Syarief Fajaruddin
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Investigating EFL Learners' Views on Applying KAHOOT to Stimulate Learning Rachman, Dzul; Syarief Fajaruddin
JELLT (Journal of English Language and Language Teaching) Vol 8 No 1 (2024)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36597/jellt.v8i1.16060

Abstract

Integration of technology into the teaching and learning process is one strategy for increasing the efficiency of the learning process for both students and instructors. Numerous academic work studies have been conducted to evaluate the effects of integrating the Kahoot application into educational settings, with a focus on the academic achievement of students and their subjective evaluations of this technology. Our research objective to fill a vacuum in the literature by examining learners' perspectives of using Kahoot as a learning motivation tool in the English department of a private institution in East Kalimantan. This investigation is of the quantitative research variety. Twenty male and forty-two female participants completed questionnaires as part of this study. This analysis examines the effects, benefits, and challenges associated with the use of Kahoot, as observed through the authors' personal experiences. The participants conveyed their enjoyment and enthusiasm for the activities, perceiving them as a way to improve the classroom environment and make learning more enjoyable. There is a growing interest in determining how the motivation and engagement of learners influence their learning.
Pengembangan Video Pembelajaran Berbasis Festo Fluidsim Pada Mata Pelajaran Teknologi Dasar Otomotif Siswa Sigit Purnomo; Pius Idwin Susu; S Suparmin; Radinal Fadli; Muhammad Hakiki; Syarief Fajaruddin
JURNAL ILMIAH MOMENTUM Vol 20 No 2 (2024): Vol 20, No 2
Publisher : Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/jim.v20i2.12251

Abstract

Penelitian pengembangan ini memiliki tujuan (1) Mengembangkan media pembelajaran interaktif menggunakan aplikasi Festo Fluidsim. (2) Mengetahui Kelayakan Media Pembelajaran Interaktif Menggunakan Aplikasi Festo Fluidsim (3) Untuk mengetahui bagaimana respon siswa di SMK Muhammadiyah Berbah terhadap penggunaan aplikasi Festo Fluidsim sebagai media pembelajaran. Penelitian dan pengembangan (Research and Development) ini mengembangkan media pembelajaran berupa video pembelajaran dan model video tutorial yang digunakan yaitu menggunakan model pengembangan ADDIE yaitu Analysis (analisis), Design (perancangan), Development (pengembangan), Implementation (implementasi), Evaluation (evaluasi). Subjek dalam penelitian terdiri dari Ahli Media, Ahli Materi dan siswa SMK. Instrumen pengumpulan data yang digunakan yaitu berupa angket. Hasil penelitian ini menunjukkan hasil yang layak berdasarkan uji kelayakan oleh ahli media yang mendapatkan skor 80% dan rata-rata skor 4. 0, ahli materi mendapatkan skor 84,25% dan rata-rata skor 4,2, dan respons siswa yang diperoleh dari 2 kelompok kecil dan besar yaitu, Respons siswa kelompok kecil mendapatkan skor 81,67% dan rata-rata skor 4,1, respons siswa kelompok besar mendapatkan skor 83,84% dan rata-rata skor 4,2. Dari data hasil skor tersebut maka media video pembelajaran layak untuk digunakan dalam pembelajaran.