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Analyzing the effects of animated videos on listening skill: A learning style perspective Atmadja, Dhimas Dwyki; Ningrum, Ary Setya Budhi; Wahyuni, Sri
Beyond Words Vol 12, No 1 (2024): May
Publisher : Universitas Katolik Widya Mandala Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33508/bw.v12i1.5283

Abstract

This research aimed to examine the effect of watching animated video on listening skill of students with different learning style. This research used quantitative research as the method. The researcher conducted quasi-experimental. Both classes consist of 30 students. The finding of this study revealed that there is significant difference with the significant value (sig. 0000 < .05; f-obtained > f-table, 26.690 > 4.001). it can be concluded that there is significant difference in listening skill between students who are taught by using watching animated video and that those taught by using story telling for eight grade students of MTsN 6 Blitar. The experimental group achieve better result on their listening test watching animated video is effective in teaching listening for visual, and auditory, but it is not effective for kinesthetic students.
Implementing “Escape Room” to Enhance Students' Reading Comprehension of Narrative Texts: A Classroom Action Research Atmadja, Dhimas Dwyki; Fauzi, Dicky Hilman; Izlin, Rosita; Faridah, Didih; Purwaningsih, Juki
Journal of Classroom Action Research Vol. 4 No. 2 (2025): August, 2025
Publisher : English Lecturers and Teachers Association (ELTA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/jcar.v4i2.452

Abstract

Reading comprehension, particularly of narrative texts, remains a persistent challenge among Indonesian high school students. Conventional reading instruction often results in passive learning and low student engagement. This study aimed to investigate the effectiveness of the “Escape Room Reading Challenge” as an innovative, gamified instructional strategy to enhance students’ reading comprehension and engagement. This Classroom Action Research (CAR) was conducted in two cycles involving 33 tenth-grade students at SMAN 1 Baregbeg, Ciamis, Indonesia. The research followed the Kemmis and McTaggart model, which consists of planning, acting, observing, and reflecting stages. Data were collected through reading comprehension tests, observation checklists, and field notes. The results indicated a consistent improvement in students’ reading comprehension and classroom participation. In Cycle 1, the average post-test score increased from 61.58 to 69.09. Following instructional refinement in Cycle 2, the average post-test score rose significantly to 83.76. Observation data revealed that active participation also improved from 60% in Cycle 1 to 90% in Cycle 2. These findings suggest that the escape room approach effectively promotes critical thinking, teamwork, and student motivation while supporting deeper comprehension of narrative texts. The study concludes that integrating gamified strategies like escape rooms into reading instruction can create a more meaningful, collaborative, and enjoyable learning environment. Further research is recommended to explore its adaptability across genres and its long-term impact on literacy development.