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ANALYZE THE PRONUNCIATION OF PHONETIC SYMBOLS IN ENGLISH Khairani, Lutfi Putri; Tanjung, Rahmi Rahmita; Lubis, Yani
Jurnal Ilmiah Wahana Pendidikan Vol 9 No 21 (2023): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.10077364

Abstract

This article examines the phonetic symbols of pronunciation with the aim of explaining and describing how the correct sound sounds in the phonetic symbols of a word or sentence. This type of research is descriptive qualitative and its design directs the research to investigate or describe social situations that are studied in depth, breadth, and depth. In our research, we understand the material understanding that many people do not know and do not understand well.
Students’ Perception of Vocabulary Mastery by Using Baamboozle Game Tanjung, Rahmi Rahmita; Daulay, Sholihatul Hamidah
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 1 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i1.6305

Abstract

This study explores vocational high school students’ perceptions of using Baamboozle for vocabulary learning. While gamification is effective, research on students' perspectives remains limited. Using a qualitative case study, 20 students completed a questionnaire, and five participated in interviews. Thematic analysis identified key trends. Findings show Baamboozle enhances engagement, motivation, comprehension, and retention, making learning enjoyable. However, some students noted unequal participation in group activities. These results align with Constructivist Learning Theory, emphasizing interactive learning. This study contributes to game-based learning research by providing insights into Baamboozle’s impact. Future studies should explore long-term effects and compare it with other digital tools. Educators should integrate Baamboozle with structured strategies for optimal results.
Kompetensi Profesional Guru: Upaya Peningkatan Kualitas dalam Mengajar Ulfa, Syarifah Widya; Siregar, Aisyah Rizqa Fitri; Nst, Anggi Rahmanida; Hamidiyah, Masita; Nasution, Nisa Fahria; Lubis, Rahma Fitri Yani; Tanjung, Rahmi Rahmita
Jurnal Pendidikan Tambusai Vol. 8 No. 2 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitianzini bertujuanzuntuk mengeksplorasi dan menganalisis berbagai strategi yangzdapat digunakanzuntuk meningkatkanzkompetensi profesional guruzdalam rangka meningkatkan kualitas pengajaran di sekolah. Kompetensizprofesionalzguru mencakup kemampuan pedagogis, pengetahuan bidang studi, serta keterampilan dalam merancang dan mengimplementasikan metode pengajaran yang efektif. Penelitianzini menggunakan pendekatanzkualitatif denganzmetode studi kasus pada beberapa sekolah di Indonesia, yang melibatkan wawancara mendalam dengan guru, kepala sekolah, dan pengawas pendidikan. Hasil penelitian menunjukkan bahwa peningkatan kompetensi profesional guru dapat dicapai melalui program pelatihan berkelanjutan, kolaborasi antara guru, serta dukungan dari pihak sekolah dan pemerintah. Temuan ini diharapkanzdapat memberikanzkontribusi signifikan dalam pengembangan kebijakan pendidikan dan praktik pengajaran yang lebih efektif, sehingga dapat meningkatkanzkualitas pendidikanzsecara keseluruhan.
Students’ Perception of Vocabulary Mastery by Using Baamboozle Game Tanjung, Rahmi Rahmita; Daulay, Sholihatul Hamidah
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 1 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i1.6305

Abstract

This study explores vocational high school students’ perceptions of using Baamboozle for vocabulary learning. While gamification is effective, research on students' perspectives remains limited. Using a qualitative case study, 20 students completed a questionnaire, and five participated in interviews. Thematic analysis identified key trends. Findings show Baamboozle enhances engagement, motivation, comprehension, and retention, making learning enjoyable. However, some students noted unequal participation in group activities. These results align with Constructivist Learning Theory, emphasizing interactive learning. This study contributes to game-based learning research by providing insights into Baamboozle’s impact. Future studies should explore long-term effects and compare it with other digital tools. Educators should integrate Baamboozle with structured strategies for optimal results.