Rohi, Saifurahman
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Pengembangan Media Interaktif Smart Apps Creator (SAC) Berbasis Web pada Materi Pernapasan Kelas V di SDN Sidomulyo 1 Krian Sidoarjo Nanda Surachman, Az Zahra; Yunita Rahma Pratiwi, Emy; Rohi, Saifurahman
EduStream: Jurnal Pendidikan Dasar Vol 9 No 1 (2025): EduStream: Jurnal Pendidikan Dasar
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/eds.v9n1.p81-93

Abstract

The development of interactive respiratory learning media at SDN Sidomulyo 1 Krian Sidoarjo is not optimal, that students tend to feel bored during the learning process. This study aimed to create a web-based interactive media using Smart Apps Creator (SAC) that is acceptable, meets standards, and is practical to use for teaching material for fifth-graders. This study used a Research and Development method with the ADDIE model, which consists of five phases: analysis, planning, development, implementation, and evaluation. The subjects of this study were 21 fifth-graders at State Elementary School Sidomulyo 1 Krian. Data were collected through validation questionnaires from media experts, subject matter experts, and feedback from both the teacher and students. Data were analyzed using descriptive techniques, including quantitative descriptive analysis. The media expert validation was 91.25%, and the subject matter expert validation achieved 92.08%, both categorized as "Very Valid." The practicability  assessment from the fifth-grade teacher was 94%, while the students' practicality results was 96.14%, both categorized as "Very Practical." Therefore, it can be concluded that the web-based Smart Apps Creator (SAC) interactive Learning media developed is suitable and practical for use in the fifth-grade Natural and Social Sciences curriculum at elementary schools.
Exploring Cadets’ Perceptions of Challenges and Benefits in Gamified ESP Reading: A Case Study at a Maritime Academy Wibowo, Amiruddin Hadi; Gupron, Akhmad Kasan; Widjatmoko, Eko Nugroho; Amrullah, Romanda Annas; Mirianto, Agus Dina; Rahmawati, Eva; Onivehu, Adams Ogirima; Rohi, Saifurahman
Journal of Computers for Science and Mathematics Learning Vol. 2 No. 2 (2025): Journal of Computers for Science and Mathematics Learning
Publisher : Scientia Publica Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70232/jcsml.v2i2.41

Abstract

English for Specific Purposes (ESP) is essential in maritime education, helping cadets with the language skills required to meet specific learning needs. However, traditional ESP reading instruction often lacks engagement and fails to motivate learners. In response, gamification, which integrates game design elements into learning environments, has emerged as a promising solution to enhance learner engagement and motivation. This study aims to explore cadets’ perceptions of the challenges and benefits of using gamification in ESP reading. The research was conducted using a qualitative case study approach at a maritime academy in East Java, Indonesia, involving 24 cadets. Participants were first-year students with intermediate English language proficiency. Data were collected through six sessions of gamified ESP reading lessons, semi-structured interviews, and participant observations. Thematic analysis was used to examine the cadets’ experiences, focusing on recurring themes related to motivation, learning outcomes, and technological challenges. The results showed that cadets generally expressed positive feelings about gamified ESP reading. They reported increased motivation and engagement due to game elements such as points, leaderboards, and real-time feedback, which made learning more interactive and enjoyable. However, challenges such as limited technological readiness, internet connectivity, and initial confusion with the game interface were also highlighted. Therefore, it can be concluded that gamification shows strong potential in enhancing cadets’ motivation and interest in ESP reading following the challenges and their constraints. These findings underscore the importance of integrating thoughtfully designed gamified strategies in maritime education to foster learner-centered and engaging ESP instruction.