Abidah, Lailatul
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Digital Game-Based Learning as a Strategy to Expand Vocational Students’ Vocabulary: A Mixed Methods Approach Abidah, Lailatul; Asih, Ria Arista; Estu Widodo
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.64778

Abstract

The Digital Game-Based Learning (DGBL) strategy is widely recommended for digital-native learners to enrich their vocabulary. The purposes of this study was to evaluate the effectiveness of DGBL in expanding students’ vocabulary knowledge. A mixed methods approach was implemented. The quasi-experimental design involved an experimental group (taught with DGBL, N = 29) and a control group (trained with conventional vocabulary learning, N = 28). Each group was assigned a test before and following the intervention, consisting of 30 similar questions. IBM SPSS Statistics 26.0 has been employed to gauge the data collected, and utilized a paired sample t-test in conjunction with an independent sample t-test. The inspection exposed that, using DGBL affects students’ vocabulary learning development. The experimental group’s average score rose from 44.83 to 63.45. However, there was no discernible distinction between the two groups’ mean post-test results. The researchers analyzed three factors causing the insignificant results of the independent sample t-test: time constraints, poor internet connection, and both groups obtaining intentional vocabulary learning. Eight questions in the interview session were asked to the experimental group to explore their views about the DGBL and confirmed the unclear information that resulted in quantitative data. Interviewees agreed that DGBL can enrich vocabulary, increase learning motivation, and reduce boredom.
Improving students’ creative writing skill in composing interpersonal text through comic strips in distance learning Abidah, Lailatul
Jurnal Pendidikan Profesi Guru Vol. 4 No. 1 (2023): April
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jppg.v4i1.14405

Abstract

Writing is one of the skills that high school students should master. However, the difficulty of mastery of writing skills makes students' scores tend to be low and does not reach the minimum standard of mastery (KKM). In addition, this makes students less motivated in participating learning activities, one of which is in making interpersonal texts. The objectives of this research are: 1) to improve twelfth grade students’ creative writing skill, especially in making interpersonal texts through comic strips; and 2) increase students’ motivation in learning English in distance learning class of the twelfth grades students of Senior Vocational School (SVS) 1 of Bunga Raya in the academic year of 2020/2021. This classroom action research (CAR) was conducted in two cycles by which each cycle consisted of planning, acting, observing and reflection. The result shows that there is an improvement of students’ creative writing skill. It can be seen from the result of students’ average score in doing the posttest in cycle II was above KKM value. Besides, the improvement of the group project assessment showed a very significant results.