scholarly journals Penerapan Metode Total Physical Response (TPR) untuk Meningkatkan Keterampilan Kosakata Bahasa Inggris bagi Siswa Tunagrahita

2019 ◽  
Vol 2 (1) ◽  
pp. 60
Author(s):  
Nur Endah Nugraheni ◽  
Lukas Danu Kristian

This study aims to understand the use of Total Physical Response or TPR method to improve English vocabulary skill of students with mental retardation. Students with mental retardation are students who have an IQ score less than 70 on a psychological test of intelligence; therefore, they have difficulty in learning including learning English. TPR is a fun method to teach students with mental retardation. The subject of this study was eight students with mental retardation of the 11th grade in SLB N Kota Magelang. To investigate the TPR method, the researchers did direct teaching to the students. Pre-test was given before TPR method was employed then post-test was done afterwards. By comparing the pre-test and post-test score, the result shows that the students’ average score increases after the TPR method was implemented. The highest score in pre-test is 90 and the lowest score is 60. Meanwhile, the highest score in post-test is 100 and the lowest score is 70. The average score in pre-test is 71,25 and the average score in post-test is 87,50. It can be concluded that Total Physical Response method was successfully implemented in increasing the students’ English vocabulary skill. 

ETTLI ◽  
2020 ◽  
Vol 1 (1) ◽  
pp. 17-26
Author(s):  
Yudi Septiawan

This research is aimed to know whether Role Play Technique is effective in improving student’s speaking skill at 9th grade students of SMP Islam Ruhama Cireundeu. This research is based on the last observation result that the students were still difficult to speak. This research is categorized as Experimental Study. It is carried out to solve students’ problem in speaking. The findings of the research stated that students’ comprehension (66) is the lowest score and students’ grammar (66.5) is the highest score in post test score of experiment class while students’comprehension (72.5) is the lowest score and students’ vocabulary (74) is the highest score in post test of experiment class. The subject of this research is the students of class IX.1 and IX.2 of SMP Islam Ruhama Cireundeu. In collecting the data, this research uses observation and test. Based on the result and the discussion of this research, it can be said that the using of role play in teaching speaking is successful since the crieteria of success were achieved. The criteria of success is there is a significant improvement from pretest result to posttest. The result shows that the pretest average score in experiment class is 66.2 becomes 73.1 in post test while in control class, the significant improvement is only 1.2 (pre test 65.9 and post test 67.1). Based on the result that is mentioned before, the writer suggests that the English teacher should implement a role play in order to improve students’ speaking skill.


2018 ◽  
Vol 1 (2) ◽  
pp. 210-217
Author(s):  
Jana Vlasákova ◽  
Natalia Manuhutu

The background of the study is the lack of adequate vocabulary by students due to lack of vocabulary exercises. The teacher teaches the students based on the textbook and running it to get the target of the curriculum which not paid attention to the students understanding when it caused them tended to be bored. This study was about the application of STAR strategy to improve students’ vocabulary. Thus, this study was aimed (1) to find out how STAR strategy application can improve students’ vocabulary (2) to explain the students’ perception about learning vocabulary through STAR strategy. The design of this study was a pre-experimental method. The subject of this study was first grade students of the senior high school. Furthermore, the data were gained through a test (pre-test and post-test) and non-test (questionnaire). The test was used to know students’ competence before and after the implementation, while a questionnaire was used to know students’ perceptions towards STAR strategy. The significant findings of the recent study were the students’ vocabulary mastery is significantly increased. It can be seen from the result of students’ average score and good responses by students. Students’ average score from pre-test was 22 and the post-test was 73. The t-test score was higher than the t-table (2,09< 13,66 > 2, 86). It was meant that researchers’ hypothesis could be accepted. Finally, the STAR strategy could be implemented practically and pedagogically in improving students’ vocabulary.


2020 ◽  
Vol 3 (2) ◽  
pp. 91-100
Author(s):  
Sam Roberto Andre Hasian Lumbantobing ◽  
Hilman Pardede ◽  
Herman Herman

This research is a study of improving students’ ability in reading comprehension. The aim was to find out whether the use of Herringbone technique would bring a significant difference in teaching reading comprehension through Recount text, compared with the result before the students being treated. The study was conducted in the tenth grade students of SMA N 4 Pematangsiantar. The research method used was the experimental design, where the Experimental group was the PMIA 3 class, and the PMIA 2 class as the control class. Both of the classes had 34 students in each of it. The data were obtained through pre-test, treatment and post test. The pre-test was held to know the students’ basic ability or score before treatment was given. Meanwhile, the post test was held to know the students’ achievement and significant effect after the students were taught using Herringbone technique. Finding of the research showed that both groups had a significant improvement in their reading ability after being treated and passed the KKM. The Control group, which the pre-test score was 60, made an improvement shown in their post-test score in amount of 70,44. The experimental group, the group which the researcher treated the Herringbone technique to them, had a higher improvement than the control group. The average score of pre-test in this group was about 54,41 where then being improved up to 78,97. The score of t-test (3,981) was higher than t-table (1,668) at the level of significance 5% for two tailed test, so Null Hypothesis is rejected and Alternative Hypothesis is accepted.


2018 ◽  
Vol 1 (1) ◽  
pp. 27
Author(s):  
Irfan Hidayat ◽  
Aris Munandar

The objective of this research entitled “IMPROVING ENGLISH VOCABULARY BY USING TOTAL PHYSICAL RESPONSE (TPR) METHOD TO THE FIFTH GRADE STUDENTS OF SDN PASIRKALIKI 1 CIMAHI” was to find out whether or not teaching English Vocabulary using Total Physical Response Method was effective to improve the students’ vocabulary ability. The research used quantitative method and one group pretest-posttest design. The population of this research was 31 of the fifth grade elementary school while the sample was entire population. They are consisted of 31 students. The data of this research were collected by giving pretest and posttest to the subject. The collected data were analyzed by using t-test formula. The results of the data analysis showed that: the mean score of pretest was 44.61, the mean score of posttest was 44.83, the tobs was 2.442, the tcritical value at the significance level 0.05 with degree of freedom (df) 30 was 2.042. Based on the data analysis above, the alternative hypothesis was accepted because the tobs was higher than t critical (2.442>2.042). It also meant that improving English vocabulary using Total Physical Response Method was effective to improve the students’ vocabulary ability. Keywords: Vocabulary, Total Physical Response Method


2018 ◽  
Vol 12 (1) ◽  
pp. 89 ◽  
Author(s):  
Giyati Retnowati ◽  
Rose Mini Agoes Salim ◽  
Airin Y Saleh

This research aimed to determine the effectiveness of picture in storybook reading to increase kindness in children. This research involved 31 children aged 5-6 years; they were taken from the kindergarten in Bandung as the participants. The intervention was done by reading eight picture books in eight days. The kindness was measured using a measurement instrument created by the researcher, in the form of nine coloured cards that described the behaviour of kindness. The measurement was also done by seeing through the kindness tree and observation sheets that filled out by the teacher. The data analysis using the Wilcoxon Signed-rank test shows a significant difference in the average score of kindness (p<0,05) before and after picture storybook reading. Two weeks after the intervention, the improvement on all kindness behaviours with the post-test score is greater than pre-test score that still can be found. Observation through kindness tree and observational sheets shows the same result.


Author(s):  
Maria A. F. Mbari ◽  
Marianus Yufrinalis ◽  
Theresia Nona

This study aims to determine the effect of the use of inquiry learning methods on the learning outcomes of fifth grade students in science subjects of light traits in Catholic Elementary School Nita I. This research is a quasi-experimental study. The sample of this study was 39 students consisting of 20 VA students as the experimental class and 19 VB students as the control class. Learning outcomes tests and learning motivation questionnaire sheets were used to obtain data in this study, with a t-test performed to test hypotheses preceded by a prerequisite analysis test in the form of a normality test. The results of this study indicate that the implementation of the inquiry learning method has a positive and significant effect on the students’ learning outcomes. The group of students who took part in the learning with inquiry learning method obtained a better post test score which was equal to 76.25 compared to the group of students who followed conventional learning who obtained a post-test average score of 65.26.


2020 ◽  
Vol 2 (2) ◽  
pp. 79
Author(s):  
Fitriani Halimah ◽  
Lidiyatul Izzah

The purpose of this study was to investigate the effectiveness of the Semantic Boggle Game on building vocabulary transferability in foreign language students. The study was conducted in SMPN 177 Jakarta. The population in this study was all seventh-graders of which 7E of 35 students as the sample representative. The method used in this study was a quantitative method with a pre-experimental research design. In collecting the data, the writer used the students' pre-test and post-test. The data result indicates that the total students' pre-test scores are 2085 with an average score of 59,57. The total student's post-test score is 2745 with an average of 78,68. The results of the pre-test and post-test were calculated using a t-test. The calculation of the data result indicates that the t-count was 2,26 with t-table is 1,69 at the 0,05significance level. Therefore, this implies that the alternative hypothesis (H1) is accepted and the null hypothesis (H0) is rejected. The writers then concluded that using Semantic Boggle Game in teaching vocabulary is effective to build students’ vocabulary transferability.


2018 ◽  
Vol 5 (2) ◽  
pp. 165-179
Author(s):  
Megawati Kumalasari ◽  
Mochamad Bruri Triyono

Penelitian ini bertujuan untuk: (1) mengetahui kelayakan aplikasi Virtual PhysicsWorld sebagai media pembelajaran materi kesetimbangan benda tegar yang dihasilkan, (2) mengetahui kelayakan aplikasi Virtual PhysicsWorld yang dihasilkan untuk meningkatkan keterampilan penerapan fisika sehari-hari, (3) mengetahui peningkatan keterampilan penerapan ilmu fisika sehari-hari setelah menggunakan Virtual Physics World yang dihasilkan. Prosedur pengembangan menggunakan model pengembangan Allesi dan Trollip yang meliputi tahap perencanaan, desain, dan pengembangan. Ujicoba produk terdiri dari uji alfa dan uji beta. Uji alpha dilakukan oleh ahli media dan ahli materi yang masing-masing terdiri dari dua orang. Sedangkan uji beta dilakukan terhadap 27 siswa kelas XI SMA N 1 Yogyakarta. Penelitian ini menghasilkan Virtual Physics World yang memiliki (1) Kelayakan produk berdasarkan hasil validasi oleh ahli materi diperoleh skor rata-rata 3,47 (sangat layak) dan hasil validasi oleh ahli media diperoleh skor rata-rata 2,93 (layak). Sedangkan angket penilaian siswa terhadap produk mendapatkan skor rata-rata 3,82 (sangat layak), (2) Skor rata-rata keterampilan siswa mendapatkan nilai 82 untuk pre test dan 89 untuk post test. (3) terdapat peningkatan skor rata-rata post test terhadap pre test sebesar 7 poin. Sedangkan perhitungan N-Gain terhadap hasil tes siswa menunjukkan adanya peningkatan skor siswa dengan rincian 33% siswa pada kategori rendah, 60% siswa pada kategori sedang, dan 7% siswa pada kategori tinggi.Kata kunci: virtual physics world, pembelajaran fisika, keterampilan penerapan fisika DEVELOPING VIRTUAL PHYSICS WORLD AS INSTRUCTIONAL MEDIA OF STATIC MATERIAL TO IMPROVE DAILY PHYSICS APPLICATION PERFORMANCEAbstractThe research aims to: (1) reveal the feasibility of the Virtual Physics World as instructional media in statics material that is produced, (2) reveal the feasibility of the Virtual Physics World that is produced to improve daily physics application of students’ performance, and (3) reveal the improvement of daily physics application of students’ performance after Virtual Physics World  utilization. The developmental procedure is classified into planning, designing, and developing. Alfa test was done by media expert and content expert which each of it consists of two experts. Whereas beta test was done by 27 students grade XI SMA N 1 Yogyakarta. The research has produced Virtual Physics World which has (1) The result of feasibility assesment by content expert had score 3.47 (very feasible) and the result of feasibility assesment by media expert had score 2.93 (feasible). Whereas, the result of questionnaire by student had average score 3.82 (very feasible). (2)The average score of students performance on pretest is 82 and post-test is 89. (3)There is increase on post test score from pre-test score with the value 7. While N-Gain score of test data points out the increase of students’ score with details 33% students in low category, 60% students in average category, dan 7% students in high category.Keywords: Virtual Physics World, physics learning, physics application performance


2021 ◽  
Vol 13 (1) ◽  
pp. 16-31
Author(s):  
Helmi Kamal

Online game is suggested as a medium that can encourage learners' acquisition of Arabic vocabulary. This research aimed to find out the learners’ vocabulary achievement before applying online game to the learners and to describe the usage of online game in improving learners’ vocabulary achievement effectively. This research used Classroom Action Research. There were 30 learners involved. Teaching processes consisted of two-cycle. Interviews, observation, tests, and documentation were the instruments of this research. The results of the tests were analyzed by using SPSS 20; the results of the interview and observation were analyzed qualitatively. The author found that online game improves learners’ vocabulary. The average score in cycle I was better than the average score in cycle II. The Pretest results in cycle I showed the greatest score obtained by the learners was 76. While in the Post test of the cycle I, the greatest score obtained by the learner was 90. Whereas in cycle II, the greatest score obtained by the learners was 100. Based on the observation, the learners were more excited on studying and focus on finishing their task; the learners could understand well the subject was given, and the learners were more enthusiastic in memorizing vocabulary. The author had successfully provided a new experience for learners who always learn conventionally by involving into the appealing and interactive online game-based learning atmosphere. The author hoped this research could be guidance for the effectuality of the next Arabic language learning through the online game in the class.


2021 ◽  
Vol 14 (2) ◽  
pp. 157-168
Author(s):  
Tastin Tastin ◽  
Hani Atus Sholikhah ◽  
Sulastri Sulastri

This study aims to: Produce reading mateirals which is validm, practical and effective, the method used is the R&D development method with the tessmer development model which consists of 2 stages, namely: the preliminary stage and the prototyping stage using a formative evaluation flow. Therefore, it can be concluded: (1) The design of puzzle learning media for the initial reading material for grade 1 students at SDN 77 Prabumulih Sumsel can be used to test its validity seen from the assessment at the self-evaluation stage, (2) Produce puzzle learning media on the beginning reading material that valid in score of 92, material expert validation obtained an average score of 98, and linguist validation obtained an average score of 95, (3) Produces puzzle learning media is effective with an average pre-test score of 54 while the average post-test score of 89


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