scholarly journals IMPROVING VOCABULARY USING INITIAL LETTERS GAMEAT THE FOURTH GRADE OF SDN HARAPAN 01 CIMAHI

2019 ◽  
Vol 1 (2) ◽  
pp. 139
Author(s):  
Siti Solah Heha ◽  
Deshra Lies Nurafifah ◽  
Maudyna Rossa Pradita

Improving Vocabulary Using Initial Letters Game at The Fourth Grade of SDN Harapan 01 Cimahi. This research conducted to find out students' vocabulary achievement through initial letter game. The subjects of this research were class IV of SDN Harapan 1 Cimahi. The data collected using Classroom Action Researchincluding two cycles and each cycle consist of pretest and the post-test of vocabulary tests. After the implementation of initial letter game activities in first cycle and second cycle, the students’ vocabulary score is getting better. It can be seen from the result of the students’ post-test average score,cycle 1 was 67,50 and cycle 2was 85,2. The result showed thatInitial letters game can improved the students' vocabulary and can motivated students for learn English 

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.


2020 ◽  
Vol 4 (2) ◽  
pp. 96
Author(s):  
Alice Yeni Verawati Wote ◽  
Mardince Sasingan ◽  
Okvin Elserlis Kitong

The aim of this research was to determine the significant difference in the application of quantum teaching learning model in natural science subject. This research was conducted on fourth grade students of SD INPRES Kupa-Kupa with the population of 20 students. The sample of this research divided into control group consisted of 10 students and the experimental group consisted of 10 students. This research used a post-test only design. Data analysis used normality, homogeneity and hypothesis test. The result showed that the average score obtained by post test of experimental group, it was 87 higher than control group, it was 52. The t-count = 14.42 > t-table = 2.228, it could be concluded that H0 was rejected and 𝐻𝑎 was accepted or the application of a quantum teaching learning model could improve the learning outcomes on fourth grade elementary students


2020 ◽  
Vol 2 (1) ◽  
pp. 20-25
Author(s):  
Maria Ulfah ◽  
Nasrah Nasrah

This type of research is a pre-experimental research in the form of One Group PreTest Post Test Design which is an experiment in which implementation only involves one class as an experimental class that aims to determine the effect of the use of outdoor study methods by utilizing the environment as a learning resource for learning outcomes of science in class students IV SD Inpres Bontomanai, Tamalate District, Makassar City. The subjects of the study population were Grade IV students of SD Inpres Bontomanai consisting of 2 classes with randomly selected samples (random classes) so that Class IV A. . Whereas the posttest obtained an average score of 66.94. Based on the results of inferential statistical analysis using the t test it is known that the tcount obtained was 4.41. Degrees of freedom (d.b) = 20-1 = 19 with a significance level of 0.05 obtained ttable = 2.09. So, tcount> ttable or 4.41> 2.09, then Ho is rejected and Ha is accepted. This means that the use of outdoor study methods by utilizing the environment as a learning resource affects the learning outcomes of science in class IV A students of SD Inpres Bontomanai, Tamalate District, Makassar City.


2021 ◽  
Vol 20 (2) ◽  
pp. 216-224
Author(s):  
Reza Indrawan ◽  
Emzir Emzir ◽  
Endry Boeriswati

ABSTRACT   This research aims to improve the Arabic reading skills of fourth grade of SDIT Segar Amanah students through the Look and Say technique. The subjects of this research were 32 students of fourth grade SDIT Segar Amanah. This research used a Classroom Action Research method with a model from Kemmis and Mc Taggart which consisted of planning, acting and observing, and reflecting throughout 2 cycles. The data was collected using test and observation guidelines for teaching and learning activities and observation guidelines for teacher and student. This research shows that the Look .and Say technique can improve students' reading skills in Arabic with the difference in the results of the pre-test, post-test cycle 1 and post-test cycle 2 with the class average score in the pre-test is 49.5.  Then the average score results in the post test cycle 1 was 67.2 and the result of the class average score in the post-test 2 was 78.3. Keywords : Arabic Reading Skills, Look and Say


2019 ◽  
Vol 6 (1) ◽  
pp. 34-48
Author(s):  
Iseu Synthia Permatasari ◽  
Nana Hendracipta ◽  
Aan Subhan Pamungkas

AbstrakPenelitian ini bertujuan untuk mengembangkan media pembelajaran berupa video animasi hands move dengan menggunakan aplikasi videoscribe dan camtasia studio 8 pada materi kegiatan ekonomi berdasarkan potensi alam, untuk mengetahui tingkat validitas media pembelajaran video animasi hands move yang dikembangkan, untuk mengetahui respon pengguna, serta mengukur pemahaman peserta didik. Subjek penelitian ini adalah peserta didik kelas IV SDN Kaligandu Kota Serang yang berjumlah 20 peserta didik Tahun Pelajaran 2018/2019. Hasil penelitian adalah (1) didapatkan skor rata-rata dari validasi ahli dengan presentase sebesar  86,19% yang termasuk dalam kategori “sangat layak” (2) skor rata-rata respon peserta didik dengan presentase sebesar 93,18% yang termasuk dalam kategori “sangat baik” (3) skor rata-rata respon guru dengan presentase sebesar 100%  yang termasuk dalam kategori “sangat baik” (4) skor rata-rata pre-test 39,25 dengan kategori “kurang” sebelum menggunakan media video animasi hands move dan post-test sebesar 83 dengan kategori “sangat baik” setelah menggunakan media video animasi hands move yang telah mengalami peningkatan sehingga dapat disimpulkan media pembelajaran video animasi hands move dengan konteks lingkungan layak digunakan serta dapat memberikan pemahaman kepada peserta didik kelas IV pada materi kegiatan ekonomi berdasarkan potensi alam. Kata kunci      : Media Pembelajaran, Video Animasi, Videoscribe, Camtasia Studio 8, Ilmu Pengetahuan Sosial AbstractThis study aims to develop learning media in the form of video animation hands move using applications videoscribe and camtasia studio 8 on economic activity material based on natural potential, to determine the validity level ofanimation video learning media hands move developed, to determine user response, and measure learners' understanding. The subjects of this study were the fourth grade students of Kaligandu Elementary School in Serang City, which numbered 20 students in the 2018/2019 Academic Year. The results of the study are (1) obtained an average score from expert validation with a percentage of 86.19% which is included in the category of "very feasible" (2) the average score of students' responses with a percentage of 93.18% which is included in the category "Very good" (3) the average score of the teacher's response with a percentage of 100% which is included in the "very good" category (4) the average score of pre-test 39.25 with the category "less" before using video animation media hands move and post-test amounting to 83 with the "very good" category after usingvideo animation media hands move that has improved so that it can be concluded that learning media animation videos hands move with an environmental context feasible to use and can provide understanding to class IV students on material economic activities based on natural potential. Keywords: Learning Media, Video Animation, Videoscribe, Camtasia Studio 8, Social Sciences


2020 ◽  
Vol 5 (2) ◽  
pp. 133
Author(s):  
Nirmala Nirmala ◽  
La Ode Nggawu ◽  
Wa Ode Fatmawati

The researcher investigated the effect of whole brain teaching method toward students vocabulary achievement at SMPN 17 Kec. Kep Masaloka Raya. The design of the research was pre-experimental design. The population of the research were all the seventh grade students of SMPN 17 Kec. Kep. Masalaoka Raya. In taking sample the researcher using purposive sampling then the researcher chose class VII A of SMPN 17 Kec. Kep. Masaloka Raya which are consist of 28 students. The research used three kinds of vocabulary instrument. The instrument were fill the blank, match word, and rearrange word. The vocabularies test consist of 10 items each test. The test complied by the researcher based on the material in English book in the seventh grade, entitled Ring of The bells. In this research, quantitative data was collected and analyzed by using paired sample t test in SPSS 16.0. the result of the analysis show that the probability value (p) was lower than alpha value (α) at the level significant 95% (0.000 ˂ 0.05). This finding result justified that there was significant differences between students vocabulary score on pretest and post-test or there was significant effect of applying whole brain teaching method toward student vocabulary achievement at seventh grade of SMPN 17 Kec. Kep. Masaloka Raya after treatment. The result prove that the hypothesis of the research was accepted H1 but H0 was rejected.


2019 ◽  
Vol 1 (2) ◽  
pp. 134-143
Author(s):  
Sovia Elsani ◽  
Akhmad Nugraha ◽  
Yusuf Suryana

Video media can help students in effectively understanding to abstract concepts. Many students did not perform their work and difficult to understand the abstract concept of the animals’ life cycle. The lack of understanding was caused by the lack interactive and conventional material delivery by the teacher. Teacher tried to improve students’ learning outcomes by developing strategies in learning science through videos. Therefore, this study aimed to describe the use of video media on the animals’ life cycle material on fourth grade learning outcomes. This quantitative research used quasi experimental design with pre-test and post-test by using a written test as instrument. The subjects of this study were students of class A and B of fourth grade of Mugarsari Elementary School. Based on the findings, the implementations of learning through videos positively enhance learning outcomes. By well-designed research plan and implementation of activities through learning videos, the students’ learning outcomes of experimental class improved. The the average score of experimental class learning outcomes by using video media is higher than the control class without using video media. Based on testing the hypothesis using the SPSS program version 20.0, t obtained 2.127 was higher than table of 2.034 with a significant level (α = 0.05). It concluded that there is a significant different on students’ understanding before and after learning by using video


2022 ◽  
Vol 7 (02) ◽  
pp. 675-684
Author(s):  
Ranta Marici Sartika ◽  
Mai Sri Lena

This research aims to increase student learning outcomes using the Team Quiz model in class IV SD Negeri 12 Padang Kubu. This research is included in the type of CAR research using qualitative and quantitative approaches. The subjects of this research were teachers and 16 fourth grade students. This research was conducted in two cycles. As a result of this research proves the development that occurs in cycles I and II. The planning aspect of Cycle I obtained an average of 81.94 (B) developed in Cycle II 94.44 SB). In the implementation of the teacher education aspect in the first cycle, the average score was 88.63 (SB) then increased to 97.72 (SB) in the second cycle and 85.22 increased to 95.45 in the student implementation. While student learning outcomes obtained an average of 69.09 and 80.46 in the second cycle


Author(s):  
Indah Eka Destry, Yulia Sari Harahap

There are some factors have influenced in teaching vocabulary. The creative teacher will use teaching method which appropriate with the students condition in the class and can attract them to be more interested in learning English especially vocabulary achievement. The aim of this research is to find the significance of Bingo Media in teaching English Vocabulary was observed and analyzed from students of eighth grade of SMP S Al – Washliyah 27 Medan. In this research, Bingo as media was implemented with discussion method in order was chosen in this research to solve the problem. The method of this research is quantitative by taking 60 students as the sample. The population of this research was all grade VIII students  and the sample of this research were VIII – A as the experiment class, grade VIII – B as the control class. Instrument of the research was used multiple choice about Descriptive text. After the research gave the treatment by used Bingo in teaching Vocabulary it showed that pre-test average score of experimental group was 83,67 and control group was 69. Meanwhile, the post-test average of experimental groups was 59,33 and control group was 55. The research above the used Bingo and implementation of discussion method significantly affected on students vocabulary achievement. It could be concluded that the use of Bingo increasing students vocabulary achievement was affective. The result that found in this research was t observed was 6,94 and t table 2,00. It can state that there is significant difference between from students vocabulary scores taught by using Bingo and without Bingo. It means that Bingo Media are quite effective in improving students vocabulary achievement.


Author(s):  
Rina Rusita ◽  
Muhammad Hanif ◽  
Sudarmiani Sudarmiani

This study aims to improve students’ social sciences learning achievement for fourth-grade students at the state elementary school of Campursari, Sambit, Ponorogo regency in the academic year 2019/2020. The subject lesson on students’ tasks through the STAD learning model (student teams-achievement divisions) assisted by pictorial card media. The research design was used as a qualitative-quantitative method or mixed-method. This type of research commonly called classroom action research which consisted of three cycles. The research subjects were 20 students from fourth-grade students. The instruments were used conducting observation, tests, and documentation techniques. To collect the data, I used observation sheets of STAD model learning implementation, student activity observation sheets, group activity widths, and post-test questions. The results showed that the use of the STAD learning model assisted by the pictorial card media definitely can improve the students’ social sciences learning achievement of fourth-grade students. This enhancement is witnessed by the increasing of the average score of pre-cycle learning achievement from 60 increased to 73.50 in the first cycle, then increased 85.25 in the second cycle, finally increased up to 88.75 in the third cycle. The percentage of pre-cycle learning achievement from 40% increased to 75% in the first cycle, then increased to 85.25% in the second cycle, finally increased again until 100% in the third cycle. The writer states that the application of the STAD learning model assisted by the pictorial card media absolutely can improve the students’ social sciences learning achievement.


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