based on these results, it can be concluded that research into the development of website-based "Adventure of Gama" Gamification in Class X High School Debate Texts was used as media. learning that can motivate students to follow the Indonesian language learning series, especially in debate material.
Integrating Local Wisdom in Reading Literacy Assessment Through Teachmint: A Book Development Initiative Diana, Purwati Zisca; Wijayanti, Dedi; Hermanto, Hermanto; Fujiastuti, Ariesty
Journal of Languages and Language Teaching Vol. 13 No. 3 (2025): July
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v13i3.14661

Abstract

This qualitative case study, conducted in West Manggarai, East Nusa Tenggara, employed the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) to address the persistent issue of cultural disconnect in Indonesia’s standardized reading literacy assessments. The study aimed to develop and evaluate a reading literacy Minimum Competency Assessment (MCA) book that integrates local wisdom and is supported by the Teachmint app as an interactive learning platform. The intervention contextualized assessment materials by incorporating local folklore, customs, and socio-cultural environments into the design of learning content. Validation by experts rated the book as highly feasible (91.2%), with strong positive responses from both teachers (88.5%) and students (85%). Implementation of Teachmint enhanced accessibility, motivation, and engagement through digital features like quizzes, automatic feedback, and interactive discussions. Quantitative findings revealed significant gains in students’ informational text comprehension (30.03%), literary text comprehension (11.92%), and critical analysis skills (35.09%). A comparative study also demonstrated that students assessed through Teachmint outperformed those using conventional platforms like Google Forms. This research highlights the effectiveness of integrating local cultural contexts and educational technology to enhance reading literacy and offers practical insights for developing culturally responsive assessments in Indonesia.
Development of android-based gamification for hikayat text learning Diana, Purwati Zisca; Sulistiyono, Roni; Zultiyanti, Zultiyanti; Iswatining, Daroe
BAHASTRA Vol. 44 No. 1 (2024): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v44i1.711

Abstract

Research on the use of learning media has great significance in helping teachers and students overcome learning challenges. The latest innovation in this research is the development of Android-based gamification learning media targeted at high school grade X students in learning Indonesian hikayat text. The research aims to analyze the need for learning media for teachers and students, and develop the media. The research method used is research and development with a modified approach from Borg & Gall adapted by Sugiyono. Data were collected through interviews, questionnaires, observation, and documentation, with product validation by three experts. The subjects of this research were teachers and students from SMAN 1 Kalasan, Sleman, Yogyakarta. The results of the needs analysis showed the need for learning media that is more interesting, interactive, and in accordance with current technology. Meanwhile, the evaluation results of the Android-based gamification media showed positive responses from teachers and students, with increased student engagement and effectiveness of material delivery by teachers, as well as students' interest in learning and better understanding of hikayat text.