This research aims to investigate the influence of the role play game on student's speaking skill. The study used a pre-experimental design with single-group pretest and post-test combined with self-assessment to determine whether role-playing instruction had a beneficial or detrimental impact on students speaking ability. The population were twenty-eight students with twelve male and sixteen f…
This study aimed to evaluate the suitability of the textbook "Buku Interaktif Active English for 10th-grade students based on the Merdeka curriculum. The method used is a mixed method, with data collection through Cunningsworth's Teachers-Students Textbook Review (Checklist) in eight aspects, as well as observation to explore the views and experiences of textbook users in the learning process, …
This study aims to explore students' experiences in hybrid listening class, the experience was based on students previous listening hybrid learning period. The qualitative research method with a narrative inquiry approach was used in this study. The participants were 8 students from 5 semester of a private university in Indonesia. Interviews and student reflections were used to collect the rese…
This study aimed to get students' perception of using Mobile Games as media for self-directed vocabulary learning. This study applied qualitative research methods specifically case study design. Data were obtained from semi-structured interviews and Focus Group Discussion (FGD). The data were analyzed using three-step analysis process by Miles, Huberman & Saldana (2014) which included data cond…
Penelitian ini bertujuan untuk mengetahui pengaruh model Project Based Learning (PjBL) terhadap Penguatan Profil Pancasila Kemampuan Berpikir Kreatif Siswa SMAN 1 Cipanas. Penelitian ini menggunakan pendekatan kuantitatif dengan model Quasi Esperimen. Instrumen yang digunakan dalam pengumpulan data adalah soal test, angket responsiswa dan lembar observasi. Penelitian ini menggunakan teknik rand…