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Vocational Students' Perspectives on Using Spotify for English Listening: Persepsi Siswa Kejuruan Terhadap Penggunaan Spotify untuk Mendengarkan Bahasa Inggris Fiani, Alim Nuril; Taufiq , Wahyu
Indonesian Journal of Education Methods Development Vol. 19 No. 3 (2024): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v19i3.844

Abstract

General Background: The role of technology in language education has gained increasing attention, particularly in the context of listening skills development among students. Specific Background: While various applications exist for language learning, limited research focuses on students' perceptions of using platforms like Spotify for enhancing their English listening abilities. Knowledge Gap: Existing literature lacks qualitative insights into how vocational high school students perceive and utilize Spotify as a tool for language acquisition. Aims: This study aims to explore the perceptions of Vocational High School (SMK) students regarding the use of Spotify to study English listening skills. Results: Employing a descriptive qualitative research design, data were collected from two informants from the X BD 2 class. Findings indicate that students view Spotify as a beneficial audio resource that aids in their English listening comprehension. Novelty: This research contributes new qualitative insights into the effectiveness of Spotify in language learning, emphasizing students' perspectives. Implications: The results suggest that integrating popular audio applications like Spotify can enhance students' engagement and support their English learning process, highlighting the potential for innovative teaching methods in vocational education. Highlights: Student Perceptions: Vocational students recognize Spotify as a valuable tool for improving English listening skills. Qualitative Insights: The study utilized descriptive qualitative methods to gather in-depth perspectives from participants. Supportive Resource: Spotify is identified as an effective audio application that enhances students' language learning experience. Keywords: Spotify, listening skills, vocational students, qualitative research, English learning.
Students' Views on Using Powtoon for Vocabulary Learning: Persepsi Siswa Terhadap Penggunaan Powtoon dalam Pembelajaran Kosakata Saputra, Bagas Wahyu Dwi; Taufiq , Wahyu
Indonesian Journal of Education Methods Development Vol. 19 No. 4 (2024): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v19i4.855

Abstract

This study investigates students' perceptions of using Powtoon as a digital tool for learning vocabulary related to physical appearance. General Background: In an era where technology integration in education is vital, understanding student engagement with digital learning tools is essential. Specific Background: While various multimedia tools exist, limited research has focused specifically on Powtoon in the context of vocabulary acquisition. Knowledge Gap: This study aims to fill the gap by examining how Powtoon influences student learning experiences in vocabulary retention. Aims: The primary objective is to explore how students perceive the use of Powtoon for learning vocabulary associated with physical appearance. Results: Through in-depth interviews with five participants and classroom observations, findings indicate that students generally hold positive views about Powtoon, citing its engaging animations and interactive features as enhancing the learning experience. Novelty: This research contributes to the literature by providing insights into the effectiveness of Powtoon as an interactive learning medium. Implications: The results suggest that integrating multimedia tools like Powtoon can significantly improve students' understanding and retention of vocabulary, highlighting its potential as a valuable resource in vocabulary instruction. Highlights: Positive Engagement: Students reported that Powtoon's engaging animations and interactive features made learning enjoyable and effective. Improved Retention: Participants noted that visualizing and interacting with vocabulary helped enhance their understanding and memory of the terms. Valuable Resource: The study highlights Powtoon as a beneficial tool for vocabulary instruction, supporting the integration of multimedia in language learning. Keywords: Powtoon, vocabulary learning, student perceptions, digital tools, education.
Disney Movies and Their Role in Improving Students’ Listening Skills: Film Disney dan Perannya dalam Meningkatkan Kemampuan Mendengarkan Siswa Winner, Wewen Lady; Taufiq, Wahyu
Indonesian Journal of Education Methods Development Vol. 19 No. 4 (2024): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v19i4.856

Abstract

English, as an international language, plays a crucial role in global communication, with listening skills being essential for effective learning. However, challenges remain in engaging students in listening comprehension. This study aims to evaluate the use of the Disney movie 'Luca' as a tool for improving listening skills among seventh-grade students at SMPN Tanggulangin. Utilizing a pre-experimental design, 32 students were selected through purposive sampling, with data collected from pretests and posttests. Findings reveal a significant enhancement in listening comprehension post-intervention, evidenced by a p-value of 0.000, indicating that the null hypothesis is rejected. The study demonstrates that incorporating movies into the learning process not only aids in comprehension but also creates a more relaxed and enjoyable learning environment for students. The novelty of this research lies in its focus on integrating popular media into language education, addressing a gap in effective listening instruction. As a result, this study suggests that educators should routinely integrate film technology into language learning to foster better listening skills among students, thereby enriching their educational experience. Highlights: Significant Improvement: The study found a notable enhancement in listening comprehension after using the Disney movie 'Luca' as a learning tool. Engaging Learning Environment: Incorporating movies made the learning process more enjoyable and relaxed for students. Recommendations for Educators: The research suggests integrating film technology into language education to improve students' listening skills consistently. Keywords: Disney movie, listening comprehension, language education, student engagement, educational technology.
Luth Badila's Learning Time Muhammad Lutfi Badila; Wahyu Taufiq
Indonesian Journal of Innovation Studies Vol. 25 No. 4 (2024): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i4.1211

Abstract

Learning media play a crucial role in enhancing the student learning process, with various types of media being employed to engage students and facilitate better understanding. Posters are one such medium that can significantly enhance students' attention and interest during learning sessions. However, traditional posters often lack elements that make them interactive and engaging enough to substantially impact speaking skills and teamwork. This study aims to introduce and evaluate the effectiveness of a novel learning medium, known as Luth-Badila’s Learning Time, which utilizes uniquely designed 3D posters incorporating subject materials, quizzes, and a rotating clock embedded in a robot's head to attract students' attention and improve their speaking skills and teamwork. The implementation of Luth-Badila’s Learning Time in classrooms has shown promising results, with a noticeable increase in student engagement, improved speaking skills, and enhanced teamwork. The novelty of this learning medium lies in its interactive 3D design and the integration of multiple educational elements into a single poster, which is a significant departure from traditional 2D posters. The findings suggest that incorporating such innovative and interactive learning media in educational settings can lead to better student outcomes, particularly in terms of speaking skills and collaborative abilities. This study contributes to the existing body of knowledge by providing evidence of the benefits of using advanced, interactive posters in educational contexts, thereby encouraging educators to adopt similar approaches to enhance learning experiences. Highlights: Innovative Design: Luth-Badila’s Learning Time uses 3D posters with quizzes and a rotating clock to captivate students. Improved Skills: This medium significantly boosts speaking skills and teamwork among students. Educational Impact: Interactive posters lead to higher student engagement and better learning outcomes. Keywords: 3D Poster, Learning Media, Speaking Skills, Student Engagement
Transformation of English Speaking Skills in Indonesian Phenomenology: Transformasi Keterampilan Berbicara Bahasa Inggris dalam Fenomenologi Indonesia Ramadhan, Adinda Shafira; Taufiq, Wahyu
Inquest Journal Vol. 3 No. 2 (2025): April
Publisher : Wadah Inovasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53622/ij.v3i2.353

Abstract

This study investigates the implementation of the English Competency Improvement (ECI) program to enhance students' English speaking skills at MA Bilingual Muslimat NU. Utilizing Classroom Action Research (CAR) with a descriptive phenomenological approach, data was collected through direct observation, interviews, and documentation. Results indicate that the ECI program effectively improves students' speaking skills, fostering enjoyment, discussion, and collaboration among students. The program involves two stages: preparation and process, allowing students to express opinions and ideas. Implications suggest that the ECI program positively contributes to enhancing students' speaking skills, advocating for the use of specific English-speaking teaching methods and encouraging active student participation.
Pengaruh Model Induktif Kata Bergambar (PWIM) terhadap Penulisan Kalimat Deskriptif Indriani, Nia Dwi Peggi; Taufiq, Wahyu
Pubmedia Jurnal Pendidikan Bahasa Inggris Vol. 1 No. 4 (2024): July
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jpbi.v1i4.693

Abstract

Penelitian ini bertujuan untuk melihat pengaruh model terhadap hasil siswa dalam menguasai kalimat deskriptif pada keterampilan dasar menulis dalam bahasa Inggris. Metode penelitian yang digunakan adalah kuantitatif dengan menggunakan uji t komparatif yang dilakukan pretest dan posttest pada 1 kelas di SMP Nurul Huda. Dari hasil penelitian terlihat bahwa model induktif kata bergambar (PWIM) memang dapat membantu siswa dalam memahami kalimat deskriptif, hal ini dibuktikan dengan data yang menunjukkan adanya peningkatan nilai siswa dari pretest hingga posttest. Penelitian ini menunjukkan bahwa pengajaran menulis dengan model induktif kata bergambar (PWIM) dalam kalimat deskriptif, terbukti siswa lebih aktif dan termotivasi dalam pembelajaran. Diharapkan kedepannya penelitian ini dapat dilanjutkan untuk membantu siswa dengan mudah memahami kalimat deskriptif, khususnya keterampilan menulis.
The Effect of Using the Nearpod Application on Reading Comprehension in the International Class of a Senior High School Samsugiyarni, Pratiwi; Taufiq, Wahyu
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan (In Press)
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

Penelitian ini mengkaji pengaruh penggunaan aplikasi Nearpod terhadap kemampuan memahami bacaan di kalangan siswa International Class Program (ICP) di SMA Muhammadiyah 2 Sidoarjo, dengan fokus khusus pada teks naratif. Dengan menggunakan desain pra-eksperimen berbentuk one-group pretest-posttest, penelitian ini melibatkan 36 siswa ICP, terdiri atas 14 laki-laki dan 22 perempuan, yang dipilih melalui teknik purposive sampling. Intervensi yang dilakukan mencakup pengajaran teks naratif menggunakan Nearpod, sebuah platform interaktif yang dirancang untuk meningkatkan keterlibatan dan pemahaman siswa. Data dikumpulkan melalui pretest dan posttest, kemudian dianalisis menggunakan uji t berpasangan (paired samples t-tests). Hasil penelitian menunjukkan adanya peningkatan yang signifikan secara statistik pada skor pemahaman bacaan siswa, dengan rata-rata skor meningkat dari 80,33 pada pretest menjadi 88,22 pada posttest (p-value = 0,000). Temuan ini menunjukkan bahwa Nearpod secara efektif meningkatkan kemampuan memahami bacaan siswa melalui pengalaman belajar yang interaktif dan menarik. Penelitian ini juga menyoroti potensi integrasi teknologi dalam pembelajaran literasi, serta merekomendasikan penelitian lebih lanjut untuk mengeksplorasi manfaat jangka panjang penggunaan Nearpod di berbagai tingkat kelas, jenis teks, dan konteks pendidikan yang beragam. Temuan ini memberikan kontribusi terhadap semakin berkembangnya bukti yang mendukung pendekatan pedagogi berbasis teknologi dalam pembelajaran bahasa
The Wordwall-Based Gamification in Teaching English Vocabulary Febrianti, Dina Triana; Taufiq, Wahyu
Jurnal Metaedukasi: Jurnal Ilmiah Pendidikan Vol 7, No 1 (2025): Metaedukasi
Publisher : Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/metaedukasi.v7i1.16225

Abstract

This study explores the effect of Wordwall-based gamification strategy in improving English vocabulary mastery among Junior High School students. This study uses a quantitative approach with a one-group pretest-posttest experimental design. Participants consisted of 22 seventh grade students selected based on their low English learning outcomes. Data were collected through vocabulary tests given before and after the intervention. Statistical analysis, using normality tests, descriptive statistics and paired sample t-tests. The results of this study indicate that learning with Wordwall media gamification strategy can significantly improve students' English vocabulary (sig. (2-tailed) 0.00 0.05) which indicates an increase in English vocabulary mastery after the intervention. It is concluded that the use of Wordwall is effective in improving students' vocabulary.
Students’ Perceptions of Digital Literacy-Based Media in English Language Learning Nurlita, Reekhan; Taufiq, Wahyu
Jurnal Metaedukasi: Jurnal Ilmiah Pendidikan Vol 7, No 1 (2025): Metaedukasi
Publisher : Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/metaedukasi.v7i1.16223

Abstract

This study explores students’ perceptions of the use of digital literacy-based media in English language learning. The research was conducted at a Senior High School in Sidoarjo, involving eleventh-grade students as participants. Using a qualitative descriptive method, data were collected through interviews, classroom observations, and document analysis. The results indicate that students generally responded positively to the integration of digital tools such as YouTube, Canva, Duolingo, Elsa Speak, Kahoot, and Quizizz. These tools were seen as more interactive, flexible, and motivating compared to traditional learning methods. Students reported increased engagement, creativity, and confidence in learning English. However, several challenges were also noted, including unstable internet connections and distractions from unrelated digital content. The study concludes that digital literacy-based media significantly enhance the quality and effectiveness of English learning when supported by proper guidance and instructional planning.
Gamifying Reading: Using Quizizz to Boost EFL Students’ Narrative Text Skills Qomariyah, Nilam Lailiyatul; Taufiq, Wahyu
Jurnal Metaedukasi: Jurnal Ilmiah Pendidikan Vol 7, No 1 (2025): Metaedukasi
Publisher : Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/metaedukasi.v7i1.16224

Abstract

This study aims to examine the effectiveness of using the Quizizz application with gamification techniques to improve students' reading comprehension, particularly in understanding narrative texts. The research employed a quasi-experimental design involving two classes at a scool in Sidoarjo, East Java. The experimental group used Quizizz as a learning medium, while the control group used conventional teaching methods. The results showed a significant improvement in reading comprehension in the experimental group compared to the control group. The application of gamification elements such as points, avatars, leaderboards, and instant feedback successfully increased students’ motivation, engagement, and learning outcomes. These findings indicate that integrating technology-based gamified learning tools like Quizizz can be an effective strategy for improving students’ reading comprehension in English, especially in narrative texts.