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Nilna Afifatul Alfiyah; Nur Isroatul Khusna

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This research is motivated by the low learning outcomes and activeness of class VII F students of MTs Darul Hikmah Tulungagung in Social Studies (IPS) lessons due to the use of monotonous lecture methods. The purpose of this study is to improve students' activeness and cognitive abilities through the application of board-based scrabble media. This research is a Classroom Action Research (CAR) which was carried out in two cycles with four stages: planning, implementation, observation, and reflection. The research subjects were 27 students, with data collection techniques through tests, observation, and documentation, and data analysis using average scores. Student activeness was observed based on learning activeness indicators, while cognitive abilities were measured through pre-tests and post-tests based on Bloom's taxonomy. The results of the study showed an increase in student activeness from 62% in cycle I to 87% in cycle II, as well as an increase in the average cognitive ability from 18.51% to 77.77%. These findings indicate that scrabble media is effective in improving students' activeness and cognitive abilities in IPS learning.  The implication is that game-based learning media can be widely applied to non-language materials to create more interactive and meaningful learning.

Muhammad Ainur Rofiq; Ainur Rofiq Sofa

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study examines the Arabic language learning strategies at MTs Nurul Istifadah Gebangan, focusing on the implementation of audio-visual methods, educational games, and digital learning applications. The research employs a qualitative approach through interviews with the Principal (Sulhan Wahyudi), Vice Principal for Curriculum (Misbahus Sudur), Arabic Language Teacher (Muslihatul Ilfah), and a 10th-grade student (Budianto). The findings reveal that the audio-visual method enhances students’ comprehension and pronunciation through interactive videos, songs, and recorded conversations. Educational games, such as Arabic Scrabble and role-playing, make learning more engaging and boost students' motivation. The use of digital applications like Duolingo Arabic and Nahwu Shorof enables flexible learning both inside and outside the classroom. This study concludes that a combination of technology-based strategies and active interaction can improve students' interest and understanding of the Arabic language. As a recommendation, the school should further develop the use of AI-based media and blended learning methods to enhance learning effectiveness.

Fitriya Fitriya; Maskhurin Fajarina

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

This research aims to determine the effectiveness of using scrabble game in students’ vocabulary mastery in seventh grade of junior high school. The study was carried out at SMPN 1 Gudo Jombang. Pre-experimental research techniques and a quantitative research design were used in this study. A one-group pretest-posttest design was adopted by the researcher. Thirty students from class VII-H of SMPN 1 Gudo made up the sample for this study. Tests were utilized by the researcher to gather data. The findings of this study suggest that playing scrabble can help students learn more vocabulary. The significant value obtained from the data analysis utilizing the paired sample t-test and normality test in SPSS version 25 statistics supports this. From normality test a significance result of 0.106 > 0.05, indicating that the data are normal. The paired sample t-test additionally displays a significance value of 0.000 0.05, indicating that the alternative hypothesis (Ha) is accepted and the null hypothesis (H0) is rejected. Given that the scrabble game has a considerable impact on students' vocabulary knowledge, it is advised that it be used to help students learn vocabulary.