scholarly journals Teaching and learning cinema and visual languages through economics-business studies and law in high school: An experimental interdisciplinary approach

2016 ◽  
Vol 8 (1) ◽  
pp. 62
Author(s):  
Anna Poli ◽  
Fulvio Benussi

In Italy, little is being done to promote cinema studies and the ability to analyse films and/or multimedia works among high school students. Although Italian legislation provides guidelines on specific learning objectives, activities and content to be included in high school courses, film and media language is still not encouraged in schools. The pilot introduction of cinema at the C. Tenca High School in Milan had the aim of demonstrating the value of film as an educational and epistemological resource and fostering the development of innovative interdisciplinary teaching strategies. Themes related to cinematographic language, Economics-Business Studies and law were introduced and analysed via the exploration of early films (late 1800s and early 1900s). The students investigated the topics of advertising, building a brand name, online marketing and the role of the media in shaping public opinion. In order to enhance students’ skills in analysing interactive communications, we introduced the themes of data journalism and fact-checking. The results are discussed in terms of a possible role for Cinema in the study of Economics-Business Studies and Law and of how cinema might become an interdisciplinary resource for other school subjects. Keywords: Secondary School Social Science Curriculum, Interdisciplinary Approach, Cinema, Economics-Business Studies and Law, New Media, Promoting Active Learning.

Author(s):  
Samsul Arifin ◽  
Erike Septiani ◽  
Yuyun Indarwati ◽  
Nisa Nur Hidayah

<p>One of the English skills that has to be learned by the students is speaking. Speaking every day at school will make the students have an ability to speak in public, to deliver their inspirations or views in correct way. Developing this ability can be done by guiding the students to speak English in right way. English is a need in this global and developing world. It can be easier if studying English using media. One of media that can be used is “Top Speak”. This study is aimed to give solution to the junior high school students to develop their ability in speaking English in right way and guide them how to be a public speaker. By doing this research, hopefully the students of junior high school can speak and express their point of views accurately. This research uses legend as the topic for teaching and learning process. The legend is taken from the story in Indonesia that can be learn and known by the students to improve their knowledge. The story is in the form of conversation and the students have to practice the story so they will feel the situation in the story. The researcher uses “Top Speak” to help the students as the property in practicing the story. This practice will make the student easily speak English. The type of this research is descriptive qualitative with the students of SMP N 3 Dolopo as the subject. The researcher uses interview, documentation, field note, and checklist as data collection method. The result of this research shows that the students are very interested in speaking English. It can be seen from the way the students speak in front of the class bravely. Moreover, the media is very interesting for the students. The teacher also can make this media easily. This study found some problems during the research such as the location of the school, the schedule of the research, time allotment for the process of making the media, and the students’ shyness to speak in public area.</p>


2020 ◽  
Vol 21 (3) ◽  
pp. 250-256
Author(s):  
Paula Viviana Queiróz Dantas ◽  
Ana Graciela Voltolini ◽  
José Bertoloto

ResumoO presente trabalho tem como objetivo estabelecer um diálogo oportuno sobre as orientações e recomendações oferecidas pela Base Nacional Comum Curricular — BNCC no tocante ao Ensino Médio com relação às tecnologias digitais e a mídia na área de Linguagens e suas tecnologias. As Tecnologias Digitais de Informação e Comunicação — TDIC estão presentes em todas as esferas da sociedade contemporânea. Esses recursos configuram novos hábitos, com os quais são estabelecidas relações e se executam tarefas, como o acesso à informação e o ato de ensinar e aprender. Em observância a BNCC e o contexto, o artigo apresenta as perspectivas pensadas a respeito deste assunto. Este trabalho tem como base teórica Recuero (2009), Freire e Guimarães (2011), Gabriel (2013), entre outros. Para tanto, está em desenvolvimento pesquisa qualitativa com alunos do Ensino Médio de uma escola pública de Cuiabá/MT, utilizando o grupo focal como técnica para a coleta de dados. É possível concluir, de modo preliminar, que há influência do conteúdo das redes sociais digitais em vários aspectos da vida social dos estudantes, bem como a necessidade de desenvolver habilidades para reconhecer as nuances das mensagens das redes. Dessa maneira, se espera que a pesquisa possa auxiliar a escola e os professores, inseridos nesse contexto de sociabilidade digital, a buscar alternativas e proposições com o objetivo de uma relação saudável e crítica com o universo cibernético. Palavras-chave: Redes Sociais Digitais. Ensino Médio. TDIC. AbstractThis paper has as its main purpose to establish a proper dialogue about the orientation and recommendation offered by BNCC, regarding the High School and related to digital technologies besides the media in the Language area and its technologies. The Information and Communication Digital technologies - TDIC are present in all groups of contemporary society. These resources configure new habits, which ones we establish a relation with and execute tasks, like the information access and the teaching and learning act. Considering the BNCC and its context, the paper presents the viewed perspective withing this subject. This essay has as a theoretical basis Recuero (2009), Freire and Guimarães (2011), Gabriel (2013), and others. Therefore, a qualitative research was developed with High School students from a public school of Cuiabá/ MT, using the focused group collecting data technique. It is possible to conclude in a preliminary way, that there is an influence of digital social web in many sources of student's real life, as well the need to develop skills to help recognize features in the web messages. Thus, there is an expectation over this research as a support to teachers and students, included in the context of digital sociability, looking for alternatives and choices focused on a healthy and critical relationship with cybernetic universe. Keywords: Digital Social Networks. High School. TDIC


2012 ◽  
Vol 18 (1) ◽  
pp. 30
Author(s):  
Anni Holila Pulungan

The study deals with the Contextual Teaching and Learning of the students’ reading comprehension at junior high school. Contextual Teaching and Learning is a new alternative for every teachers to relate the materials to the real world. The aims of the research are to analyze the effect of non and CTL method of the students’ reading comprehension.  The research method is an experimental method. The data analysis is taken from the two classess. Then, they divided into two  groups, the control and experimental group. The major findings of the study shows that the effect of Contextual Teaching and Learning on the students’ reading comprehension is better than the non CTL method-lecture method for the junior high school students.


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Uswatun Hasanah ◽  
Suratno Suratno ◽  
Mochammad Iqbal

The implementation of Contextual Teaching and Learning (CTL) based on lesson study aimed to determine its effect on the biology learning achievement of high school students. This referred to quasi-experimental research by applying CTL learning based on lesson study to the experimental class and conventional learning in the control class. The population in this study amounted to 286 students (Science X class students of SMA Negeri 2 Jember). The sample in this study was determined through homogeneity test, normality test, and random sampling to determine the control class and the experimental class. The students' affective learning achievement was analyzed by using the independent sample t-test, while their cognitive learning achievement was analyzed by using ANAKOVA test. Based on the test results of the independent sample t-test, it was found that the students' affective learning achievement differed significantly between the students in experimental class and control class. Based on the results of ANAKOVA test, it was known that the application of CTL learning based on Lesson Study has a significant effect on students' cognitive learning achievement.


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


2020 ◽  
Vol 18 (2) ◽  
pp. 147
Author(s):  
Yuliana Mara Yuliantini ◽  
Aunurrahman Aunurrahman ◽  
Ageung Darajat

<p><strong>Abstract</strong></p><p>This research aimed to improve reading comprehension of public senior high school students by using Experience-Text-Relationship method. The research was done in two cycles and involved 31 eleventh-grade students of a public senior high school in SimpangDua, Ketapang in the Academic Year of 2018/2019. The researcher used observation field notes and reading tests to collect data of the study. A collaborator was involved during the observations and practices to build trustworthy of the study. The data from the observation field notes were analyzed qualitatively and the data from the reading test results were analyzed by using descriptive statistics. The analysis of the observation field notes shows that the students became active and polite, had high enthusiasm in the teaching and learning processes. The analysis of the reading test results also reveals that the students had improved their reading comprehension. In conclusion, Experience-Text-Relationship method can improve the students’ reading comprehension.</p><p> </p><p><strong><em>Abstrak</em></strong></p><p><em>Penelitian bertujuan untuk meningkatkan pemahaman membaca siswa SMA negeri menggunakan metode Experience-Text-Relationship. Penelitian ini menggunakan dua siklus dan melibatkan 31 siswa kelas sebelas siswa di salah satu SMA negeri di SimpangDua, Kabupaten Ketapang pada Tahun Akademik 2018/2019. Peneliti menggunakan catatan lapangan observasi dan tes membaca untuk mengumpulkan data penelitian. Seorang kolaborator dilibatkan selama pengamatan dan praktik untuk membangun penelitian yang dapat dipercaya. Data dari catatan lapangan observasi dianalisis secara kualitatif dan data dari hasil tes membaca dianalisis dengan menggunakan statistik deskriptif. Analisis catatan observasi lapangan menunjukkan bahwa siswa menjadi aktif dan sopan, memiliki antusiasme yang tinggi dalam proses belajar-mengajar. Analisis hasil tes membaca juga mengungkapkan bahwa terjadi peningkatan pemahaman membaca siswa. Kesimpulannya, metode </em>Experience-Text-Relationship <em>dapat</em><em> membantu meningkatkan pemahaman membaca siswa.</em></p>


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


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