Kahoot! Game is one of the advancements in learning technology. It can facilitate and motivate the students for being active and understanding the content of the text. This study aimed to find out whether there is or not any significant difference between the students who are taught by using Kahoot! Game and the students who are taught by using conventional game and to find out the impact of using Kahoot!. Altogether in this study, the writer used mixed-method and explanatory sequential mixed method design which involving 39 students of the fourth-semester students of English Education Program of STKIP Nurul Huda by using reading comprehension test for quantitative data and observation, questionnaire, and interview for qualitative data. The findings were the effect of Kahoot! Game in teaching reading comprehension achievement is a very high impact on engagement, perception and motivation, and positive attitude. It influenced students’ reading comprehension achievement. Therefore, it can be concluded that by using Kahoot! Game with high engagement, perception, motivation, and positive attitude of the students can influence their reading comprehension achievement.
This community service stems from the anxiety of the English Education Study Program lecturers on the importance of the usefulness of the knowledge possessed by lecturers for better community education outside of educational activities on campus. Raudhatul Thullab's educational and social foundation lacks teaching staff, especially English teachers, while students who are high enough to speak English. The object/target of this service is Raudhatul Thullab Middle School and Vocational High School students, in carrying out this service that is with a learning assistance model that is conducted for 1 month. The material includes grammar, reading, speaking, pronunciation and writing. The results of community service activities received a positive response from the school, especially because this training was suitable for their needs. The motivation of the trainees was quite enthusiastic. This indicates a desire to improve their abilities in mastering English.
Untuk melihat peningkatan siswa dalam proses pembelajaran, salah satunya adalah nilai hasil belajar. Supaya membuat siswa berperan aktif dalam proses pembelajaran materi segi empat bangun trapesium di kelas, maka dapat menerapkan model Brain Based Learning dimana siswa diminta aktif untuk menggali pengetahuan agar dapat meningkatkan hasil belajar. Penelitian ini bertujuan untuk mengetahui adanya pengaruh model Brain Based Learning terhadap hasil belajar siswa pada materi segi empat. Penelitian ini adalah eksperimen dengan menggunakan pendekatan kuantitatif, yang dilaksanakan pada tahun ajaran 2020/2021 di SMP Kemala Bhayangkari 7 Porong dengan sampel 29 siswa pada kelas VII-A. Hasil penelitian ini menyatakan bahwa hasil belajar siswa pada materi segi empat bangun trapesium yang dilihat dari nilai thitung = 2,797 > ttabel = 2,051 dengan kondisi probabilitas signifikan (0,009) kurang dari α (0,05). Selain itu ditunjukkan juga dengan persamaan regresi linear yaitu -253,494+3,808X yang memperlihatkan bahwa jika model Brain Based Learning dilaksanakan semakin baik dengan persiapan yang matang sehingga hasil belajar siswa meningkat dengan baik. Model Brain Based Learning memiliki kontribusi/pengaruh sebesar 22,5 % pada proses pembelajaran materi segi empat .
This study was descriptive research. The objective this study was “to find out whether descriptive methode can analyse writing ability in second semester of English Educational Program at STKIP Nurul Huda OKU Timur”. The students’ writing ability in descriptive text was analyzed based on score clasification. In this case, the highest score of 32 students in this class, get 75 which it considered the as in good level. While the lowest results get score 52 which it considered the as in average level. Then, the other students’ get 54 until 74 mean score in terms of sub indicator in writing text they get was in which it also considered as in average and good level. Thus, generally, the students’ mean score of writing ability particularly in writing descriptive text was 60 and it was considered as the average level of ability. Thus, from the data presentation, it can be concluded that the writing descriptive text skill of the second semester of English educational program in STKIP Nurul Huda was in average level
Sarana pendukung dalam proses pembelajaran submateri nilai rasio sudut istimewa trigonometri adalah media pembelajaran, mengajak siswa bermain sambil belajar merupakan upaya menciptakan situasi belajar yang menyenangkan, hidup, dan santai dalam proses belajar siswa. Tujuan dari penelitian ini yaitu untuk mendeskripsikan proses dan hasil pengembangan media pembelajaran permainan “Karjo Suwatri” (Kartu Jodoh Sudut Istimewa Trigonometri). Jenis Penelitian ini adalah penelitian pengembangan dengan model pengembangan Dick dan Carry. Subjek ujicoba pada penelitian pengembangan media berupa “Karjo Suwatri” adalah siswa SMK Kemala Bhayangkari 1 waru dan siswa SMK Informatika Sumber Ilmu Tulangan. Penelitian dilakukan pada tahun ajaran 2018/2019 Semester Gasal. Tahapan pengembangan dalam penelitian ini yaitu Analysis, Design, Development, Implementation, dan Evaluation. Penilaian dari validator diperoleh rata-rata skor total yaitu 3,55 atau termasuk dalam kategori valid. Penilaian dari observer menunjukkan persentase aktivitas siswa adalah 85% tercapai atau termasuk dalam kategori praktis. Persentase respon siswa adalah 86,5% atau termasuk dalam kategori sangat positif serta 86,67% siswa memperoleh nilai tuntas atau 39 dari 45 subjek mendapatkan nilai 70. Berdasarkan hasil penelitian tersebut media pembelajaran permainan “Karjo Suwatri” dapat dikatakan valid, praktis dan efektif.
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