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The Effect of English Vocabulary Card Media on Improving Student Learning Achievement at SMAN 1 Tubaba Labibah, Hasna Fitri
International Journal Corner of Educational Research Vol. 2 No. 1 (2023): July 2023
Publisher : CV. Tripe Konsultan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54012/ijcer.v2i1.192

Abstract

This study describes the urgency of using the English Vocabulary Card media. Card media contains pictures (objects, animals, and so on) that can train students and create vocabulary, these cards become instructions or stimuli for students to improve student learning outcomes. The purpose of the researchers conducting this research was to find out the increase in student learning outcomes using the English Vocabulary Card X media at SMAN 1 Tubaba. This research method uses a quantitative method using questionnaires, tests, and documentation instruments. The test was carried out 2 times, namely the pretest to find out the students' initial abilities, and the second test was the posttest to find out the results of the increase in student learning. The samples were taken using random sampling for class X SMAN 1 Tubaba. The results showed that there was an effect of using the English Vocabulary Card media on improving student learning outcomes based on the results of the pretest before using the English Vocabulary Card media, which was equal to 25% in the low category, after using the English Vocabulary Card media, students' grades could increase by 75% in the low category become high category.
Gamification in English Learning: Strategies to Increase Student Motivation and Engagement in the Digital Age Labibah, Hasna Fitri
Journal Corner of Education, Linguistics, and Literature Vol. 4 No. 001 (2024): Special Issues
Publisher : CV. Tripe Konsultan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54012/jcell.v4i001.565

Abstract

This study aimed to analyze the application of gamification in English learning as a strategy to increase student motivation and engagement in the digital era. The research method used is a qualitative approach with data collection techniques such as observation, interviews, and documentation. The results show that gamification has a significant positive impact on the classroom atmosphere, learning motivation, and student participation. Through the implementation of game elements such as points, levels, badges, leaderboards, and quiz-based challenges, the learning atmosphere becomes more lively, fun, and interactive. Observations found that students were more enthusiastic in participating in learning activities, showed courage to speak English, and were more focused when facing mission-based challenges. Interviews with teachers revealed that gamification made it easier to monitor student progress while encouraging them to be more diligent in learning vocabulary, grammar, and speaking skills. Interviews with students also confirmed that they felt more motivated because the learning was similar to a familiar digital game. Documentation in the form of grade notes and activity reports showed an increase in student engagement and an increase in the average class score, especially in vocabulary mastery. Thus, it can be concluded that gamification is an innovative strategy that is effective in increasing student motivation, engagement, and learning outcomes in English learning in the digital era.
PENDEKATAN MICROLEARNING UNTUK MENINGKATKAN VOCABULARY DAN GRAMMAR SISWA DI MIN 3 METRO Labibah, Hasna Fitri
Jurnal Insan Cendekia Vol. 6 No. 1 (2025): April
Publisher : CV. Tripe Konsultan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54012/jurnalinsancendekia.v6i1.566

Abstract

Penelitian ini bertujuan untuk menganalisis penerapan pendekatan microlearning dalam pembelajaran bahasa Inggris dan pengaruhnya terhadap peningkatan kemampuan vocabulary dan grammar siswa di MIN 3 Metro. Latar belakang penelitian ini adalah rendahnya penguasaan kosakata dan tata bahasa siswa akibat metode pembelajaran konvensional yang kurang menarik, serta keterbatasan waktu belajar. Pendekatan microlearning dipilih sebagai strategi alternatif karena menyajikan materi dalam bentuk potongan kecil, singkat, dan mudah dipahami, sehingga memungkinkan siswa belajar secara bertahap dan berulang. Metode penelitian yang digunakan adalah kualitatif deskriptif dengan subjek siswa kelas VI dan guru pengampu mata pelajaran bahasa Inggris. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi hasil belajar siswa. Analisis data dilakukan melalui reduksi, penyajian, dan penarikan kesimpulan, serta dilakukan triangulasi untuk memastikan keabsahan data. Hasil penelitian menunjukkan bahwa penerapan microlearning secara signifikan meningkatkan kemampuan vocabulary dan grammar siswa. Rata-rata skor pre-test sebesar 65,00 meningkat menjadi 80,00 pada post-test pertama dan 85,00 pada post-test kedua. Selain itu, siswa menjadi lebih aktif, antusias, dan termotivasi dalam proses belajar. Guru melaporkan bahwa materi yang disajikan secara singkat dan menarik memudahkan pemahaman siswa dan meningkatkan kepercayaan diri mereka dalam menggunakan bahasa Inggris. Meskipun demikian, terdapat beberapa tantangan, seperti keterbatasan akses teknologi bagi siswa dan kebutuhan pelatihan tambahan bagi guru. Tantangan ini dapat diatasi melalui penyediaan fasilitas digital dan peningkatan kompetensi guru. Secara keseluruhan, penelitian ini menegaskan bahwa microlearning adalah strategi pembelajaran yang efektif, menyenangkan, dan relevan dengan era digital, sehingga dapat dijadikan alternatif untuk meningkatkan penguasaan vocabulary dan grammar siswa di MIN 3 Metro.