scholarly journals English Learning with Powtoon Animation Video

2020 ◽  
Vol 4 (2) ◽  
pp. 110
Author(s):  
Megawati N.M.S ◽  
Utami I.G.A.L.P

The use of technology media for teaching young learners was really needed. In daily teaching, teacher rarely use the technology based on media. This happened because it was quite difficult to find the media which was appropriate with the syllabus. Therefore, the aim of this research was to develop PowToon Animation Video on fifth grade students of SD N 3 Banjar Jawa. This research used Design and Development as the method with ADDIE model as the research procedures. This research answered the research questions related to the development of the product. Some steps were conducted to develop the product. In developing the product, it needed analysis, designed the blueprint, asked for expert judgments before the product was developed, evaluated and revised the product. The result of this research was categorized as the best media based on the expert judgment rubrics. So it could be said that PowToon media was effective applied in elementary school, this would directly able to enrich the existing media technology in learning English.

2020 ◽  
Vol 25 (1) ◽  
pp. 33
Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Dwi Agus Kurniawan ◽  
Qalbi Shanaz Anandari

This research develops e-module teaching materials by using a digitalized book application based on ethno constructivism and also discerns students' responses to the e-modules. We employed the ADDIE model (Analysis, Design, Develop, Implement, and Evaluate) to create the books. The ADDIE model consists of five steps, namely (1) introduction, (2) planning, (3) development, (4) implementation, and (5) evaluation. The subjects of this study were 21 fifth-grade students of elementary schools 112/I. The re-sults of this study captured that the product was favored by most of the students with percentages of interest (72.73%), motivation (77.27%), and perception (63.6%).


Author(s):  
Beny Hamdani

AbstractThis paper critically aims to enhance English vocabularies among EFL young learners of the fifth grade students through picture-word inductive model at elementary school Zainul Hasan Genggong Probolinggo in the academic year of 2019-2020. The research problem is How is the effective picture-word inductive model to enhance vocabulary among young learners of elemantary school Zainul Hasan Genggong Probolinggo? The type of the research is classroom action research. It was conducted in two cycles. The subjects of the research were 20 students of fifth grade. The data were collected from the test, interview, documentation and observation. The result showed that the students had increased their English vocabulary mastery which can be seen from the test result provided by the researcher. This is the evident from the test result that overall there was an increase in the English vocabulary mastery of 5 grade students as much as 50.70 % in the first cycle and 85.54 % in the second cycle. Meanwhile, the observation result showed that the students seemed more enthusiastic during the learning process.  In reference to the actions conducted in two cycles, the use of the picture-word inductive model enhances the students’ vocabulary by practicing words into sentences and more attention on mechanical aspects such as spelling and pronunciation. Keywords : Young Learners, Vocabulary Mastery, Picture-word inductive model.


2018 ◽  
Vol 2 (3) ◽  
pp. 294
Author(s):  
I.M.A. Gunottama ◽  
G.A.P Suprianti

This research aimed to develop digital game ‘e-CALF’ as a self-directed learning media in teaching English for fifth-grade students of elementary school. The subject of this research was thirty eight of fifth-grade students in SD Lab UNDIKSHA Singaraja at even semester academic year 2017/2018. This research classified as ‘Research and Development’ (R&D) in which it was adapting the five procedures of ADDIE model by Romiszowski (1996) in Tegeh, Jampel, and Pujawan (2014). Since this research was adapting the ADDIE model, the procedures used were limited until ADD only. The three procedures consist of Analyze, Design, and Development. In conducting the procedures, some instruments were used to operate this research. There interview guide, observation sheet, expert judgment rubric, item of questionnaire, and researcher diary. At the end of this research, there was a prototype product called e-CALF media which was in a form of a digital game. The result of this research is one e-CALF media that was developed based on syllabus competences, syllabus analysis, and also characteristics of media developed based on four topics which are public places, things and transportation, family tree, and describing people. Each topic consists of three types of questions which are vocabulary lists; fill in the blank, and comprehension. In the term of quality, based on the result of expert judgment it was found that e-CALF media was categorized as an excellent media. Furthermore, this media was proper to use for teaching English for fifth-grade students of elementary school


2019 ◽  
Vol 7 (2) ◽  
pp. 70
Author(s):  
Abdullah Farih ◽  
Wahyu Maulidah

The research aims at developing vocabulary materials based on Word Bubble Games for the students of Elementary School students’. The main purpose of this study is to help the English teachers to create fun activities in teaching English by introducing traditional Word Bubble games to the students. To reach the purpose of the study, the researcher employed Research and Development method (R&D) and adapted ADDIE’ model. The researcher used three instruments to obtain the data such as interview, questionnaires and observation. The obtained data will be classified based on the instrument used. To show the results, the researcher explained them in quantitative and qualitative approach. The results show that most of fifth grade students of MI Fathul Huda give a good response toward the developed games. In addition, the experts gave an excellent judgment to the developed materials. After finishing all the stages, the researcher finally provided prototype product. The prototype product is a handbook for the teachers to teach vocabulary. The book entitled “Gladhi English” which comprises of six lessons and ten games which have been modified in order to be applicable in teaching vocabulary. Key words: Word Bubble Games, Teaching Vocabulary


Author(s):  
Shanta Rezkita ◽  
Latifatun Mukaromah

<em>Education in the era of disruption must maintain the value of the nation's character. Ecotourism Pancoh has the potential as an educational space for environmental character. The packaging in comics is useful for civilizing literacy. This study aimed to describe the way of developing and knowing the quality and feasibility of ecotourism-oriented thematic strip comics. This study was research and development by adapting the model of Borg &amp; Gall. The data were collected by observation, unstructured interviews, and questionnaires. The comic trials were conducted for fifth grade students of Bhayangkara Elementary School, Yogyakarta. The data were analyzed by using qualitative and quantitative techniques. The assessment score of the media expert validation was 92,11 (very good), material expert was 95,33 (very good), teacher was 95,50 (very good), and student responses were 100 (very good). Thus the Pancoh ecotourism-oriented thematic strip comic was very feasible as a learning resource for elementary school students.</em>


2019 ◽  
Vol 3 (1) ◽  
pp. 78-87
Author(s):  
Maria Leswinda Wulan ◽  
N. A. Drajati ◽  
Sumardi Sumardi

This study is the author’s autobiography as a novice teacher in teaching fifth-grade students with multimodality. İ have been teaching young learners for five years in one of an elementary school in Indonesia. Until this day, I am still in the quest to find the best method to develop young learners’ reading proficiency. I also want to change their perspective about reading. İt is necessary to create a reading process which is enjoyable and not boring in the classroom. Young learners who were born in the 21st century, digital natives and non-traditional learners. Multimodality consists of several different modes. Each mode is meaningful and has a role. As a teacher, I could design each mode based on her students’ needs and what they were familiar with.


2019 ◽  
Vol 2 (1) ◽  
pp. 243
Author(s):  
Suanah Suanah

Education has a major influence on the formation of character and human personality, so that the quality of human resources is determined by the level of education pursued by students. Elementary School Mathematics Lesson V in the perception of most students is still considered difficult because it is abstract with calculation formulas and must use logic to analyze it. The purpose of the study was to develop Wix web-based learning media design material for elementary class V Mathematics space. Research design was development research carried out based on 6 stages of the process namely concept, design, material collection, manufacture, testing and publication. The subject of the study consisted of media experts, material experts and sample classes consisting of 29 fifth grade students at SD 1 Babakan Elementary School in Parungkuda District. Data collection techniques were carried out through the media expert test questionnaire and material expert test and user response questionnaire conducted by students. The results of the development of instructional media are based on the assessment of media experts and material experts, namely the need for improvement for the scope of the material presented is more complete and more interactive to facilitate material search. The criteria for the assessment of product trial instruments carried out by students get an average score of facilitation aspects of 2.753, the attractiveness aspect is 2.697 and the benefit aspects of the product are 2.583 so that based on the assessment indicators the product is in good criteria.


2018 ◽  
Vol 6 (2) ◽  
pp. 96
Author(s):  
Lalu Abdul Aziz

This study aims to develop a valid and effective teaching material on grade V Mathematics subjects in elementary school and to find out the results of the development of snake ladder game media in fractional counting operations in class V students. namely the Define, Design, and Develop stages adopted from the FourD Thiagarajan model. The formulation of the problem in this study is how to develop a valid and effective snake ladder game learning media on math subjects operating material to calculate the V class fractions of elementary school in academic year 2017/2018. The results showed that the quality of the snake ladder game media in mathematics learning for elementary school students in grade V was included in the good category, with an average score of material aspects 68.2, from the media aspect 72.25, from a scale of 1-5. The results of the distribution of motivation questionnaires conducted in the field trials with a total of 17 students amounted to 98.42%. This means that the game of the snake game shows that the use of this snake game media has a good impact on improving the learning motivation of fifth grade students at SDN 24 Cakranegara.


2017 ◽  
Vol 1 (2) ◽  
pp. 71-81
Author(s):  
Tustiyana Windiyani

ABSTRACTThe research is an action research aiming at improving the learning output of social science using cooperative learning model of Numbered Head Together. The subjects of the research are the fifth grade students of Sekolah Dasar Negeri Batu Kembar in the even semester, the year of 2015/ 2016 with the number of students of 21 consisting of 12 boys and 9 girls. The research used cycling procedure containing four steps of planning, doing, observing, and reflecting. The action research is done in two cycles. Each cycle is conducted in one meeting. After the implementation of Numbered Head Together, the learning output of students social science improves from the first to the second cycle. The result shows that the average score in the first cycle is 65, and the learning completion is 50.00%, while in the second cycle, the average score is 74 and the learning completion is 85.00%. The learning process score in the first cycle is 75.75%, and it improves in the second cycle to be 90.00%. The result of students behavior observation shows improvement of students discipline, cooperation, bravery which in the first cycle is 80.50% and it improves in the second cycle to be 85.50%. Therefore it can be inferred that the implementation of the cooperative learning model of Numbered Head Together is able to improve the learning output of the fifth grade students social science in an elementary school. Keywords: Learning Output, Social Science, Numbered Head Together.ABSTRAKPenelitian ini merupakan penelitian tindakan kelas yang bertujuan untuk meningkatkan hasil belajar mata pelajaran Ilmu Pengetahuan Sosial melalui penerapan model pembelajaran kooperatif Numbered Head Together. Subjek penelitian ini adalah siswa Sekolah Dasar Negeri Batu Kembar kelas V semester genap tahun pelajaran 2015/ 2016 dengan jumlah siswa sebanyak 21 siswa, terdiri dari 12 siswa laki-laki dan 9 siswi perempuan. Prosedur penelitian dilaksanakan bersiklus yang terdiri dari empat tahap, yaitu: perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Pelaksanaan tindakan kelas ini dilakukan dalam dua siklus. Setiap siklus dilaksanakan satu kali pertemuan, setelah diterapkan model pembelajaran Numbered Head Together hasil belajar Ilmu Pengetahuan Sosial siswa meningkat dari siklus pertama ke siklus kedua. Hasil penelitian menunjukkan bahwa nilai rata-rata hasil belajar pada siklus I memperoleh nilai 65, dengan ketuntasan hasil belajar sebesar 50,00%, sedangkan siklus II memperoleh nilai rata-rata 74 dengan ketuntasan belajar 85,00%. Begitu pula dengan penilaian pelaksanaan pembelajaran pada siklus I sebesar 75,75%, meningkat pada siklus II sebesar 90,00%. Sedangkan hasil observasi perilaku siswa menunjukkan adanya peningkatan pada sikap berupa disiplin, kerja sama dan keberanian yang diperoleh pada siklus I dengan persentase sebesar 80,50% dan meningkat pada siklus II sebesar 85,50%. Dari hasil penelitian dapat disimpulkan bahwa Penerapan Model Pembelajaran Kooperatif Numbered Head Together dapat Meningkatkan Hasil Belajar Pada Mata Pelajaran Ilmu Pengetahuan Sosial di kelas V Sekolah Dasar.Kata Kunci: Hasil Belajar, Ilmu Pengetahuan Sosial, Numbered Head Together.


2018 ◽  
Vol 2 (3) ◽  
pp. 336
Author(s):  
Ni Pt Rasni Karwati ◽  
Km Ngurah Wiyasa ◽  
I Kt Ardana

This research aims to determine the significance of the difference in science learning results between the group of fifth-grade students in Gugus I Elementary Schools, North Kuta District, in the school year of 2017/2018, that take lessons with the multimedia-assisted probing-prompting learning model and the group of students that take lessons with the conventional learning. The design of this research is a quasi-experimental research with the nonequivalent control group design. The population of this research are all the fifth-grade students of Gugus I Elementary Schools in North Kuta District that still implement the KTSP, which consists of 10 classes with a total of 339 students. The sampling is conducted using the random sampling technique. The sample in this research are the students of class VB in SD (Elementary School) No.7 Dalung, with 36 students as the experiment group and the students of class VB in SD No.4 Dalung with 28 students as the control group. The data collection is conducted using the test method in the form of the multiple choice objective test. The science learning results are analyzed using the t-test. Based on the average the experiment groups =80,89 > the control group =72,85, which means that the multimedia-assisted probing-prompting learning model has an influence on the science learning result. Based on the hypothesis test, tvalues =4,517> ttable =2,000, with dk=62 and a significance level of 5%. Based on the test criteria, H0 is rejected and Ha is accepted. Thus, it can be interpreted there is a significant difference the science learning result between the group of students that were taught using the multimedia-assisted probing-prompting learning model and the students that were taught using the conventional learning. It can be concluded that the the multimedia-assisted probing-prompting learning model has an influence on the science learning result of the fifth-grade students in Gugus I Elementary School, North Kuta District, in the school year of 2017/2018. Keywords : probing prompting, multimedia, science learning result


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