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Journal : Jurnal Review Pendidikan dan Pengajaran (JRPP)

AN ANALYSIS OF PROJECT-BASED LEARNING APPROACHES IN ENHANCING ENGLISH PROFICIENCY AMONG SECONDARY SCHOOL STUDENTS Prastawa, Singgih; Nurzaima, Nurzaima; Karimah, Saidatul; Kurniawan, Mirdan; Mafruhah, Anisatul; Haddar, Gamar Al
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 2 (2024): Volume 7 No. 2 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i2.26931

Abstract

This research analyzes the Project-Based Learning (PBL) approach in enhancing English proficiency among secondary school students. Through an in-depth literature review, the study explores the impact of PBL on motivation, speaking and writing skills, collaboration skills, and language integration with other learning content. The findings indicate that PBL effectively improves student motivation, hones speaking and writing skills, and fosters collaboration and communication skills. The integration of English with other learning content through PBL provides a deeper and more contextual understanding. Despite implementation challenges, the long-term benefits of PBL in equipping students with relevant English language skills are highly significant.
EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS TEKNOLOGI DALAM MENINGKATKAN MOTIVASI DAN HASIL BELAJAR MAHASISWA DI PERGURUAN TINGGI Ibrahim, Nur Wahyuningsih; Hikmah, Nurul; Lengam, Rino; Karimah, Saidatul; Ansor, Faridul; Manoppo, Yance
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 4 (2024): Special Issue Vol. 7 No. 4 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i4.36312

Abstract

Penelitian ini bertujuan untuk mengeksplorasi efektivitas penggunaan media pembelajaran berbasis teknologi dalam meningkatkan motivasi dan hasil belajar mahasiswa di perguruan tinggi. Dengan semakin pesatnya perkembangan teknologi informasi, institusi pendidikan dituntut untuk beradaptasi dan memanfaatkan media pembelajaran yang inovatif untuk menciptakan lingkungan belajar yang lebih menarik. Metode yang digunakan dalam penelitian ini adalah studi literatur, yang melibatkan analisis terhadap berbagai sumber yang relevan, termasuk jurnal ilmiah, buku, dan laporan penelitian sebelumnya. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran berbasis teknologi, seperti video pembelajaran, kuis interaktif, dan platform pembelajaran daring, dapat meningkatkan motivasi mahasiswa untuk belajar. Interaktivitas dan fleksibilitas yang ditawarkan oleh teknologi memungkinkan mahasiswa untuk terlibat secara aktif dalam proses belajar, yang berdampak positif pada hasil akademis mereka. Meskipun demikian, penelitian ini juga mengidentifikasi beberapa tantangan, seperti kesenjangan akses teknologi di kalangan mahasiswa dan perlunya pelatihan bagi dosen dalam memanfaatkan teknologi dengan efektif. Oleh karena itu, disarankan agar institusi pendidikan mengembangkan strategi yang inklusif untuk memastikan aksesibilitas dan pelatihan yang memadai, serta terus berinovasi dalam penerapan media pembelajaran berbasis teknologi. Penelitian ini diharapkan dapat memberikan kontribusi bagi pengembangan praktik pembelajaran yang lebih efektif dan inovatif di perguruan tinggi.
THE IMPACT OF GAMIFICATION ON ONLINE LEARNING: ITS EFFECT ON MOTIVATION AND UNDERSTANDING OF STUDENTS Ulimaz, Almira; Karimah, Saidatul; Cleveresty, Tri Bigrit; Hita, I Putu Agus Dharma
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 1 (2025): Volume 8 No. 1 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i1.42332

Abstract

This study aims to analyze the impact of gamification in online learning, focusing on its effect on student motivation and understanding. Although online learning is effective in providing flexibility and accessibility, it often faces challenges in maintaining student motivation and engagement. Gamification, which involves applying game elements in an educational context, has been considered a potential solution to enhance student motivation and engagement. Using the literature review method, this research explores various findings from previous studies on the implementation of gamification in higher education. The results indicate that gamification has a positive impact on increasing student motivation and engagement in online learning, especially through elements such as rewards, points, badges, and challenges. However, the effect of gamification on long-term understanding of the material varies. Some studies indicate that while gamification increases short-term motivation, not all game elements contribute significantly to deep understanding. This study suggests integrating gamification with other learning approaches, such as Problem-Based Learning (PBL), to improve long-term student understanding. This research is expected to provide insights for educators and curriculum developers in designing more effective online learning experiences.