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The Implementation of Cambridge Curriculum in the Excellent Class of MTsN 3 Jombang Shobikah, Nanik; Syafri, Mohamad; Sofia, Iva; Mahsus, Mahsus; Rahmawati, Fitria; Maisaroh, Ummi; Yuni, Prima Novia
Edulingua: Jurnal Linguistiks Terapan dan Pendidikan Bahasa Inggris Vol 11, No 1 (2024)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/edulingua.v11i1.5718

Abstract

English Language Learning in Excellent Class of MTsN 3 Jombang is integrated with the Cambridge Curriculum and it is one of the leading programs in MTsN 3 Jombang to Go International. This qualitative descriptive research used purposive sampling techniques. The subjects in this study were the Head of the Madrasah, the Vice of curriculum, the Head of the Excellent Class Program, and the English Teacher Excellent Class. Data collection is carried out by carrying out observations, interviews, and documentation. Data analysis is carried out by data reduction, data display, and conclusions. The validity of the data is checked by triangulation and member check. The findings in this article are 1) Learning Planning aims to prepare learners to compete at local, national, and international levels; 2) Learning implementation is carried out intensively for 3 months in Grades VII-IX to equip students and develop optimally English using the Cambridge Curriculum; and 3) Learning Evaluation consists of written tests, oral tests, and practice tests.
THE USE OF BAAMBOOZLE GAMES TO TEACH VOCABULARY Zanuar, Muhammad Rifqi; Daristin, Pipit Ertika; Maisaroh, Ummi
Teaching English as Foreign Language, Literature and Linguistics Vol. 4 No. 2 (2024): TEFLICS
Publisher : Program Studi Pendidikan Bahasa Inggris,, Fakultas Ilmu Pendidikan, Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/teflics.v4i2.7489

Abstract

There are a lot of challenging problems in education today that are connected to societal change and technology advancement. In the present era, the number of digital natives, or at least second-generation traditions, is growing. These are people that consider their environment to be the digital one they have been a part of since birth. Many research investigations have demonstrated how game-based learning encourages students to actively participate in the classroom because it makes them feel good. The purpose of this study is to investigate how well Bamboozle works for teaching vocabulary in English. This study is a literature review. Teaching English in the classroom with Baamboozle is interesting. By using a gamification technique, such as Baamboozle games, the quick advancements in technology can produce a competitive environment that can be used inside the classroom
Comparing the Functionalities of Quizizz and Wordwall for Interactive Learning Misfa’atin, Misfa’atin; Daristin, Pipit Ertika; Maisaroh, Ummi
Bilingua Vol. 2 No. 1 (2024): Bilingua: Journal of English and Arabic Studies
Publisher : Lembaga Pengembangan Bahasa Universitas Hasyim Asy'ari Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/bilingua.v2i1.8942

Abstract

The digital era has had a significant impact on various aspects of life, including education. With the advent of electronic learning (e-learning), educational media such as Wordwall and Quizizz have become increasingly popular. Wordwall supports game-based learning with interactive features like Matching Pairs and Random Wheel, which can enhance student engagement. Meanwhile, Quizizz offers an interactive online quiz experience with instant feedback, statistical features, and integration with other learning platforms. Both tools play a significant role in creating engaging and effective learning environments. This study highlights the effectiveness and advantages of each platform in supporting digital-based learning.
THE USE OF BAAMBOOZLE GAMES TO TEACH VOCABULARY Zanuar, Muhammad Rifqi; Daristin, Pipit Ertika; Maisaroh, Ummi
Teaching English as Foreign Language, Literature and Linguisticss Vol. 4 No. 2 (2024): TEFLICS
Publisher : Program Studi Pendidikan Bahasa Inggris,, Fakultas Ilmu Pendidikan, Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/teflics.v4i2.7489

Abstract

There are a lot of challenging problems in education today that are connected to societal change and technology advancement. In the present era, the number of digital natives, or at least second-generation traditions, is growing. These are people that consider their environment to be the digital one they have been a part of since birth. Many research investigations have demonstrated how game-based learning encourages students to actively participate in the classroom because it makes them feel good. The purpose of this study is to investigate how well Bamboozle works for teaching vocabulary in English. This study is a literature review. Teaching English in the classroom with Baamboozle is interesting. By using a gamification technique, such as Baamboozle games, the quick advancements in technology can produce a competitive environment that can be used inside the classroom
Comparing the Functionalities of Quizizz and Wordwall for Interactive Learning Misfa’atin, Misfa’atin; Daristin, Pipit Ertika; Maisaroh, Ummi
Bilingua Vol. 2 No. 1 (2024): Bilingua: Journal of English and Arabic Studies
Publisher : Lembaga Pengembangan Bahasa Universitas Hasyim Asy'ari Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/bilingua.v2i1.8942

Abstract

The digital era has had a significant impact on various aspects of life, including education. With the advent of electronic learning (e-learning), educational media such as Wordwall and Quizizz have become increasingly popular. Wordwall supports game-based learning with interactive features like Matching Pairs and Random Wheel, which can enhance student engagement. Meanwhile, Quizizz offers an interactive online quiz experience with instant feedback, statistical features, and integration with other learning platforms. Both tools play a significant role in creating engaging and effective learning environments. This study highlights the effectiveness and advantages of each platform in supporting digital-based learning.