scholarly journals Does Abracadabra Help Improve the English Reading Ability of Chinese Elementary School Students? A Quasi-Natural Experimental Study

2021 ◽  
Vol 9 (2) ◽  
pp. 1221-1240
Author(s):  
Hui Gu ◽  
Jijun Yao ◽  
Ping Bai ◽  
Longjun Zhou ◽  
Alan C.K. Cheung ◽  
...  

ABRACADABRA (abbreviated as ABRA) is a software developed by Concordia University in Canada that focuses on natural spelling and aims to improve English reading ability. This research is based on 129 first graders, 213 second graders, and 275 third graders in the elementary school of Lianyungang Ganyu Huajie Bilingual School. We carried out a one-semester pre-and post-test and quasi-natural experimental research design to explore the effect of ABRA on students of different grades. The study results showed that ABRA improved students’ abilities in all grades to varying degrees, but the impact of the first graders got the most significant. The results of classroom observations and interviews with teachers showed that teachers needed to apply systematic teaching strategies and the control of class attention play a key role in it. To improve students’ English ability, teachers need to effectively improve their ability to apply information technology, especially in English class. Particularly in low-grade classrooms, attention should be paid to the management of class discipline to maintain its efficiency.

2020 ◽  
Vol 7 (7) ◽  
Author(s):  
Constantinia Balia ◽  
Michael Skoumios

<p>This study aimed to investigate the impact of a teaching intervention for electric circuits on the content of elementary school students’ written arguments. Educational material was constructed based on the constructivist approach to learning with the use of science and engineering practices and was implemented with 34 students aged 11 years. A questionnaire that was provided to students before and after the teaching intervention (pre-test, post-test) was used to collect the data. Data analysis was carried out by classifying the sufficiency of the components of the arguments into levels. The analysis of written answers (arguments) was performed with a framework for assessing the content of arguments (appropriateness of their components: claim, evidence, and reasoning). The data analysis showed that the students significantly improved the content of their arguments.</p><p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0698/a.php" alt="Hit counter" /></p>


2021 ◽  
Vol 4 (3) ◽  
pp. 475-480
Author(s):  
Dwi Christina Rahayuningrum ◽  
Etri Yanti ◽  
Ibul Mardiko

Abstrak Fenomena game online sangat mempengaruhi para pelajar menggunakan waktu yang seharusnya untuk belajar tapi digunakan untuk bermain game online. Sehingga dalam proses belajar mengajar siswa kurang konsentrasi dan menyebabkan turunnya prestasi belajar dan terganggunya kesehatan. Tujuan dari kegiatan ini meningkatkan pengetahuan siswa sekolah dasar mengenai dampak game online. Kegiatan ini dilakukan di Sekolah Dasar Negeri 26 Air Tawar Timur Padang. Kegiatan ini diawali dengan memberikan pertanyaan seputar pengetahuan siswa sekolah dasar mengenai dampak game online. Dilanjutkan dengan memberikan materi menggunakan power point dan memberikan leaflet. Semua siswa antusias dalam mengikuti kegiatan ini terlihat dari banyaknya pertanyaan yang mereka ajukan. Kegiatan ini efektif dilakukan dalam peningkatan pengetahuan siswa dimana terlihat adanya peningkatan siswa sebelum dan sesudah mendapatkan penyuluhan yang terlihat dari koesioner pre dan post test yaitu sebesar 17,03 point.Kegiatan ini merupakan langkah awal untuk meningkatkan pemahaman siswa mengenai dampak game online serta mengantisipasi terjadinya kecanduan game online pada siswa. Kata Kunci : Pendidikan Kesehatan, Tingkat pengetahuan, Game Online, Siswa Sekolah Dasar Abstract  The phenomenon of online games greatly influences students to use the time that should be for studying but used to play online games. So that in the teaching and learning process students lack concentration and cause decreased learning achievement and disruption of health. The purpose of this activity is to increase the knowledge of elementary school students about the impact of online games. This activity was carried out at the State Elementary School 26 Air Tawar Timur Padang. This activity begins with asking questions about elementary school students' knowledge about the impact of online games. Followed by providing material using power points and giving leaflets. All students were enthusiastic in participating in this activity as seen from the many questions they asked. This activity is effectively carried out in increasing student knowledge where there is an increase in students before and after receiving counseling as seen from the pre and post-test questionnaire, which is 17.03 points. This activity is the first step to improve students' understanding of the impact of online games and to anticipate addiction. online games in students.Keywords: Health Education, Level of knowledge, Online Games, Elementary School Students


2019 ◽  
Vol 3 (2) ◽  
pp. 56
Author(s):  
Rini G.A.D.P. ◽  
Nitiasih P.K. ◽  
Mahayanti N.W.S. ◽  
Budiarta, L.G.R.

Students in this era were already being in touch a lot by technology. This is one of the reasons why students in this era were called as digital native students. The purpose of this research was to know the impact of using digital game to improve the digital native students’ English learning. Sample of this research were 25 elementary school students that chosen using lottery and they divided into 5 groups based on the digital local story game that they would play. Pre-test, post-test and interview were conducted to measure the improvement of students’ English learning. The result of the pre-test and post-test showed the significance difference in the students’ score. The result of the study showed that digital games can improve digital native students’ English skill.


2019 ◽  
Vol 4 (2) ◽  
pp. 107
Author(s):  
Agung Widodo ◽  
Muhammad Thariq Aziz

This study aims to determine the impact of the use of Physical Education teaching materials that are integrated with Al-Islam Kemuhammadiyahan Arabic (ISMUBA). The study sample was 19 students of class I of Muhammadiyah 1 Elementary School in Sukaraja (Muturaja) and 16 people of Elementary School ‘Aisyiyah of Sukabumi City. The research method used pre-experimental with one group pre test-posttest design. The treatment given is teaching using ISMUBA integrated physical education teaching materials. Data collection techniques with tests and observations. The data analysis technique with paired t-test was preceded by the prerequisite test, namely the normality and homogeneity test with the mini tab software. The results of the Muturaja School normality test pre-test obtained p-value 0.150> 0.05 and post-test obtained p-value 0.150> 0.05 while 'Aisyiyah School pre-test obtained p-value 0.051> 0.05 and post-test obtained p-value 0.150> 0.50, meaning that data is normally distributed. The results of the Muturaja School homogeneity test obtained p-value 0.821> 0.05 and ‘Aisyiyah School obtained p-value 0.452> 0.05, proving that the sample was homogeneous. Test the hypothesis with table t at a significant level = 0.05 at Muturaja School obtained t count = 12.90 and ‘Aisyiyah School t count = 18.82. Because t count> t table, the null hypothesis (H0) is rejected and the alternatif hypothesis (Ha) is accepted. Thus it can be concluded that there is the influence of Physical Education teaching materials integrated with ISMUBA on the learning outcomes of class I students of Muturaja Elementary School and ‘Aisyiyah Elementary School Academic Year 2018/2019.  


PALAPA ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 199-209
Author(s):  
Nurhayati Mardhatilla ◽  
Ramdhan Witarsa ◽  
Nurhaswinda Nurhaswinda

This study aims to determine and described the learning creativity of elementary school students using the number head together learning model. This research method is a literature review research method. The stages of this literature review are data collection, data reduction, data display, discussion, and conclusions. The results showed that from 17 articles published from 2010-2020 about the number head together learning model and learning creativity of elementary school students, there were 2 articles that matched these variables. The number head together learning model can increase the learning creativity of elementary school students. The novelty of this research is the connection between one article and another that discusses the same topic. The impact of the results of this study is the increasing number of literature review studies to reinforce existing theories.


Author(s):  
Fandi Nugroho ◽  
Muhammad Iqbal Arrosyad

This study aims to describe the implementation of multimedia learning in blended learning in mathematics in grade 4 elementary schools on the topic of fractions. Articulated storyline is an effective medium for elementary school students that is easily developed as one of the multimedia blended learning used in the blended learning method. In our research we examined how the impact of implementation blended learning using multimedia articulated storylines, In this case, it is also discussed how the influence of multimedia articulation storylines as one of the multimedia that can be developed easily to help teachers in distance learning, especially mathematics learning in schools. Primary school related to fraction learning. In this research, students are taught how to interpret the understanding of the concept of fraction problems and proof in life related to mathematics learning problems, so that they can describe mathematical problems and can understand the concept of fractions using logical reasoning so that they are able to prove reasoning about fraction problems according to their abilities. The use of reasoning is needed to determine the concepts that have been made based on the understanding of the concept of fractions that the students have. This study was designed to see the effect of blended learning which is applied as a learning model used to teach logical reasoning in mathematics learning, especially about fraction problems, and how the effect of the application of blended learning on learning outcomes of primary school students at Muhammadiyah Elementary School Pangkalpinang


Author(s):  
J. N. Baliya ◽  
Shivani Sharma

The purpose of this research was to study the impact of collaborative learning strategies on social maturity and its various dimensions viz. personal adequacy, interpersonal adequacy, and social adequacy, of secondary school students. The study was quasiexperimental and used matched pairs pre-test post-test research design. A Higher Secondary School in Educational Zone Hiranagar of District Kathua was chosen for the intervention. The study was conducted on sixty-six students of two sections of class 9th. Two sections were randomly assigned to collaborative and traditional learning conditions. Four methods of collaborative learning viz. Think-Pair-Share, Numbered Heads Together, Jigsaw, and Fish-Bowl were used for a period of over five weeks. The results were analyzed using mean, standard deviation and a critical ratio (CR). The results of the study showed that this approach was successful in increasing personal adequacy, interpersonal adequacy, social adequacy and overall social maturity of secondary school students.


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