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Implementation of Gamification With Kahoot Platform! in Improving Student Learning Achievement UPBJJ UT Semarang Kadarwati, Sri; Sulistyarini, Ika; Prayitno, Edi
Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences Vol 4, No 4 (2021): Budapest International Research and Critics Institute November
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v4i4.3156

Abstract

The purpose of this research is to find out whether the learning achievements of UPBJJ UT Semarang PGSD students can be improved through the use of gamification with the Kahoot platform! integrated with Ms. Teams in Tuweb. In this study, researchers implemented Gamification with the Kahoot platform! which is used as an effort to improve learning achievement in the English learning process for elementary teachers. The subject in this study is a student of S1 PGSD Semester 1 (one) UPBJJ UT Semarang Registration Period 2021.1 Pokjar Kaliwungu Kendal number of 24 students. This study is a 2-cycle Classroom Action Research with 1 pre-test and 2 post-tests through the stages of planning, action, observation, and reflection. From the results of the study showed an increase in the learning achievement of S1 PGSD UPBJJ UT Semarang students through the use of gamification with the Kahoot platform! integrated with Ms. Teams in Tuweb. This is characterized by an average increase in the score from pre-test to post-test 1 by 27.81 points (from 47.40 to 75.21). Furthermore, there was also an average increase in the score from post-test 1 to post-test 2 by 11.35 points (from 75.21 to 86.56). Based on the findings and conclusions can be proposed that gamification with kahoot platform! Integrated with Ms. Teams in Tuweb can be used as an alternative in the implementation of the teaching and learning process in the situation of the Covid-19 pandemic that requires learning to be done online or remotely.
Profil Guru Bahasa Inggris Pembelajar Muda dari Perspektif Siswa Ika Sulistyarini
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 2, No 3 (2018): JISIP : Jurnal Ilmu Sosial dan Pendidikan
Publisher : Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (133.119 KB) | DOI: 10.36312/jisip.v2i3.502

Abstract

Penelitian ini meneliti tentang profil guru bahasa Inggris pembelajar muda  dari perspektif siswa. Data dikumpulkan dari total 428 siswa kelas lima Sekolah Dasar yang berusia 10-11 tahun di Salatiga. Penelitian ini menggunakan skala Likert dimana para siswa diminta untuk menilai item seperti "selalu", "kadang-kadang", atau "tidak pernah". Terdapat 65 item yang dikelompokkan ke dalam dua bagian, yaitu praktik kelas yang meliputi eight sub-heading: perencanaan dan pengorganisasian, kompetensi dalam bahasa Inggris, materi dan kegiatan, metode, keterampilan interaksi guru dengan siswa dalam mengajar, manajemen kelas, penilaian, dan umpan balik, serta kepribadian guru bahasa Inggris. Selain itu, mereka juga diminta untuk memilih lima karakteristik yang paling penting  yang harus dimiliki oleh guru bahasa Inggris mereka dan menggambarkan guru mereka dengan kata-kata mereka sendiri. Temuan penelitian ini memberikan implikasi yang berharga dalam proses pengembangan program pendidikan guru dan evaluasi kinerja guru yang mengajar bahasa Inggris bagi pembelajar muda
The Place of Grammar in School and the Effect It Has on Students’ Mastery of Grammar Ika Sulistyarini
TIRAI EDUKASI: Jurnal Pendidikan Vol. 1 No. 1 (2018): TIRAI EDUKASI VOL 1 NO 1 2018
Publisher : LPPM Universitas Qamarul Huda Badaruddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (415.007 KB) | DOI: 10.1234/pendidikan.v1i1.33

Abstract

This research attempted to know how grammar was taught in senior high school and to know how the students’ mastery level about grammar that had been taught. This research was conducted in SMAN 2 Salatiga. The subjects of the research were the students of SMAN 2 Salatiga especially class X1. The research data were collected from the data intextbook used by the students, teacher interviews, and students’ test. The data were analyzed descriptively and quantitatively using a series of paired-samples t-Test. The analysis of the data showed that grammar taught in the school was good enough but the application was not appropriate for the students, so the students’ mastery of grammar were very low. The results of the research were expected to offer some insight into the practice of teaching grammar in senior high school and whether it had, adequately, been able todevelop the students’ ability to use English grammar. Equipped with the insight, English teachers at senior high school could determine the best way to deal with grammar to help their students master English well.
Use of Digital Game-Based Learning, Kahoot! to Improve Students’ English Expressions Mastery Sri Kadarwati; Ika Sulistyarini; Binti Muflikah
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 7, No 2 (2023): JISIP (Jurnal Ilmu Sosial dan Pendidikan)
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jisip.v7i2.4966

Abstract

The results of the on-the-ground research revealed that undergraduate students of PGPAUD UPBJJ UT Semarang enrolled in Bahasa Inggris course (PAUD4105) had problems, as evidenced by the course's poor semester test scores, which averaged under 60. Additionally, according to the English tutors, UPBJJ UT Semarang students had significant problems mastering English expressions. They had a very limited understanding of English expressions. As a result, it was necessary to make an effort to overcome this, specifically by establishing relevant, enjoyable, and effective media. This research examined whether game-based learning, Kahoot! could increase students' English expression mastery. The participants in this research were sixth-semester (6) PGPAUD undergraduate research program students at Patebon Pokjar Kendal in the academic year 2019/2020.2. This research was classroom action research with two cycles, a pre-test, and two post-tests. Planning, acting, observing, and reflecting were the four stages of each cycle. Descriptive statistics were used in this investigation. According to the research's findings, the mean pre-test score was 45.95, the average post-test score 1 was 73.35, and the average post-test score 2 was 85.59. In other words, the average score increased by 27.40 points from the pre-test to post-test 1 (from 45.95 to 73.35). Additionally, there was an increase of 12.24 points in the average score from post-test 1 to post-test 2 (from 73.35 to 85.59). Therefore, it could be said that S1 PGPAUD UPBJJ UT Semarang students' mastery of English expressions could be improved by using digital game-based learning, Kahoot!
Need analysis of Character Education-Based Digital Comic Instructional Material in English Learning for Elementary School Teachers Ika Sulistyarini; Sri Kadarwati; Edi Prayitno
Journal on Education Vol 4 No 4 (2022): Journal on Education: Volume 4 Nomor 4 Tahun 2022
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to present the results of the need analysis of digital comic instructional material based on character education in English learning for elementary school teachers. The data in this research were collected through observations and in-depth interviews with four English tutors for elementary school UPBJJ UT Semarang teachers and fifty students taking English classes for elementary school teachers for the 2022.2 registration period. The data obtained was then analyzed using descriptive analysis. The result of the research shows that tutors and students require digital comic instructional material based on character education in learning English for elementary school teachers. It can be concluded that digital comic instructional material focused on character education in English learning for elementary teachers is crucial. It follows that digital comic instructional material focused on character education in English learning for elementary teachers is very necessary.