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Implementasi Game Edukasi Baamboozle dalam Penguasaan Kosakata Teknis Perairan Mahasiswa Perikanan: Studi Deskriptif Kualitatif Holla Franciska; Yulian Purnama; I Made Sutama; Kadek Wirahyuni; I Putu Mas Dewantara
Journal of Innovative and Creativity Vol. 6 No. 1 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v6i1.6797

Abstract

Penguasaan kosakata teknis perairan merupakan kompetensi penting bagi mahasiswa perikanan dalam mendukung pemahaman literatur, praktik akademik, dan kesiapan kerja di bidang perikanan. Namun, pembelajaran kosakata bahasa Inggris bidang perairan sering menghadapi kendala berupa rendahnya motivasi dan keterlibatan mahasiswa. Penelitian ini bertujuan untuk mendeskripsikan implementasi game edukasi Baamboozle dalam pembelajaran serta pengaruhnya terhadap penguasaan kosakata teknis perairan mahasiswa perikanan. Penelitian ini adalah studi deskriptif kualitatif dengan pendekatan mixed-method, dimana subjeknya adalah mahasiswa perikanan yang mengikuti mata kuliah Bahasa Inggris. Teknik pengumpulan data meliputi observasi pembelajaran, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa penggunaan Baamboozle mampu meningkatkan keterlibatan aktif mahasiswa, membantu pemahaman makna kosakata teknis perairan, serta menciptakan suasana pembelajaran yang interaktif dan menyenangkan. Dengan demikian, Baamboozle dapat dijadikan sebagai media pembelajaran alternatif yang efektif dalam pembelajaran kosakata teknis perairan berbasis ESP.
Integrasi Augmented Reality (AR) dalam Pembelajaran Vocabulary untuk Meningkatkan Motivasi Belajar Bahasa Inggris Mahasiswa: Integration of Augmented Reality (AR) in Vocabulary Learning to Increase Students' English Learning Motivation Yulian Purnama; Ida Bagus Putrayasa; I Nengah Suandi; Kadek Wirahyuni; Putu Dewi Merlyna Yuda Pramesti
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7879

Abstract

This study aims to test the effectiveness of Augmented Reality (AR) integration in vocabulary learning to improve students' motivation for English learning at UIN Prof. K.H. Saifuddin Zuhri Purwokerto. The study employed a quantitative approach with a nonequivalent control-group quasi-experimental design. Two classes were selected as the experimental group (AR-based learning) and the control group (conventional learning), each receiving pre- and posttests. The intervention consisted of six sessions of AR object- or scene-exploration activities, vocabulary labelling, pronunciation audio, meaning exercises, and contextual tasks in the form of sentence construction and mini-dialogues. Primary data were collected using the ARCS model motivation questionnaire, which covers attention, relevance, confidence, and satisfaction. Supporting data, including class engagement observations and short student reflections, were used to strengthen the interpretation. Data analysis was conducted using descriptive statistics, prerequisite and initial equivalence tests, and ANCOVA to assess the effect of treatment, with the pretest as a covariate, and included effect sizes. The results showed that the AR group had higher posttest motivation scores than the control group, particularly on the attention and relevance dimensions, and also reported greater confidence and satisfaction. These findings indicate that AR can make vocabulary learning more engaging and meaningful and facilitate successful learning experiences through multimodal scaffolding. The implications of this study emphasise the importance of purposeful task design, technical readiness, and classroom management to prevent AR from becoming a distraction. This study recommends the gradual implementation of AR for visually rich vocabulary themes and the use of formative evaluation to sustain learning motivation in higher education. Further research is recommended to examine medium-term vocabulary retention, to examine the roles of digital literacy and prior abilities as moderators, and to compare a more diverse set of blended and flipped models.