scholarly journals Project-Based Learning: Enhancing EFL Students’ Speaking Skill through Vlog

2019 ◽  
Vol 4 (8) ◽  
pp. 1077
Author(s):  
Wienda Febriyanti Nugroho ◽  
Mirjam Anugerahwati

<p class="Abstrak"><strong>Abstract:</strong> The purpose of this classroom action research is to enhance the students’ speaking skill using Project-Based Learning through Vlog and looking at their speaking performance in the teaching learning process using PBL through Vlog. Eleven students of vocational students in Indonesia were taken as research subject exposed to the treatment of PBL through Vlog in one cycle. The result of this study showed that after the students were taught by using PBL through Vlog, the eleven students successfully met the criteria of success. The use of PBL through Vlog enhanced the students’ fluency, grammatical accuracy, pronunciation, vocabulary, and content.</p><strong>Abstrak:</strong> Tujuan dari penelitian tindakan kelas ini adalah keterampilan berbicara menggunakan Project-Based Learning melalui pembelajaran dan proses belajar mengajar menggunakan PBL melalui Vlogs. Sebelas siswa siswa kejuruan di Indonesia diambil sebagai subjek penelitian untuk pengobatan PBL melalui Vlog dalam satu siklus. Hasil penelitian ini menunjukkan bahwa siswa terpenuhi oleh kriteria kesuksesan. Penggunaan PBL melalui Vlog meningkatkan kelancaran siswa, akurasi tata bahasa, pengucapan, kosa kata, dan konten.

Author(s):  
Rizqi Akbarani

This research analyzed the implementation of Treffinger learning model in teaching speaking skill. This research used n classroom action research by applying treffinger learning model in speaking class. In collecting the data, research used observation to observe the implementation of Treffinger learning model during teaching learning process and used speaking test to find the improvement of students’ speaking skill during implementation of Treffinger learning model.  The research finding showed that the implementation of Treffinger learning model can improve the students’ speaking skill. Thereore, it can be concluded that Treffinger learning model is acceptable to be used as teaching learning model in teaching speaking. 


Author(s):  
Putri Denaya Side Ayu ◽  
Heri Hidayatullah ◽  
Sri Ariani

This Collaborative Classroom Action Research aimed at enhancing students’ speaking skill through the application of Circle Game. It was conducted in one cycle consisting of two meetings. The subject was the seventh of C class of SMPN 2 Alas Barat consisting of 22 students. The types of data were qualitative (acquiring observation during the learning process) and quantitative (speaking tests). The results qualitatively showed that the implementation of Circle Game enhanced the students’ speaking skills. Such improvement could be seen from their enthusiasm, their interesting feeling in various materials presented by the teacher, their active involvement. In the quantitative findings, the result also showed a higher value of the mean score of the post-test (77.34) rather than the pre-test (75.75). In conclusion, the use of Circle Game can improve students’ speaking skill.


Author(s):  
Sabatini Sitorus And Masitowarni Siregar

This study attempts to increase students’ vocabulary achievement by using flash cards. The objective of the study is to investigate whether the using of flash card can improve students’ vocabulary achievement. This study conduct by applying Classroom Action Research which was carried out in two cycles in six meetings. The subject of this study of SD Negeri 174559 Siraituruk, Porsea which consisted of 34 students. For collecting data, the instruments used were quantitative (vocabulary test) and qualitative data (interview sheet, observation sheet, and diary notes. Based on the data, it was found that the mean of the second cycle (80, 44) is higher than the mean of first cycle (64, 85) and pre-test (44, 41).  Based on interview sheet, observation sheet and diary notes, it was found thee students were more active and more enthusiastic during the teaching learning process in the second cycle than the first one. It was concluded that teaching vocabulary by using  flash cards can improve the students’ vocabulary achievement.


Author(s):  
Irma Lely Lumban Gaol And Johan Sinulingga

This study is concerned with the improving student’s vocabulary achievement in writing descriptive text through Make a Match Method. The objective of this study was to discover whether the use of Make a Match Method could significantly improve students’ vocabulary achievement in writing descriptive text. This study was conducted by applying Classroom Action Research which was carried out in two cycles in six meetings. The subject of this study was students of SMA Negeri 1 Pollung which consisted of 34 students. The instruments for collecting data were descriptive writing test, observation sheet, questionnaire sheet, and diary notes. The techniques for data analysis were quantitative and qualitative. It was found that teaching-learning process ran well. Students were active, enthusiastic and interested on writing descriptive text. The result of this study showed that the use of Make a Match Method significantly improved student’s vocabulary achievement in writing descriptive text.


2021 ◽  
Vol 6 (3) ◽  
Author(s):  
Jayaul Khoiriyah

The research objective is to improve activities and result learning industrial clothing manufacturing subject through peer teaching learning method. The research method used was Classroom Action Research (CAR). The research subject was 31 students of class XI dressmaking A SMK Negeri 2 Gedangsari in the 2019/ 2020 school year. Data were analyzed using quantitative and decriptive qualitative techniques. The result of the research is that peer teaching learning method can improve activities and industrial clothing manufacturing subject outcomes. The increase in students activities is indicated from pre-cycle, cycle I and cycle II. In the pre-cycle stage, 1) there are 6 (19,35%) increase become 14 (45,16%) who actively ask question, 2) there are 5 (16,12%) increase become 15 (48,38%), who actively answer the question. 3) There are 4 (12,90%) become 15 (48,38%) who actively work together, 4) There are 5 (16,12%) become 20 (64,51%) who actively do the assignments, in the end of cycle. While the increase of industrial clothing manufacturing subject outcomes is indicated by the increase in the presentage of the number of students whose grades reach KKM from pre-cycle, cycle I and cycle II. In the pre-cycle stage, there are 7 students (22,58%) whose grades reach the KKM. In cycle I, there are 17 students (54,83%), in the second cycle, there are 26 students (84%).


Author(s):  
Arini Octaviani ◽  
Vega Hesmatantya

This study was conducted in order to find out how to improve students’ skills in retelling at kindergarten students of JAC School Surabaya. It described the implementation of Using Teaching Proficiency through Reading and Storytelling (TPRS) in teaching learning process and reported students’ retelling story ability. This research used Classroom Action Research (CAR) which is conducted to solve the students’ during story telling time and students’ ability in retelling story. The study uses Burns theory. This Classroom Action Research has four steps in one cycle. Those are planning, acting, observing, and reflecting. The writer used a descriptive qualitative design to gain the information concerning process of TPRS method. There are three steps of TPRS teaching method. Those are Established the Meaning, Tell a class story and Read. There was an activity called circling in tell a class story step According to the data, the students made an improvement of retelling story use their own language from the first to the second cycle. The average of students score in retelling story rubric of the first cycle was 2 as described as fair category. While the second cycle average of retelling story rubric was 4 and categorized as excellent. The data was the result of direct observation. The analysis was done by describing the implementation of using TPRS in learning process in the classroom.


Edukasi ◽  
2020 ◽  
Vol 14 (2) ◽  
pp. 151-158
Author(s):  
Yeni Fisnani ◽  
LM. Zulfahrin UZ

Penelitian ini bertujuan untuk (1) Mendeskripsikan proses pembelajaran muatan lokal batik menggunakan metode project-based learning. (2) Mendeskripsikan peningkatan kreativitas siswa menggunakan metode project- based learning. (3) Mendeskripsikan hasil karya siswa dengan metode pembelajaran project-based learning. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (Classroom Action Research). Setelah dilaksanakan penelitian dari kegiatan pratindakan hingga siklus II dengan metode project-based learning pada siswa kelas IV C SD Negeri Klego 01, kemampuan kreativitas siswa mengalami peningkatan. Hal tersebut dapat dilihat dari aspek kelancaran pada kondisi awal sebesar 35%, pada siklus I meningkat menjadi 71,07%, dan pada siklus II meningkat lagi menjadi 88,21%. Aspek keluwesan pada kondisi awal sebesar 32,5%, pada siklus I meningkat menjadi 57,86%, dan pada siklus II meningkat lagi menjadi 83,21%. Aspek keaslian pada kondisi awal sebesar 38,21% pada siklus I meningkat menjadi 70%, dan pada siklus  II meningkat lagi menjadi 92,5%. Aspek keterperincian pada kondisi awal sebesar 35%, pada siklus I meningkat menjadi 61,07%, dan pada siklus II menjadi 88,21%. Aspek kepekaan pada kondisi awal. sebesar 37,86%, pada siklus I meningkat menjadi 67,5%, dan pada siklus II meningkat lagi menjadi 85,71%. Dari aspek kerativitas tersebut, dapat diketahui prosentase kreativitas siswa pada kondisi awal sebesar 35,71% dengan kriteria kurang, pada siklus I meningkat menjadi 65,5% dengan kriteria baik, dan pada siklus II meningkat lagi menjadi 87,57% dengan kriteria sangat baik.This study aims to (1) describe the local content learning process of batik using a project-based learning method. (2) To describe the increase in student creativity using the project-based learning method. (3) Describe student work using project-based learning methods. This study uses a Classroom Action Research method. After carrying out research from pre-action activities to cycle II with the project-based learning method for class IV C SD Negeri Klego 01 students, the students' creative abilities increased. This can be seen from the aspect of fluency in the initial conditions of 35%, in the first cycle it increased to 71.07%, and in the second cycle it increased again to 88.21%. The flexibility aspect in the initial conditions was 32.5%, in the first cycle it increased to 57.86%, and in the second cycle it increased again to 83.21%. Originality aspect in the initial conditions was 38.21% in the first cycle increased to 70%, and in the second cycle it increased again to 92.5%. The elaboration aspect in the initial conditions was 35%, in the first cycle it increased to 61.07%, and in the second cycle it was 88.21%. Aspect of sensitivity in the initial conditions. amounted to 37.86%, in cycle I increased to 67.5%, and in cycle II increased again to 85.71%. From this aspect of creativity, it can be seen that the percentage of student creativity in the initial conditions is 35.71% with poor criteria, in cycle I it increases to 65.5% with good criteria, and in cycle II it increases again to 87.57% with very good criteria.


2016 ◽  
Vol 10 (1) ◽  
pp. 63 ◽  
Author(s):  
Ratna Sari Dewi ◽  
Ummi Kultsum ◽  
Ari Armadi

The aims of the study are to know whether communicative games have an impact on teaching speaking skill and describe how communicative games give an influence on speaking skills of students at junior high schools in Jakarta, Indonesia. Classroom Action Research (CAR) was implemented based on Kurt. L model. The procedures used were planning, acting, observing, and reflecting. It was done into two cycles in each cycle consisted of three meetings. The researcher used collaborative action research with some of the English teachers. In collecting the data, the instruments were interview, observation, questionnaire and test. The test only given to students. The rest of the instruments administered for both teachers and students. The result of the study showed the mean score’s pretest reached of 60.42 to 69.02 and post test’s score reached up to 78.77. It is important to describe that there is a significant improvement of 13.9% to 41.7% in post test 1 and 83.33% in post test 2. Therefore, the criteria of success had been determined. It is crucial to note that communicative games have contributed a positive impact on teaching learning process. This also implies the communicative games expected to enhance students’ enthusiasm and motivation. Clearly, It gives positive improvement on students’ active participation, confidence and their fluency in speaking skill. In short it can be described that the strategy of teaching and learning creates good, enjoyable circumstances and reduces the boredom and stress of learning process.


2019 ◽  
Vol 6 (1) ◽  
pp. 59
Author(s):  
Rengganis Siwi Amumpuni ◽  
Brigitta Septarini Rahmasari

Abstract: The aim of the research is to know the strenghts and weaknesses of using realia. The reseacher used classroom action research. The research was conducted in two cycles. Each cycle consisted of four steps. They are planning, acting, observation, and reflecting. In collecting the data, the researcher used test, interview, and observation. In analyzing the data, the researcher used statistic descriptive. The research implementations showed that there was an improvement in students’ speaking ability after Realia implemented in the teaching and learning process, and the students showed better achievement in speaking ability. The strengths were the students become active in classroom, enthusiastic, excited and motivated in the class. The students give more attention to the lesson and they were attracted to do the exercise during teaching learning process. The students more focused to the lesson during the activity in teaching learning process. The activities of Realia is attracted the students’ motivation and interested to the students. The researcher found that that Realia make the class becomes conducive. Meanwhile the weaknesses of using realia are the student had a difficulties to speak something caused of the limited vocabularies and confused how to pronounce the word in English and it spends much time to prepare the media. Keywords :Realia, English ability, Enthusiastic Abstrak: Tujuan dari penelitian ini adalah untuk mengetahui kekuatan dan kelemahan menggunakan realia. Peneliti menggunakan penelitian tindakan kelas. Penelitian ini dilakukan dalam dua siklus. Setiap siklus terdiri dari empat langkah yaitu perencanaan, tindakan, observasi, dan refleksi. Dalam mengumpulkan data, peneliti menggunakan tes, wawancara, dan observasi. Dalam menganalisis data, peneliti menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa ada peningkatan kemampuan berbicara siswa setelah Realia diimplementasikan dalam proses belajar mengajar, dan siswa menunjukkan prestasi yang lebih baik dalam kemampuan berbicara. Kekuatan menggunakan realia adalah siswa menjadi aktif di kelas, antusias, bersemangat dan termotivasi di kelas. Para siswa lebih memperhatikan pelajaran dan mereka tertarik untuk melakukan latihan selama proses belajar mengajar. Para siswa lebih fokus pada pelajaran selama kegiatan belajar mengajar. Kegiatan Realia menarik motivasi siswa dan tertarik kepada siswa. Peneliti menemukan bahwa Realia membuat kelas menjadi kondusif. Sementara itu, kelemahan menggunakan realia adalah siswa memiliki kosakata yang terbatas dan kesulitan dalam pengucapan bahasa Inggris dan menghabiskan banyak waktu untuk mempersiapkan media.Kata Kunci: Realia, Kemampuan Bahasa Inggris, Antusias


Author(s):  
Soleman Dapa Taka

This research focuses on the use of the Snake and Ladder Board Game in teaching speaking to the tenth grade students at SMA Kristen Mercusuar Kupang. This research aims at finding out the appropriate way of teaching speaking by using snake and ladder board game for students in the tenth grade students at SMA Kristen Mercusuar Kupang..This research used Classroom Action Research (CAR). The subject of the research is the tenth grade students at SMA Kristen Mercusuar Kupang.. The procedure of the research applied two cycles namely cycle I and cycle II.  Every single cycle had fourth steps namely planning, implementing, observing and reflecting. The result of this research shown that there were significant developments on students speaking skill at the tenth grade students at SMA Kristen Mercusuar Kupang after conducting the treatments through snake and ladder board game. In which the score of a cycle 1 am 43,06 and the score of cycle II is 71,88. It means that the snake and ladder board game is an appropriate way to improve the students` speaking skills. In addition, the researcher found the result of the observation that almost all of the students gave positive responses, such as they gave attention seriously in learning process, they had been more active than before, make them happy and  enjoy the  class,  and  of  course  they could  improve  their  speaking toward snake and ladder board game in improving speaking skill


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