Pronunciation is improtant for english language accomplishment, yet students frequently struggle with segmental componenets includ vowels consonanats and diphtongs this research investigates at how two Ai-power voice assistent, Chat Gpt end gemini Ai, May help senior high school students enchane their english pronunciation skils. the research, used aquasi eksperimental design with pretest and p…
Muhammad Arfan Fadiah, 037119112. Pengaruh Model Problem Based Learning Terhadap Hasil Belajar Matematika Jaring-Jaring Bangun Ruang. Skripsi program studi pendidikan Guru sekolah Dasar, fakultas keguruan dan ilmu pendidikan, Universitas Pakuan 2024. Penelitian ini adalah penelitian kuasi eksperimen. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar matematika jaring-jaring bang…
Widya Anjani. 032120006. Penerapan Model Problem Based Learning dengan variasi Teams Games Tournament dalam Pembelajaran Keterampilan Menulis Surat Pribadi pada Siswa Kelas VII SMP Negeri 13 Kota Bogor. Universitas Pakuan Bogor. Di bawah bimbingan Dr. H. Aam Nurjaman, M.Pd. dan Wildan Fauzi Mubarock, M.Pd. Model Problem Based Learning dengan variasi Teams Games Tournament merupakan varias…
Rosmalena: Analisis Model Pembelajaran Discovery Learning dalam Rencana Pelaksanaan Pembelajaran Menulis Teks Hikayat Kelas X SMA Negeri 1 Cibarusa Bekasi. Skripsi. Program Studi Pendidikan Bahasa dan Sastra Indonesia, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pakuan, 2020. Rencana pelaksanaan pembelajaran (RPP) meerupakan perpaduan guru dalam melaksanakan pembelajaran. Salah satu kom…
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…
Fania Safa Arofa. 037121065. Pengambangan multimedia pembelajaran menggunakan smart apps creator 3 untuk meningkatkan hasil pembelajaran siswa. penelitian ini menggunakan model research and devolopment (R&D) dengan langkah langkah penelitian dan pengembangan ADDIE dengan 5 tahapan yang terdiri atas tahapan Analysis, Design. Devolopment, Inpelementation and evalation. penelitian ini dilaksanakan…
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…