Claim Missing Document
Check
Articles

Found 2 Documents
Search

THE IMPACT OF THE IMPLEMENTATION OF THE 5E LEARNING CYCLE MODEL ON ARABIC LANGUAGE LEARNING OUTCOMES AT MTS HASYIM ASY’ARI, BATU Hardy Padmayudha Nugraha; Irza Savita; Qurrotaa'yun Azhari Hamzah; Purnomo Purnomo; Yerry Soepriyanto
JoEICT (Jurnal of Education And ICT) Vol 9, No 1 (2025)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v9i1.7957

Abstract

This study aims to analyze the effectiveness of the implementation of the 5E Learning Cycle model in improving students’ Arabic language learning outcomes at MTs Hasym Asy’ari, Batu. The research employed a quantitative approach with a pre-experimental one-group pretest-posttest design involving 30 respondents selected through purposive sampling. The pedagogical intervention, comprising the constructivist learning cycle phases (Engagement, Exploration, Explanation, Elabora-tion, and Evaluation), was implemented over an effective period of eight weeks. Descriptive statistical analysis showed an increase in the mean score from 63.87 to 80.17, with a gain score of 16.30. The Shapiro-Wilk normality test confirmed the data followed a normal distribution (p > 0.05), validating the use of parametric statistics. Inferential analy-sis using a paired samples t-test yielded t(29) = 6.004, p < 0.05, indi-cating a statistically significant difference between pre and post interven-tion conditions.
Development of Mobile Gamified Interface for Japanese Language Learning through Design Thinking Hardy Padmayudha Nugraha; Dedi Kuswandi; Agus Wedi
JoEICT (Jurnal of Education And ICT) Vol 9, No 1 (2025)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v9i1.7958

Abstract

Learning Japanese scripts such as hiragana and katakana often present significant challenges for beginners due to the similarity in character shapes, the large number of characters to memorize, complex stroke orders, and the limited use of engaging and interactive learning media. Without proper learning strategies and tools, learners may quickly lose motivation and face difficulties in mastering these basic writing systems. This study aims to design the interface of a mobile-based gamified learning platform intended to increase learner motivation and improve the overall effectiveness of the learning process. The Design Thinking methodology was employed to gain in-depth insights into user needs, involving five iterative stages: empathize, define, ideate, prototype, and test. The resulting interface integrates gamification elements such as points, badges, levels, and quests to create a more engaging user experience. Usability testing conducted using the System Usability Scale (SUS) produced an average score of 82.5, which falls under the “excellent” category with a letter grade of B. These findings suggest that the developed interface is intuitive, easy to use, and well-received by users.