Nur Husnil Khatimah
Universitas Sulawesi Barat, Indonesia

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PENERAPAN PICTURE WORD INDUCTIVE MODEL DALAM MENINGKATKAN KOSAKATA BAHASA INGGRIS SISWA Nur Husnil Khatimah; Sri Hariati Mustari
Jurnal Pendidikan dan Profesi Keguruan Vol. 1 No. 2 (2022): Jurnal Pendidikan dan Profesi Keguruan
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/progresif.v1i2.10300

Abstract

Tujuan penelitian ini adalah untuk mengetahui keefektifan strategi pembelajaran picture word inductive model dalam meningkatkan kosakata siswa SMP Guppi Samata kelas delapan pada tahun akademik 2019/2020. Peneliti menggunakan desain penelitian kuantatif dengan metode eksperimen. Jumlah populasi dalam penelitian ini sebanyak 109 siswa, Adapun sampel yang dipilih adalah kelas VIIIA yang terdiri atas 39 siswa, sampel ini dipilih dengan teknik acak. Untuk instrumen penelitian yang digunakan adalah tes penguasaan kosakata. Hasil dari penelitian ini menunjukkan mean score untuk pre-test adalah 53,52 dan mean score untuk post-test adalah 83,34. Ini membuktikan bahwa ada peningkatan signifikan dalam penguasaan kosakata dengan menggunakan picture word inductive model dalam pembelajaran Bahasa Inggris.
CREATING IMMERSIVE LEARNING SPACES: VIRTUAL REALITY TO IMPROVE ENGLISH VOCABULARY ACQUISITION OF THE BAJO TRIBE Heri Alfian; Muthmainnah Bahri A. Bohang; Rifka Hafidza Hajar; Achmad Afandy; Nur Husnil Khatimah
EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS Vol. 15 No. 1 (2026): EXPOSURE:JURNAL PENDIDIKAN BAHASA INGGRIS
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/tbsyp351

Abstract

For indigenous learners, especially those from the Bajo tribe in Southeast Sulawesi, Indonesia, limited access to real English learning environments continues to be a major obstacle. Virtual reality (VR) and other emerging immersive technologies present intriguing prospects for developing contextualized and captivating language learning experiences that close this gap. The purpose of this study was to create and assess a virtual reality (VR)-based application for learning English vocabulary that was intended for Bajo students in Southeast Sulawesi, Indonesia. The product was developed through phases of needs analysis, design, expert validation, limited trial, and large-scale deployment using a Research and Development (R&D) methodology. Vocabulary mastery tests, observations, teacher and student questionnaires, and expert validation sheets were used to gather data. According to expert validation, the application's pedagogical and technological quality ratings were very eligible. Teachers saw more active classroom participation during VR-based learning, while students reported better enthusiasm and engagement, according to limited experiments. With average scores rising from 40.35 (pretest) to 70.35 (posttest), a 30-point rise, extensive trials involving 20 kids showed notable gains in vocabulary mastery. Additionally, by incorporating Bajo cultural components into the virtual reality setting, the learning experience becomes more relevant and contextual, which improves motivation and retention. These results demonstrate that virtual reality (VR) apps are not only useful for enhancing vocabulary acquisition but also offer inclusive, culturally sensitive solutions to indigenous people who have little access to real-world English-speaking settings. To further develop immersive language learning, further research is advised to increase the sample size, look at long-term impacts, and combine VR with other technologies such as Augmented Reality (AR) and Learning Management Systems (LMS).