Seliro Wangi, Nisaul Barokati
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Project-Based Folktale Reading Learning with a Scientific Approach for Grade IV Reviewed from the Completion of Learning Outcomes Aidah, Rofiah Nur; Seliro Wangi, Nisaul Barokati
EDU-KATA Vol 11 No 1 (2025): Februari 2025
Publisher : Program Pascasarjana Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/kata.v11i1.9127

Abstract

Indonesian language learning requires language skills that include listening, speaking, reading, and writing. One important aspect in this learning is reading, which plays a role in improving students' understanding of the text. This study aims to analyze the results of project-based folklore reading learning with a scientific approach in grade IV students. The research method used is a descriptive qualitative method with data collection techniques through observation, documentation, and analysis of student learning outcomes. The results showed that out of 10 students who participated in the learning, 7 students (70%) achieved learning completion with a final score of ≥ 70, while 3 students (30%) had not achieved the Minimum Completion Criteria (KKM). Students with good reading comprehension tend to get higher project and presentation scores, while students with low comprehension have difficulty in both aspects. This shows a correlation between reading comprehension skills and success in project and presentation assignments. Based on these findings, more varied learning strategies are needed to help students who have not achieved completion, such as additional guidance, effective reading techniques, and more intensive presentation practice. With a more interactive and student-oriented approach, it is expected that all students can achieve optimal learning outcomes.
Gamification: An Effective Strategy for Developing Soft Skills and STEM in Students Seliro Wangi, Nisaul Barokati; Wajdi, Muh Barid Nizarudin
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 14 No. 1 (2022): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v14i1.4650

Abstract

This study aims to investigate the effectiveness of gamification in developing soft skills and STEM (science, technology, engineering, and mathematics) among students. The background of this study is the low interest and achievement of students in STEM fields, as well as the lack of 21st century skills, such as creativity, collaboration, communication, and problem-solving, that are needed in the digital era. This study uses an experimental method with a pretest-posttest control group design. The sample of this study is grade X students from three public high schools in Lamongan, namely SMA Negeri 2 Lamongan, SMAN 1 Sukodadi, And SMA Negeri 1 Babat, who are divided into two groups, namely the experimental group that receives learning with gamification, and the control group that receives regular learning. The instruments of this study are STEM ability tests and soft skill questionnaires compiled based on predetermined indicators. This study produces findings that there are significant differences between the experimental and control groups regarding STEM ability and soft skills. The experimental group shows higher improvement than the control group. This indicates that gamification can be an effective strategy for developing soft skills and STEM among students. This study contributes to developing the theory and practice of gamification in education, especially in STEM fields. This study also provides suggestions for teachers, schools, and future researchers.