Claim Missing Document
Check
Articles

Found 4 Documents
Search

Millealab as A Virtual Reality-based Learning Platform for Slow Learners Students Nurliasari, Lusiana; Kurniawan, Erwin Hari; Muchyidin, M Syaichul
Jurnal Paedagogy Vol 12, No 1 (2025): Jurnal Paedagogy (January 2025)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i1.13692

Abstract

This research aims to analyze the to find out  the response of using Millealab on the material comprehension of slow learners. This study used a qualitative approach with a case study method. The  subjects in this study were slow learners grade 8 students at SMP Plus Rahmat Kediri, East Java. The instruments used in this research are observation, interview, and observation which were then analyzed inductively. The result show that virtual reality (VR) helps slow learners connect abstract concepts with real experieces, which supports their understanding. The findings have immportant implications in inclusive education, where VR  can improve the cognitive growth and academic understanding of slow learners students.
Pelatihan Bilingual-Digital Marketing Produk Usaha Rumah Tangga sebagai Usaha Peningkatan Produk Jual TP-PKK BPWIR Desa Pucakwangi Mafruudloh, Naajihah; Fajri, Mega Barokatul; Rahmawati, Rizka Asna; Muchyidin, M Syaichul
Cendekia : Jurnal Pengabdian Masyarakat Vol 7 No 1 (2025): Juni
Publisher : LPPM UNIVERSITAS ISLAM KADIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32503/cendekia.v7i1.5874

Abstract

Industri Rumah Tangga (IRT) merupakan usaha dengan tujuan menaikan taraf ekonomi keluarga. Pada Kegiatan pengabdian kepada Masyarakat ini, pelatihan diberikan pada Mitra yakni Tim PKK BPWIR dan PRNA Desa Pucakwangi. Kegiatan Bilingual-Digital Marketing ini diikuti oleh 26 orang dari organisasi masyarakat, yakni PKK dan PRNA yang terlibat pada industri rumah tangga. Industri yang dijalankan yakni PIRT (Pangan Industri Rumah Tangga), Garmen atau pakaian, serta jasa berupa kursus atau layanan kesehatan lainnya. Metode yang digunakan pada kegiatan ini adalah observasi, pelatihan, dan workshop atau praktek secara langsung. Hasil dari kegiatan ini adalah Mitra mampu melakukan teknik fotografi produk yang tepat, mampu menyusun atau membuat label produk yang menarik konsumen, serta kemampuan dalam menjalankan toko online atau digital marketing guna memperluas jangkauan konsumen dan jumlah jual produk. Sehingga selain menjalankan usaha secara konvesnional, mitra juga mampu menjalankan usaha secara digital guna memenuhi kebutuhan konsumen. Kegiatan ini didanai oleh Hibah Internal Tahun 2024 Universitas Muhammadiyah Lamongan dengan skema Pengabdian kepada Masyarakat (PkM).
Millealab as A Virtual Reality-based Learning Platform for Slow Learners Students Nurliasari, Lusiana; Kurniawan, Erwin Hari; Muchyidin, M Syaichul
Jurnal Paedagogy Vol. 12 No. 1 (2025): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i1.13692

Abstract

This research aims to analyze the to find out  the response of using Millealab on the material comprehension of slow learners. This study used a qualitative approach with a case study method. The  subjects in this study were slow learners grade 8 students at SMP Plus Rahmat Kediri, East Java. The instruments used in this research are observation, interview, and observation which were then analyzed inductively. The result show that virtual reality (VR) helps slow learners connect abstract concepts with real experieces, which supports their understanding. The findings have immportant implications in inclusive education, where VR  can improve the cognitive growth and academic understanding of slow learners students.
Exploring Students’ Perceptions and Motivation in Using Quizizz for Grammar Program: A Study in Kampung Inggris Pare Kediri Muhammad, Muhammad; Muchyidin, M Syaichul; Asyar, Wildan Isna; Naf’ihima, Fika Ar-rizqi
Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP Vol. 11 No. 2 (2024)
Publisher : Faculty of Culture, Management, and Business Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jo-elt.v11i2.13337

Abstract

This study investigates students' perceptions of and motivation towards using Quizizz for grammar learning at Kampung Inggris Language Center in Pare Kediri. Using a quantitative descriptive method, data were collected through online surveys from 58 students. The study aimed to assess whether Quizizz, as a gamified learning tool, could enhance students' engagement and motivation in grammar instruction. The results revealed that 96% of students found Quizizz easy to use and accessible, while 97% agreed that its gamification features, such as leaderboards and immediate feedback, made grammar lessons more engaging. Additionally, 93% of students reported that these features improved their overall learning experience. These findings highlight the potential of Quizizz to address motivational challenges and make grammar learning more interactive and enjoyable, particularly in non-formal educational settings like Kampung Inggris. By demonstrating the effectiveness of gamified learning tools, this research contributes to the understanding of technology integration in language instruction. It suggests that applications like Quizizz can foster both cognitive and affective engagement, potentially influencing broader educational practices.