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The Students’ Perception toward English Camp of Cokroaminoto Palopo University Ardhy Supraba; Juwita Crestiani M; Muhammad Hasby; Edi Wahyono; Sunardin Sunardin
DEIKTIS: Jurnal Pendidikan Bahasa dan Sastra Vol. 5 No. 4 (2025)
Publisher : Perkumpulan Dosen Muslim Indonesia - Sulawesi Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53769/deiktis.v5i4.2345

Abstract

This research aims to find out the students’ perception toward English camp of Cokroaminoto Palopo University. The research design of this research was descriptive research. The result of this research shows that the implementation of English camp of Cokroaminoto Palopo University gained very positive perceptions from the students. Most of them agreed that the English camp of Cokroaminoto Palopo University could improve their speaking skill.
Teachers' Roles in Character Education through Pancasila Education: A Qualitative Study of Fourth-Grade Students Friscilia Friscilia; Lista Lista; Kenny Lorensa; Salwa Nabila; Fitti Guahira; Juwita Crestiani
Journal of Excellence in English Language Education Vol 5, No 3, July (2026): Journal of Excellence in English Language Education
Publisher : Program Studi Pendidikan Bahasa Inggris FBS UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/joeele.v5i3, July.88394

Abstract

This study aims to describe the role of teachers in implementing character education for fourth-grade students through Pancasila Education learning at SDN 5 Salamae. This study uses a qualitative approach with a descriptive research type. The research subjects consisted of fourth-grade teachers and fourth-grade students at SDN 5 Salamae. Data were collected through observation, interviews, and documentation, then analyzed using the Miles and Huberman model, which includes data reduction, data presentation, and conclusion drawing. Data validity was tested through source triangulation and technique triangulation. The results of the study indicate that teachers play a guiding role in implementing character education through Pancasila Education. This implementation is carried out by fostering habits, setting an example, providing motivation and guidance, and reinforcing students' positive behaviors. The character values cultivated include discipline, religiosity, patriotism, and responsibility. Discipline is instilled by encouraging habits such as punctuality, adherence to rules, and the timely submission of assignments. Religiosity is fostered through practices such as prayer, exchanging greetings, and respecting diverse beliefs. Patriotism is developed by introducing Indonesia's cultural diversity and instilling a sense of national pride. Meanwhile, responsibility is cultivated by encouraging students to complete their tasks and fulfill their obligations. The findings indicate that the implementation of character education through Pancasila Education was perceived to contribute positively to shaping students' character. This success is supported by the teachers' consistency in setting examples, fostering habits, and providing guidance throughout the learning process.
Improving Learning Engagement in Pancasila Education through an Innovative Learning Strategy Nia Ramadani; Nur Asifa; Indira Almunawarah; Nurul Nurul; Rieke Walla; Trisna Piter Duma; Juwita Crestiani
Journal of Excellence in English Language Education Vol 5, No 3, July (2026): Journal of Excellence in English Language Education
Publisher : Program Studi Pendidikan Bahasa Inggris FBS UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/joeele.v5i3, July.88395

Abstract

This Classroom Action Research (CAR) aimed to improve learning concentration, cognitive learning outcomes, and students' creative thinking ability in the Pancasila Education subject through an innovative strategy integrating the Jigsaw cooperative learning model, animated videos, and interactive Wordwall gamification. The research was conducted with 24 Grade V students of SDN 5 Salamae during the second semester of the 2025/2026 academic year across two cycles, each consisting of three instructional sessions. Data were collected and analyzed using descriptive quantitative and qualitative techniques. The results showed that student learning activity increased from 60% (Moderately Active) in Cycle I to 84% (Very Active) in Cycle II. The class average score on cognitive tests rose from 72.5 to 80, with classical completeness increasing from 75% to 87.5%, surpassing the Minimum Mastery Criterion of 70. Students' creative thinking ability improved from an average of 63 (54% completeness) to 81 (87.5% completeness), while the teacher's ability to manage student-centered learning rose from 80.9% to 91.7%. These findings indicate that the integration of the Jigsaw model, animated videos, and Wordwall gamification was found to be an effective strategy for improving learning concentration, cognitive outcomes, and creative thinking, and offers a practical solution for strengthening the quality of Pancasila Education learning in line with the Merdeka Curriculum.
Increasing Students' Learning Interest through Problem-Based Learning Supported by QR Code-Based Snakes and Ladders Media Melsyani Pali; Ayuni Banne; Asriani Asriani; Regina Putri M; Vera Amanda; Adel Rizka Nabhil; Juwita Crestiani
Journal of Excellence in English Language Education Vol 5, No 3, July (2026): Journal of Excellence in English Language Education
Publisher : Program Studi Pendidikan Bahasa Inggris FBS UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/joeele.v5i3, July.88393

Abstract

This study was conducted to address the low level of fifth-grade students' interest in learning science, particularly the topic of the human digestive system, at SDN 25 Sabbamparu. Preliminary questionnaire results showed that students' average learning interest was only 56%, indicating a low level of engagement. This condition was mainly caused by teacher-centered instruction, limited use of learning models, and a lack of interactive learning media. As a result, students were less active and less enthusiastic during the learning process. The purpose of this study was to improve students' learning interest through the implementation of the Problem-Based Learning (PBL) model assisted by QR Code-based Snakes and Ladders media. This study employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which was conducted in two cycles consisting of planning, action, observation, and reflection. The participants were 20 fifth-grade students. Data were collected through a learning interest questionnaire and observation sheets and analyzed using descriptive quantitative and qualitative techniques. The findings showed that students' learning interest improved in each cycle, as reflected in the indicators of enjoyment, interest, attention, and participation. Therefore, it can be concluded that the Problem-Based Learning model assisted by QR Code-based Snakes and Ladders media effectively increased fifth-grade students' interest in learning science at SDN 25 Sabbamparu.
Pelatihan Bahasa Inggris Dengan Tema Fun English Day Melalui Whisper Games Iin Dwi Aristy Putri; Juwita Crestiani; Muhammad Hasby; Ardhy Supraba
Abdimas Langkanae Vol. 5 No. 1 (2025)
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53769/jpm.v5i1.379

Abstract

Kegiatan pengabdian kepada masyarakat adalah untuk menciptakan suasana yang menyenangkan (fun) pada pembelajaran Bahasa Inggris di sekolah, meningkatkan perbendaharaan kata siswa melalui aktivitas yang menyenangkan sehingga meningkatkan kemampuan berbicara (speaking skills) dan kemampuan mendengar (listening skill). Kegiatan pengabdian ini dilaksanakan selama 1 (satu) bulan yang terbagi dalam beberapa tahap yaitu: (1) tahap perencanaan, (2) tahap pelaksanaan dan (3) tahap evaluasi. Pada tahap perencanaan telah ditetapkan hal-hal antara lain: tempat/lokasi kegiatan yang dipilih yaitu SMAN 3 Luwu Utara. Jenis kegiatan berupa pelatihan dan pembinaan melalui ceramah, praktek, games, tanya jawab, diskusi dan latihan. Tahap pelaksanaan berupa pelatihan berbicara bahasa Inggris yaitu dengan mengucapkan sebuah kalimat bahasa Inggris. Setelah itu, selesai melakukan pelatihan, maka tahap akhir yang dilakukan adalah pemberian games dengan cara menebak kalimat melalui whispered games. Berdasarkan pengamatan secara langsung dan dengan mewawancarai siswanya, kegiatan ini memberikan kesan positif bagi seluruh siswa. Seluruh siswa merasa sangat senang dan antusias. Ini terlihat dari sikap mereka yang nampak mulai dari awal hingga akhir kegiatan. Hal ini terbukti dengan aktifnya mereka dalam menyimak penjelasan materi serta kegiatan dan melakukan tanya jawab. Terlebih pada saat pelaksanaan wishper games, siswa-siswa sangat tertib dan mengikuti semua instruksi tim dosen. Hasil akhirnya adalah, mereka dapat mengetahui kesalahan mereka dan memiliki sikap positif dalam mempelajari bahasa Inggris. Kegiatan ini juga sangat bermanfaat bagi siswa karena dapat membantu siswa meningkatkan pengetahuan dan kemampuan siswa dalam bahasa Inggris sekaligus semakin menambah pengalaman dan siswa memiliki kesiapan mental dalam menghadapi pendidikan ke perguruan tinggi dan juga di dunia kerja.