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THE USE OF MONDLY APPLICATION TO INCREASE SENIOR HIGH SCHOOL STUDENTS’ VOCABULARY MASTERY Wardani, Ira; Lubis, Yani
EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS Vol 13, No 1 (2024): Exposure
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/exposure.v13i1.14216

Abstract

Vocabulary is an important element in language learning that students have to master. English language learning is greatly influenced by technological advances. Several applications have provided more flexible and accessible means that can be used through smartphones as needed for vocabulary mastery . This study aims to find out how senior high school students can increase their vocabulary mastery through the use of Mondly. A quantitative approach with a pre-experimental design is the method used in this study. The 10th grade students of SMK Tritech Informatika Medan participated in the study.. According to the research findings, the students' mean score was 71.69 on the pretest and 83.53 on the posttest. The t-test with a sig (2-tailed) value of 0.000 or 0.05 was used to test the hypothesis. Therefore, "Ha" is accepted, and "Ho" is rejected. Thus, it can be concluded that vocabulary learned using Mondly application significantly increased the vocabulary mastery of tenth-grade students of SMK Tritech Informatika.Keywords: Vocabulary mastery, Mondly application, Language learning
THE USE OF MONDLY APPLICATION TO INCREASE SENIOR HIGH SCHOOL STUDENTS’ VOCABULARY MASTERY Wardani, Ira; Lubis, Yani
EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS Vol. 13 No. 1 (2024): Exposure
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/exposure.v13i1.14216

Abstract

Vocabulary is an important element in language learning that students have to master. English language learning is greatly influenced by technological advances. Several applications have provided more flexible and accessible means that can be used through smartphones as needed for vocabulary mastery . This study aims to find out how senior high school students can increase their vocabulary mastery through the use of Mondly. A quantitative approach with a pre-experimental design is the method used in this study. The 10th grade students of SMK Tritech Informatika Medan participated in the study.. According to the research findings, the students' mean score was 71.69 on the pretest and 83.53 on the posttest. The t-test with a sig (2-tailed) value of 0.000 or < 0.05 was used to test the hypothesis. Therefore, "Ha" is accepted, and "Ho" is rejected. Thus, it can be concluded that vocabulary learned using Mondly application significantly increased the vocabulary mastery of tenth-grade students of SMK Tritech Informatika.Keywords: Vocabulary mastery, Mondly application, Language learning
Implementasi Pembelajaran Interaktif Berbasis Game Edukatif Melalui Media Smart TV Anak Usia Dini Di RA Tadika Adnani Kalsum, Ummi; Riadoh, Riadoh; Siagian, Fitri Mahrani; Normaliza, Normaliza; Wardani, Ira; Fadilah, Nur; Kesawan, Putri; Wahyuni, Annisa
Kumarottama: Jurnal Pendidikan Anak Usia Dini Volume 5 Nomor 2 Tahun 2026 (Januari - Juni)
Publisher : Institut Agama Hindu Negeri Gde Pudja Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53977/kumarottama.v5i2.3858

Abstract

This study aims to describe the implementation of interactive learning based on educational games through Smart TV media for early childhood at RA Tadika Adnani. This research employed a qualitative method with a case study approach. The research subjects consisted of one teacher and 30 early childhood students at RA Tadika Adnani. Data were collected through observation, interviews, and documentation. The data were analyzed using qualitative data analysis techniques, including data reduction, data display, and conclusion drawing. The results showed that the use of educational games through Smart TV increased children's engagement in the learning process. The materials presented included the introduction of Hijaiyah letters, Asmaul Husna, daily prayers, and cognitive games such as matching colors and pictures presented audiovisually. During the learning process, the teacher played an active role by asking questions, motivating children to respond, and encouraging students to practice the materials they learned. Game-based learning made children more enthusiastic, active, and confident in participating in classroom activities. Positive impacts were observed in the development of cognitive, language, social-emotional, as well as religious and moral values of early childhood. Therefore, the use of educational games through Smart TV media can be an effective and innovative learning strategy in early childhood education.