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IMPROVING STUDENTS’ SPEAKING SKILL AND INTEREST THROUGH DUOLINGO AS GAMIFICATION APPLICATION Nina Nursuhaniah; Ruminda; Juhana
Indonesian Journal of Learning and Instruction Vol. 8 No. 1 (2025)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ijli.v8i1.11625

Abstract

Abstract: This experimental method focused on the effectiveness of Duolingo as a gamification application strategy to improve students’ speaking skills and interest, and to confirm the correlation between them. The participants were the tenth graders of SMAN 1 Mande selected randomly to be the experimental and control classes. The instruments were the pre-post speaking skill test and the pre-post speaking interest questionnaire. The analysis revealed that the significant score (2-tailed) or (P) of the post-speaking skill test obtained by both experimental and control classes was 0.00. Thus, the significant difference was confirmed. The quality of the experimental class on speaking skills was higher than that of the control class. It was decided that Duolingo, as a gamification application strategy, had an effective impact on improving speaking skills. Moreover, all significant scores (2-tailed) or (P) of the post-speaking interest questionnaire obtained by both experimental and control classes were 0.00. Thus, the significant difference was confirmed. The quality of the experimental class on speaking interest was higher than the control class. It exposed that Duolingo, as a gamification application strategy, had an effective impact on improving speaking interest. The experimental class achieved a mean score of 88.47, whereas the control class obtained a mean score of 79.17. The experimental class achieved a mean post-speaking interest score of 123.75, whereas the control class scored 99.69. Whereas, correlation coefficient was 0.007. Moreover, the significance score between speaking interest and speaking skill in the experimental class was 0.963, which was more than 0.05. Therefore, it implied that students’ speaking skills did not correlate significantly with their speaking interest. It could be concluded that Duolingo, as gamification, was quite effective in improving students’ speaking skills and speaking interest, but there was no correlation between speaking skills and speaking interest Keywords: Duolingo; gamification; speaking skill; speaking interest.
Media Digital E-Bookstory : Meningkatkan Literasi Digital dan Berpikir Kritis Pada Pembelajaran Bahasa Indonesia Annisa Alfiatun Nurrohmah; Emawati; Juhana
Didaktika: Jurnal Kependidikan Vol. 15 No. 1 Februari (2026): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.3601

Abstract

BookStory dalam meningkatkan literasi digital dan keterampilan berpikir kritis siswa pada pembelajaran Bahasa Indonesia kelas IV SD Negeri Dawungan 3 Sragen. Penelitian menggunakan pendekatan kuantitatif dengan metode eksperimen semu (quasi experiment) melalui desain One Group Pretest–Posttest. Subjek penelitian adalah seluruh siswa kelas IV. Teknik pengumpulan data meliputi tes, angket, observasi, wawancara, dan dokumentasi. Data dianalisis menggunakan statistik deskriptif dan uji paired sample t-test untuk mengetahui perbedaan kemampuan siswa sebelum dan sesudah penggunaan media E-BookStory. Hasil penelitian menunjukkan bahwa penggunaan E-BookStory efektif meningkatkan literasi digital siswa dengan rata-rata skor indikator berada pada rentang 3,6–4,0 (kategori baik hingga sangat baik). Siswa menunjukkan peningkatan kemampuan dalam mengakses dan memanfaatkan media digital, mengevaluasi informasi, serta menerapkan etika digital. Selain itu, keterampilan berpikir kritis siswa juga mengalami peningkatan, terutama pada aspek klarifikasi, inferensi, evaluasi, dan refleksi. Hasil validasi ahli menunjukkan bahwa media E-BookStory sangat layak digunakan dengan persentase kelayakan ahli media sebesar 90% dan ahli materi sebesar 94%. Respon guru sebagai praktisi pembelajaran juga menunjukkan reliabilitas tinggi (α = 0,703). Simpulannya, media digital E-BookStory efektif dan layak digunakan sebagai media pembelajaran Bahasa Indonesia untuk meningkatkan literasi digital dan keterampilan berpikir kritis siswa sekolah dasar.