cover
Contact Name
Arif Setiawan
Contact Email
kembara@umm.ac.id
Phone
+6285649955997
Journal Mail Official
kembara@umm.ac.id
Editorial Address
Jalan Raya Tlogomas 246 Malang
Location
Kota malang,
Jawa timur
INDONESIA
KEMBARA
ISSN : 24427632     EISSN : 24429287     DOI : -
Core Subject : Education,
KEMBARA diterrbitkan sejak April 2015 oleh Program Studi Pendidikan Bahasa dan Sastra Indonesia FKIP Universitas Muhammadiyah Malang. KEMBARA memuat artikel hasil penelitian bahasa, sastra, dan pengajarannya, yang diterbitkan pada bulan April dan Oktober.
Arjuna Subject : -
Articles 552 Documents
Enhancing student engagement through gamification in teaching telling-time expressions in elementary EFL classrooms Rachmania, Setyaningsih; Mustafa, Bahruddin; Setyarini, Sri
KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya Vol. 12 No. 1 (2026): April
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kembara.v12i1.44349

Abstract

Student engagement is a crucial factor in successful English as a Foreign Language (EFL) learning, particularly at the elementary school level, where learners often struggle to understand abstract language concepts. One topic that frequently challenges young learners is telling time in English, which requires the integration of linguistic and numerical understanding. This study aims to examine how gamification enhances student engagement and learning outcomes in teaching telling-time expressions in an elementary EFL classroom. This study employed a qualitative case study approach involving 47 elementary school students aged 7–9 years at a public school in Bandung, Indonesia. Data were collected through classroom observation, semi-structured interviews, and document analysis of students’ formative assessments. The data were analyzed descriptively to identify patterns of engagement and learning achievement during gamified classroom activities. The findings reveal that gamified learning activities significantly increased students’ behavioral, emotional, and cognitive engagement. Observation results showed that 87% of students actively participated in the game-based activities, while 85% demonstrated enthusiasm and positive attitudes toward the learning process. Participation records further indicated that most students were consistently involved in classroom activities. In addition, formative assessment results showed that 77% of students achieved good or excellent scores in identifying and writing English time expressions. Interview findings also suggest that students perceived gamified learning as enjoyable and motivating. These findings demonstrate that non-digital gamification strategies can create a more interactive learning environment and effectively support young learners’ understanding of telling-time expressions in EFL contexts.
CapCut-based instructional video for teaching response text writing to seventh-grade junior high school students Rukiyah, Siti; Missriani, Missriani; Rohmadhawati, Desi Agustina; Fitriani, Yessi
KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya Vol. 12 No. 1 (2026): April
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kembara.v12i1.44350

Abstract

The teaching of response text writing in junior high school often faces several challenges, including students’ low motivation, limited use of instructional media, and difficulties in understanding text structure and language features. These conditions highlight the need for innovative learning media that align with students’ characteristics in the digital era. This study aimed to develop and evaluate the feasibility of a CapCut-based learning video for teaching response text writing to seventh-grade students. The research employed a Research and Development (R&D) approach adapted from the Borg and Gall model, simplified into five stages: needs analysis, media design, product development, expert validation, and limited field testing. The participants were 36 seventh-grade students at a junior high school. The media was evaluated by a media expert, a subject-matter expert, and a language expert. Data were collected through observation, interviews, questionnaires, validation sheets, and writing tests, and analysed using descriptive quantitative and qualitative techniques. The results revealed high feasibility scores: 96% from the media expert, 96% from the subject-matter expert, and 92% from the language expert, indicating that the media was highly feasible for instructional use. Student responses were also very positive, with an average score of 88.3%. In addition, students’ writing performance improved significantly, with the average score increasing from 67 on the pretest to 82 on the posttest. These findings demonstrate that the CapCut-based learning video is both feasible and effective in improving students’ response text writing skills and supporting multimodal learning in secondary education.