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Designing English Pronunciation (EPRO) Android apps for Beginner Level Luluk Choirun Nisak Nur; Jamaludin Jamaludin; Ulfa Wulan Agustina
SCHOOLAR: Social and Literature Study in Education Vol 2 No 1 (2022): June
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/schoolar.v2i1.2045

Abstract

The ability of teachers and lecturers to understand and teach technology greatly affects the ability of students in the learning process. With the development of technology can improve the quality of education in schools. Therefore, the researcher aimed to design instructional media for and course students at the student and twelfth grade level. This study designs learning media through applications to learn English pronunciation in speaking skills at the beginner level. In this study using the Research and Development (R&D) method and through the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). This learning media is called EPRO (English Pronunciation). This learning media is an audio designed to develop a product in the context of a feasibility test as an alternative learning media that can help students understand English Pronunciation in speaking skills. The research instrument was interviews with English tutors and the distribution of questionnaires to 13 students studying at AEC as a sample. The results of this study indicate that: (1) the media expert score is 4.44 (2) The material expert score is 4.57 (3) The product test result to students is 4.25 The researcher concludes that English Prounciation (EPRO) is suitable for use in the process learning speaking in class. From these results, there is a suggestion that the product be revised as suggested by the expert.
DESIGNING SPACECATION (SPEAKING APPLICATION) FOR NON ENGLISH DEPARTMENT STUDENTS Ulfa Wulan Agustina
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol 8 No 1 (2022): Volume 8 No. 1 Juli 2022
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v8i1.2836

Abstract

ABSTRACT This study aims to design a learning media for non English department students named SPACECATION (Speaking Application), thislearning media application can help students in learning speaking skills. The method used in this research is Research and Development .This development used ADDIE models which have 5 steps : 1) Analysis, 2) Design, 3) Development, 4) Implementation, 5) Evaluation. This media was validated by media expert and material expert before trying out to the students. The instrument of this research, were questionnaires and interviews to media expert, material expert, and students. The result of this research are : 1) the result of media expert was 94,1 scores in “Very good” category, 2) the result of material expert was 84 scoresin “Very good” category, 3) the result of a questionnaire for students responses was 89 in “Very good” classification. Based on the result, the researcher conclude that students are interested in learning English speaking skill and SPACECATION(Speaking Application) can helps students in their learning process in speaking skill. Furthermore, this research can be used as a reference to another researcher with different skills or subjects of the research. KEYWORDS: Speaking skill, Learning media, SPACECATION ABSTRAK Penelitian ini bertujuan untuk mendesin media pembelajaran untuk selain mahasiswa pendidikan bahasa inggris dengan nama SPACECATION (Speaking Application), media aplikasi ini dapat membantu mahasiswa untuk pembelajaran speaking. Metode yang digunakan dalam penelitian ini adalah Research and Development. Pengembangan ini menggunakan model ADDIE yang memiliki 5 step : 1) Analysis 2) Design 3) Development 4) Implementation 5) Evaluation. Media ini sudah divalidasi dengan validasi media dan validasi materi sebelum uji coba kepada mahasiswa. Instrumen dari penelitian ini adalah kuestioner dan interview untu kahli media, ahli materi, dan mahasiswa. Hasil dari penelitian ini adalah : 1) hasil dari ahli media adalah 94,1 dengan kategori “sangat bagus”, 2) hasil dari ahli materi adalah 84 dengan kategori “sangat bagus”, 3) hasil dari kuestioer respon mahasiswa adalah 89 dengan klasifikasi “sangat bagus”. Berdasarkan hasil penelitian, peneliti menyimpulkan bahwa mahasiswa tertarik dengan pembelajaran bahasa inggris dan SPACECATION (Speaking Application) dapat membantu mahasiswa dalam proses pembelajaran speaking skill. Selanjutnya, penelitian ini dapat digunakan sebagai referensi dengan kemampuan yang berbeda data subjek yang berbeda dari penelitian. Kata kunci : speaking skill, learning media, SPACECATION.
Pelatihan PowerPoint sebagai Media Pembelajaran Interaktif bagi Guru MI Al Qosimy Siti Sulaikho; Moh Anshori Aris Widya; Ulfa Wulan Agustina
Jumat Informatika: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): Agustus
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/abdimas_if.v3i2.2850

Abstract

Metode pembelajaran yang diaplikasikan oleh guru MI Al Qosimy dalam proses pembelajaran adalah metode ceramah yang merupakan metode konvensional. Berdasarkan 20 guru yang terdaftar, 3 orang di antaranya menyatakan sangat sering menggunakan metode ceramah, 11 orang menyatakan sering menggunakan metode ceramah, dan 6 orang menyatakan jarang menerapkan metode ceramah. Oleh karena itu, diperlukan pelatihan media pembelajaran interaktif yang dapat membantu guru dalam proses mengajar. Kegiatan pelatihan ini bertempat di MI Al-Qosimy, desa Watugaluh, kecamatan Diwek, kabupaten Jombang, dengan jumlah peserta sebanyak 20 orang. Tujuan kegiatan ini adalah menghasilkan media pembelajaran interaktif dengan memanfaatkan PowerPoint. Sebaran data yang digunakan adalah kuesioner dan diolah secara deskriptif. Hasil yang diperoleh menunjukkan 35% peserta menyatakan bahwa PowerPoint sangat menarik untuk diaplikasikan sebagai media pembelajaran dan 65% peserta menyatakan bahwa PowerPoint menarik untuk diaplikasikan sebagai media pembelajaran selama di kelas. Secara terperinci, peserta yang menyatakan bahwa adanya media pembelajaran dengan pemanfaatan PowerPoint sangat menguntungkan sebesar 45% dan peserta yang menyatakan menguntungkan sebesar 55%.
The development of interactive magic card (IMC) based on flash card Abdul Muhith; Ulfa Wulan Agustina; Yuyun Bahtiar; Nurul Afidah
Journal of Research on English and Language Learning (J-REaLL) Vol. 1 No. 1 (2020): Journal of Research on English and Language Learning (J-REaLL)
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/j-reall.v1i1.4904

Abstract

Researchers aim to develop Interactive Magic Card as a medium that is suited to learning needs. There are 2 objectives in this study; 1) developing Interactive Magic Card as a learning medium; 2) find out the feasibility of the media. This research uses the Research and Development method which was adapted from Borg and Gall. This English learning media is an HTML5-based Flash Card application that was developed to help students in mastering vocabulary and improve their Speaking and Writing skills.The results of this study indicate that; 1) the results of the material expert validation are 89; 2) the results of media expert validation are 84; 3) main field test results are 91. Based on the results of the study, the researchers concluded that Interactive Magic Cardis suitable for use as a medium for learning English.
Developing Best Analytical Material Application Based on Android in Reading Skill for Eleventh Grade Students Nurul Afidah; Evy Kumalasari; Ulfa Wulan Agustina
APPLICATION: Applied science in Learning Research Vol. 3 No. 1 (2023): June
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/application.v3i1.2931

Abstract

The objective of this research is developing BACA (Best Analytical Material Application) as a learning media based on android using iSpring Suite 10 in reading skills for 11th Grade Islamic Senior High School of (MA) Ma’arif 1 Jombang. The research method of this study is Research & Development (R&D) and the researcher choose ADDIE model in developing the product. There are 5 stages of development using ADDIE model: Analyze, Design, Development, Implementation, and Evaluation. The researcher used validation sheet to evaluate the quality of BACA learning media. The result of media validation is 3.5. Moreover, the result of material validation the researcher got 3.4, in other word it was a very good category. Meanwhile, the result of the implementation product obtained from the student response questionnaire were 91%. Based on these data, it can be concluded that BACA (Best Analytical Material Application) based on android for 11th Grade Islamic Senior High School of (MA) Ma’arif 1 Jombang has good quality and can be used as a learning media in real class.  
HIFI Media Berbasis ICT untuk Pembelajaran SKI Defi Firmansah; Ulfa Wulan Agustina; Hidayatur Rohmah; Amalia Choiru Ummah
Journal Education And Islamic Studies Vol 1 No 1 (2023): Bulan April 2023
Publisher : Institut Agama Islam Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55062//JEDIES.2023.v1i1.161/5

Abstract

Penelitian ini merupakan penelitian pengembangan (Research and Development) yang bertujuan untuk mengetahui pengembangan media pembelajaran berbasis TIK untuk pembelajaran SKI. Subyek penelitian adalah siswa kelas 10 IPA 5 SMA DU 1 Jombang yang berjumlah 30 siswa. Jenis penelitian ini adalah R&D dengan model ADDIE yang meliputi 5 tahapan. Media pembelajaran Sejarah Kebudayaan Islam memanfaatkan I-Spring Suite setelah dibuat, disetujui, dan diperbanyak serta telah melalui beberapa modifikasi untuk menghadirkan media pembelajaran SKI yang layak digunakan. Pengumpulan data menggunakan observasi, dan kuesioner. Angket validasi dinilai oleh ahli materi dan ahli media. Penilaian menggunakan skala Likert dengan ketentuan seperti sangat setuju, setuju, tidak setuju, dan sangat tidak setuju. Hasil penilaian validasi dari ahli materi 1 sebesar 75% dan ahli materi 2 sebesar 76% dengan kategori baik, penilaian validasi dari ahli media 1 sebesar 75% dan ahli media 2 sebesar 88% dengan kategori sangat baik. Sedangkan melalui kuesioner respon, rata-rata rating yang dihasilkan adalah 80% dengan kategori baik.
SEGA (SPEAKING ENGLISH GAMES) MEDIA FOR MENTALLY DISABLE STUDENT OF JUNIOR HIGH SCHOOL AT SLB MUHAMMADIYAH JOMBANG Ulfa Wulan Agustina; Iin Baroroh Ma'arif; Luluk Choirun Nisak Nur; Riska Avianti
EDUSCOPE: Jurnal Pendidikan, Pembelajaran, dan Teknologi Vol. 9 No. 2 (2024): Volume 9 No. 2 Januari 2024
Publisher : LPPM Universitas KH.A.Wahab Hasbullah Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/eduscope.v9i2.3963

Abstract

The aim of this research is to design learning media named SEGA (Speaking English Games) to help mentally disable students of 7thgrade Junior High School at SLB Muhammadiyah Jombang. This research focuses on student’s vocabulary mastery by using games as learning media. The research method used is Research and Development (R&D). This development used ADDIE model which consist of: Analysis, Design, Development, Implementation, and Evaluation. The research result was got through the process of need analysis, material validation, media validation, and students’ responses. To collect the data, researcher used observation, interviews, and questionnaire. The result average material validation got 92% and it was in “Very Good” category, while the result average media validation got 92,5% and it was in “Very Good” category. Subject of this research was mentally disable students in 7thgrade Junior High School at SLB Muhammadiyah Jombang. The students’ responses of tried out result got 95% was in “Very Good” category. Based on those result, it can be concluded that SEGA (Speaking Eglish Games) learning media is feasible or deserved to be used as learning media to improve students’ vocabulary mastery. KEYWORDS: Learning media, SEGA, Mentally disable student, Junior high