The use of ICT in education is a must and can be said to be a necessity in the digital era. This is because it is an effort to create quality learning. PuzzWorld Game (Puzzle World Game) is a technology-based learning media developed as a game that contains various learning materials that have been adapted to the needs of students. However, its existence is still rarely used in the world of education. The existence of ICT in the form of Puzzle Games in English lessons can support learning success because not all students easily understand every subject matter presented. PuzzWorld Game is a solution to student problems because it can facilitate student learning activities. This study examines the use of Puzzle Game media in optimizing English learning in junior high schools, especially in writing skills. A study on the use of the Puzzle Game was conducted in 2021 at Madrasah Tsanawiyah Nurul Qur'an Ploso Jombang with a total of 26 students. This type of research is development research. To analyze the results of the study used descriptive qualitative analysis. Data were obtained through questionnaires and learning outcomes tests. Researchers tested the effect of Puzzle Game Media. The results get 95 was in “very good” category. Through Puzzle Games, students can evaluate learning outcomes well and make it easier to understand the material being studied. The results of this study are very relevant in learning, especially in improving student learning outcomes towards learning English at Junior High School level.
English is an international language that is indispensable in addition to knowledge of English as well as a means of communication. Learning requires the media to convey it to students. The researcher uses the Research and Development (R&D) method with the ADDIE development process. The purpose of this study was to determine the results of the development of instructional media in the form of PowerPoint hyperlinks as a tool that helps increase students' learning motivation and the effectiveness of learning media in grade 8th. The sample of students in this study were grade 8th students of MTs Bahrul Ulum Tambak Beras Jombang with 12 students’ responses. Data collection instruments used in this study were interviews and questionnaires. The feasibility of the product was tested for media validation and material validation, each of which has a value of 96% for media and 76% for the material. The results showed that students' vocabulary comprehension skills increased after learning with the PowerPoint application. Learning media hyperlinks that have been validated and revised are appropriate as a tool to increase students' learning motivation.
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
Pemasaran Digital (Digital marketing) adalah suatu strategi pemasaran menggunakan media digital dan internet. Konsep pemasaran ini menjadi alternatif bagi pemasar untuk memasarkan produk atau jasa, termasuk institusi pendidikan dalam memasarkan jasa pendidikan. Penelitian ini ingin menggali bagaimana institusi pendidikan memahami konsep, penerapan dan efektifitas pemasaran jasa pendidikan menggunakan pemasaran digital (digital marketing). Penelitian ini menggunakan metode penelitian survey sedangkan pendekatan penelitian yang digunakan adalah deskritptif kuantitatif. Instrumen dalam pengambilan data menggunakan kuisioner/angket tertutup yang dibagikan langsung kepada responden. Selanjutnya, data dalam penlitian ini dianalisis dengan teknik analisis data deskriptif kuantitatif. Hasil penelitian ini menunjukkan bahwa; Sebanyak 95% responden menyatakan ya, telah memahami konsep pemasaran digital, sedangkan sisanya sebanyak 5% menyatakan tidak memahami. Pada tahap pelaksanaan, 95% responden yang menyatakan bahwa guru dan siswa ikut terlibat dan berkolaborasi dalam usaha mempromosikan sekolah. Namun sebanyak 5% responden menyatakan tidak turut aktif. Mengenai persepsi efektifitas, 50% responden menyatakan sangat setuju, 45% responden manyatakan setuju, dan 5% menyatakan cukup setuju bahwa pemasaran digital efektif sebagai alternatif sekolah dalam memasarkan jasa pendidikan pada masa pandemi covid 19.
This research aims at designing a learning media which named LEEF (Learning English Easy and Fun) as English learning media for seventh grade students of Junior High School. This learning media consists of some materials and exercises which is appropriate and feasible to be studied for students. All materials in this media are based on junior high school syllabus of K13 curriculum. The research method used in this research is Research and Development. This development used ADDIE model which have several steps, those are; 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The result of this research shows that from the media validation result got 4.00 score it was in “fair and worth to use” category, and the material validation got 3.86 score. The students’ responses of try out result score 4.26 were in “fair and worth to use” category. By having those result, this LEEF (Learning English Easy and Fun) is feasible to be used as a learning media for seventh grade students of junior high school. Furthermore this research can be used as reference to other researchers in developing English learning media in different level of students.
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