This study explores the experiences and challenges faced by foreign students in adapting to the cultural context of learnning in indonesia. as the number of international students increases, understanding their adaptatoin process becomes essetial to support their learning and well-being, the aim of the study is to examine how foreign learners exprerience and respond to cultural challenges in in…
This study investigated the effectiveness of the annatation strategy and the story pyramid strategy in enhancing tenth-grade students' reading comprehesion of narrative texts. Employing a quasi-eksperimental design, the research involved two groups of students from SMA Harapan Bangsa. The experimental group received instruction using the annotation strategy, while the control group was taught w…
Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan media game Interaktif Elektronik Berbasis QuizWhizzer Subtema Usaha Pelestarian Lingkungan pada peserta didik SDN Cikutamahi 01. Metode yang digunakan dengan Research and Development (R & D) tipe ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Instrumen yang digunakan pada penelitian ini meliputi lembar …
This study explores the experiences and chellenges faced by foreigrn students in adapting to the cultural context of learning in indonesia. As the number of international students increases, understanding their adaptation process becomes essential to support their learning and well-being. The aim of the study is to examine how foreign learnes experience and respond to cultural challengs in indo…
Rosalia sitorus. 0371152226. Analisis kemampuan komunikasi anak autis dalam interaksi sosial. Skripsi. Program pendidikan guru sekolah dasar fakultas keguruan dan ilmu pendidikan universists pakuan bogor, 2022. Pnelitian ini merupakan pnelitian kualitatif dengan menggunakan metode deskriptif, tujuan dalam penelitian ini untuk mengetahui kemampuan komunikasi anak autis dalam beriteraksi sosial. …
Gamification serves as a learning technique that enchances motivational opportunities by adding game-like elemnts and emcouraging positive behavioral outcomes. How students perceive the use of technology involves both cognitive and affective aspects.This research aimed to investigate the students, perceptions toward gamification implemented in english language classroom. This reserach wasconduc…
Rimamawati 037116206. Pengaruh Penerapan Hasil Belajar Matematika Melalui Penggunaan Model Problem Based Learing. Skripsi program studi pendidikan guru sekolah dasar., Fakultas Keguruan dan Ilmu pendidikan, Universitas Pakuan. Bogor. 2022. Tujuan dari penelitian ini adalah untuk penggunaan model problem based learning. populasi dalam penelitian ini adalah siswa kelas IV Sekolah dasar Negeri Leu…
The little of teh research was "The Effect Of Using Children's Literature on Young Learners Vocabulary". It is conducted to TK B of Bening 1 Baranangsiang Indah. The aim of the research was to find out the effect of children's literature on young leraners vocabulary. The experimental method eith pre-test and post-test control group design is used to conduct the reasearch. Random sampling techni…
Inclusive school is an education of children with special needs are education together with normal children to optimize their potential. One of disabilites that many found in inclusive school is students with autsim. Teaching English, especially speking in inclusive class takes special skills and abilites in sleching methods, strategis and specialiized aproaches that are suitable with the condi…