Lukman Arif Rachman
IKIP Siliwangi

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TEACHING MIND-MAPPING TECHNIQUE TO IMPROVE STUDENTS WRITING DESCRIPTIVE TEXT Linda Aditiya Kusuma; Lukman Arif Rachman; Arham Mauriyat
PROJECT (Professional Journal of English Education) Vol. 7 No. 4 (2024): VOLUME 7 NUMBER 4, JULY 2024
Publisher : IKIP Siliwangi

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Abstract

Writing descriptive text is challenging for students nowadays, especially in online learning. Online learning makes students easily bored and tend not to understand what the teacher is explaining. Therefore, an alternative learning technique is needed to maintain student focus and concentration. One technique that teachers can use is the Mind mapping technique. This study aims to determine the effect of Mind mapping technique on students' ability to write descriptive text. The research used quasi-experimental by using One Group Pretest-Posttest as the research design. The subjects of this study were 20 eleventh grade high school students in Cimahi. The researchers used SPSS to analyze the data. Based on the test result, the pretest's mean is 55.80; after the treatment using mind mapping technique, the post-test mean is 75.35, which means that there was a significant improvement when the mind mapping method was being applied. Thus, it can be concluded that mind mapping technique can improve students' writing descriptive text.
Developing Ink Adventure Board Game to Teach Writing Descriptive Text for Junior High School Aulia Nur Cahyani; Silpia Rahayu; Lukman Arif Rachman
PROJECT (Professional Journal of English Education) Vol. 9 No. 5 (2026): VOLUME 9 NUMBER 5, SEPTEMBER 2026
Publisher : IKIP Siliwangi

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The purpose of this study is to create a modified version of the Snakes and Ladders board game so that it can be used as a learning tool for teaching writing descriptive text. The objectives of this study are to describe the development process of the Ink Adventure Board game for teaching writing descriptive text and to investigate the feasibility of this Ink Adventure board game in teaching writing descriptive text. This study was conducted at one of Islamic junior high school in Cimahi with 36 seventh-grade students as research subjects, applying the R&D (Research and Development) methodology within the framework of the ADDIE model. According to the needs analysis process and preliminary study, limited access to digital learning media and teacher-centered instructional approaches were the main causes of students’ low writing proficiency and motivation. Validation results showed that with a score of  90% from the practice validators and then 92% from content and media validators, indicated if the product achieved a very high level of validity. Additionally, students feedback showed an 80% approval rate, were classified as highly feasible, indicating that Ink Adventure board game well-received and has the potential to increase student enthusiasm and engagement in writing practice.
Developing a Game-Based Educational Website Using Canva Artificial Intelligence to Teach Reading for Junior High School Students Zahran Aqiilah Nugraha; Silpia Rahayu; Lukman Arif Rachman
PROJECT (Professional Journal of English Education) Vol. 9 No. 5 (2026): VOLUME 9 NUMBER 5, SEPTEMBER 2026
Publisher : IKIP Siliwangi

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Abstract

Reading remains one of the most challenging skills for junior high school students to engage with meaningfully, as conventional reading tasks often fail to sustain their motivation and interest. Despite the growing availability of digital tools, few instructional media have integrated AI-powered platforms specifically to support reading instruction through a game-based approach. This study aimed to develop a game-based educational website using Canva Artificial Intelligence (AI) to teach reading for junior high school students. A Research and Development (R&D) method guided by the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate) was employed. The study involved 10 students from class VII-F for the limited trial and 36 students from class VII-C at one of the junior high schools in Cimahi for the field trial. Data were collected through field notes and two sets of questionnaires: an expert validation sheet and a student response questionnaire. Expert validation yielded a score of 91.25% (Very Good). The limited trial resulted in an 85% positive response, while the field trial produced an 82.01% response rate with a mean student score of 32.81 out of 40. These findings demonstrate that the developed product, Readventure, holds strong potential as an engaging and feasible digital medium for strengthening reading instruction at the junior high school level.