Jurnal Pendidikan Universitas Islam Lamongan
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Implementation of Animated Videos to Improve the Science Learning Outcomes of Junior High School Students
In the digital era, the use of animated videos is necessary as a learning medium because it presents visual and audio forms without the need for direct observation. This study specifically focuses on improving learning outcomes in science subjects. This classroom action research was conducted in two cycles following Kemmis and Taggart’s model (1988). The research subjects involved were 24 seventh-grade students from SMP NU Miftakhul Jannah because the learning resources available at the school are not yet varied. Data were collected through observation and tests. Quantitative data analysis shows an increase from cycle I to cycle II from 58.24% to 83.2 %. These findings suggest that animated videos can serve as an effective tool for improving student learning outcomes, particularly in technology-integrated education
Students’ Attitude in Using Artificial Intelligence Based Speaking Activity in Classroom
With the vast applications that can be used for language learning, there are many research concern about the use of artificial intelligence based in language classroom. This research aims to explore students’ attitude toward the use of Speechace in speaking activity. This research uses qualitative research method which Students’ attitude can be explored deeply through comprehensive observation in the classroom activity such as how students’ response toward teacher elicitation by using chat boot. In addition, to confirm the finding from observation students thought need to be dig through interview. The subject of the study were 20 students of 8th grades MTS Alif lam miim Surabaya. The research revealed that students have positive attitude toward the Speechace in speaking activity. There are some reasons underlie this attitude such as content, features, and feasibility. In term of content, studnets assume that the contents of Speechace are relevant to their context either in school or home. In addition, Speechace are vary in features such as speaking, writing, listening or even writing. Last but not least, Speechace is user-friendly so students easily access features and contents even for the first visit of the application. Thus, students enjoy to use and continuously use Speechace in speaking class activity.
Keywords: Artificial Intelligence (AI); Students’ attitude;Speaking activity; etc
Improving Eleventh Grade’s Speaking Skill Through Youtube Video at Man 5 Jombang
English is a foreign language in Indonesia and has an important role in education. There are four skills in learning English, namely listening, speaking, reading and writing. These skills are important to master without neglecting each other. For most people, mastery of speaking skills is the most important aspect in learning a foreign language and the success of mastering a language is measured by the ability to have a conversation. There are many ways to learn speaking skills, one of which is through media, namely YouTube. This study aims to determine whether the use of YouTube Videos can improve the speaking skills of students in grade eleven at MAN 5 Jombang in the 2020/2021 academic year. This study uses the collaborative classroom action research (CCAR) method. The results of the study showed that the use of YouTube Videos can improve students' speaking skills, as evidenced by the results of the post-test with a success rate of 94% and the questionnaire, where 74% of students were enthusiastic about this media
E-Module for Problem-Based Learning Integrating Batak Toba Culture (PBL BTC) to Improve Problem-Solving Ability
This research aims to analyze: 1) the validity, practicality and effectiveness of the PBL e-module based on Batak Toba Culture (PBL BTC) which was developed to increase students' problem-solving abilities at SMP Negeri 1 Simanindo; 2) increasing students' problem-solving abilities through the developed e-module. This research is using the ADDIE. From the tested of class IX 2 was obtained: 1) the PBL BTC e-module have the criteria of being valid, effective, and practical; 2) Increased problem-solving abilities using the PBL BTC e-module as seen from the N-gain value is 0.506, it is in the "medium" category. This research recommendations might be made the E-Module with mathematical problem-solving tasks on the topic of congruency should be continued for future effectiveness evaluations
Analysis of Factors Causing Students Learning Difficulties in Learning Science
This study employed a mixed method to analyze learning difficulties faced by students in seventh-grade science subjects and identify factors that cause them. This study was conducted on 96 students in the first semester. Data collection techniques were carried out using questionnaires, interviews, and documentation. The result of this study indicated that the form of a ranking of the science material in seventh grade in the first semester from the most difficult to the easiest; Heat and Its Transfers, Temperature and Its Changes, Matter Classification and Its Changes, Classification of Living Things, Energy in Living Systems, and Scientific Objects and their Observations. While the factors that cause it are internal and external factors. Internal factors include psychological aspects such as talent, interest, and emotions; and physiological aspects like minor health problems. External factors cover the family conditions; the school environment, such as learning media and infrastructure; and the community, such as the use of social media
Implementation of The Teams Games Tournament (TGT) Type Cooperative Learning Model to Improve Learning Outcomes
Implementation of the Teams Games Tournament (Tgt) Type Cooperative Learning Model to Improve Learning Outcomes . This research aims to find out whether the Teams Games Tournament (TGT) learning model can improve student learning outcomes. The research design used was a classroom action research (PTK) design. The research carried out was Class Action Research (PTK). The population of this study included all students of class X TITL 1 SMKN 1 Nganjuk with a total of 3 6 students , carried out in 2 cycles. The data analysis techniques used are quantitative and qualitative analysis. The results of data analysis show that there has been an increase in the average score of the student learning outcomes test from 77.7 to 79.9 and classical completeness from 69% with the incomplete category to 92% classical completeness. Thus, the researcher did not take any more action in cycle II
Identification of Student Misconception Level Through The Four Tier Dignostic Test as A Result of The Implementation of E-Module Development
Learning in Kurikulum Merdeka guides students not only to wait for information from the teacher, but also to independently obtain good learning resources. Each student's literacy skills will influence their ability to understand material. Students having a misconception still becomes a big threat, therefore the students need specially designed learning media based on materials needed which is listed on the teacher's lesson plan. The learning media was developed in e-modules that can be used both offline and online so as to help reduce misconceptions in the material being studied. This study aims to identify the level of students' misconceptions between classes that use e-modules and those that do not. The research design used a posttest only control group design with questions of the type of four tier diagnostic test. Students answered by google forms and analyzed based on the Certainty of Response Index (CRI) criteria. The results of the implementation of e-modules, that have been developed based on the needs of the teacher's lesson plan, show differences in the level of misconceptions between classes that use it and those who don't. In the experimental class, 33.4% of students stated misconceptions, while in the control class it was 51.7
Improving Students' Social Skills Through Cooperative Learning: The Effectiveness of the Teams Games Tournament (TGT) Model
Improving Students' Social Skills Through Cooperative Learning: The Effectiveness of the Teams Games Tournament (TGT) Model. This research aims to describe the improvement in students' social skills after carrying out the learning process by implementing the Teams Games Tournament (TGT) type cooperative model on vibration and wave material. The type of research used is a pre-experimental design with a one-shot case Study design. In this research, the subjects used were students in class VIII of one of the State Middle Schools in Sidoarjo. The indicators used in this research are being able to socialize with other people, being able to interact confidently, showing concern, reporting things accurately, completing tasks, avoiding bad behavior, respecting other people's opinions, controlling emotions, and being friendly. The results of the research show that all indicators have experienced a significant increase in the average social skills of students being well-trained as indicated by an increase in the percentage of students' skills at each meeting. At meetings I, II, and III respectively, the percentage increase was 52%, 71%, and 93%. Based on this, it can be concluded that Teams Games Tournament (TGT) type cooperative learning can be used to train students' social skills which is one aspect of cognitive development in vibration and wave material
ENHANCING ELEVENTH-GRADE STUDENTS' VOCABULARY MASTERY THROUGH CROSSWORD PUZZLE: A PEDAGOGICAL INNOVATION AT MA MIFTAHUL QULUB, POLAGAN GALIS PAMEKASAN
This research aims to explore pedagogical innovation by implementing crossword puzzle to enhance students’vocabulary mastery of XI IPA students at MA Miftahul Qulub, Polagan Galis Pamekasan. From the problems that has been found on the observation before, like: Monotonous Teaching Method, Limited Practice Opportunities, Difficulty in Retention, Lack of Active Learning, and Ineffective Assessment in teaching vocabulary so the Classroom Action Research could be the solution. The steps of CAR: Reconnaissance, Planning, Action and Observation, and Reflection. The result of research found that the mean score in pre-test =61.42 cycle 1= 62.14, cycle 2=91.78. There were 28, 6% students passed KKM on pre-test, on cycle 1 just 42, 8% students and 100% students passed the KKM on cycle 2. It proved that the implementation of crossword puzzle can enhance the students’ vocabulary mastery of XI IPA class at MA Miftahul Qulub Polagan Galis Pamekasa
THE EFFECTIVENESS OF USING BOARD RACE GAMES TO ENHANCE STUDENTS’ VOCABULARY MASTERY: (A Pre-experimental Study At Class VIII A of MTs. Salafiyah Syafi’iyah Tebuireng In The Academic Year of 2024/2025)
A preliminary study conducted at MTS Salafiyah Syafi'iyah Tebuireng provided an in-depth understanding of the challenges faced by students in class VIII-A. One of the challenges identified was the students' difficulty in enriching and expanding their vocabulary using board race game. This research aims to examine whether the board race game can help improve students' vocabulary comprehension at class VIII A of MTs. salafiyah syafi’iyah tebuireng. Using a pre-experimental design, the study was carried out over two treatment sessions. After the treatment, there was a significant improvement in students' vocabulary comprehension based on data analysis with a two-tailed significance value of 0.005 which is lower than the significance threshold of 0.05. These results indicate that the use of the Board Race Game is effective in teaching vocabulary to eighth-grade students in MTs Salafiyah Syafi'iyah Tebuireng during the academic year 2024-2025