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Do Butonese Women Need to Break the Cultural Taboos? (A Dilemma Among Butonese Women) Mayaputri, Velmi; Nasa, Rikardus
HISTORIA: Jurnal Program Studi Pendidikan Sejarah Vol 12, No 1 (2024): HISTORIA: Jurnal Program Studi Pendidikan Sejarah
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/hj.v12i1.9465

Abstract

This research aims to analyze one of Indonesian ethnicity’s perspectives towards women empowerment and cultural taboos. In this context, the investigation focused on Butonese ethnic. Thus, this research employs ethnography research method. In attempt to gain the data, triangulations data collection techniques are employed including observation, FGD, and interview. The results reflected perceptions of Butonese Women from two different walk of life. In this case, the participants include housewives and career women. Butonese women proposed two different perspectives towards women empowerment. The first perspective is women empowerment considered as a radical resistance. Moreover, the second perspective claimed that women empowerment is an act of breaking the cultural taboos.
Improving English Vocabulary Mastery through Wordwall-Based Gamification: A Quasi-Experimental Study Irmayanti; Mayaputri, Velmi; Ekhsan, Nur Syamsiyah
Jurnal Bahasa Inggris Terapan Vol. 11 No. 2 (2025): Oktober 2025
Publisher : Jurusan Bahasa Inggris - Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35313/jbit.v11i2.6553

Abstract

In learning English, students often struggle to maintain enthusiasm and interest because language learning is perceived as boring. Therefore, teachers need to be selective in applying appropriate teaching methods and techniques. These methods are essential for helping teachers achieve learning objectives. To sustain student engagement in English lessons, games can serve as an effective alternative. One such approach is gamification, which integrates game elements and mechanics into learning to boost students' motivation and interest. This study investigates the effectiveness of gamification using Wordwall in enhancing students' vocabulary mastery at MIS Muhammadiyah Wuring, Maumere during the 2024-2025 academic year. The research adopts a quantitative approach with a quasi-experimental design and purposive sampling, involving two fourth-grade classes an experimental class using Wordwall and a control class (p < 0.05) without it with involving the fourth-grade students of MIS Muhammadiyah Wuring. Data were collected through pre-tests and post-tests, then analyzed using simple linear regression in SPSS 22. Findings show a notable improvement in vocabulary mastery in the experimental class. This supports gamification, especially Wordwall, as an effective tool in engaging students and enhancing vocabulary skills in English learning. This study adds to previous gamification and Wordwall research by providing quantitative experimental evidence from an elementary Islamic school context, specifically involving fourth-grade students, and by statistically measuring the effect of Wordwall-based gamification on vocabulary mastery using simple linear regression analysis.