scholarly journals Developing Digital Game E-Calf as Self-Directed Learning Media for the Third Grade Students of Elementary School at SD Lab Undiksha Singaraja

2018 ◽  
Vol 2 (3) ◽  
pp. 280
Author(s):  
Ida Ayu Sri Mahadewi ◽  
I. A. N. W. S. Mahayanti ◽  
I. A. M. I. Utami

This study aimed at developing e – CALF as self directed – learning media for teaching English for third grade students of elementary school. This study was conducted at SD LAB UNDIKSHA Singaraja, in which the subjects of this study were the third grade students in III class. This study used ADDIE model. Since it is still a prototype media, there were only three procedure used namely Analysis, Design, and Develop. The data were collected by using observation sheet, teacher’s interview guide, students’ questionnaire, expert judgment rubric and syllabus analysis. The result of this research is a digital game media named e – CALF as self – directed learning media in form of application.  The digital game of e – CALF consists of four topics namely part of body, days, school environment, and animals. To know the quality of the digital media, the result from expert judgments rubric was used. Based on the result of expert judgment rubric, it is find that the digital media of e – CALF is categorized as excellent digital game and also proper to use for learning English for third grade students.

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


2015 ◽  
Vol 5 (2) ◽  
Author(s):  
Nur Hidayah

Background The lack of home learning readiness highly influences the learning process. The preventive way by self-home learning may bring positive effects, namely they will be able to understand the teacher’s explanation or tutorial and do what is being instructed in accomplishing assignments or answering questions. Purpose: was to find out the effects of anticipatory guidance on the learning readiness in the third-grade students of elementary school. Method Quasi-experimental with pretest-posttest control group design. The population involved all third-grade students of SDN Sidomoro 1, Kebomas sub-district, Gresik in which 98 respondents were taken as the samples by applying the total sampling technique. The respondents were then classified into two groups: control group and study group, 48 students each. The instrument: observation sheet. The data analysis using descriptive statistic. Result findings the pre-test value of the study group on good learning readiness was shown by 9 students (34.7%). Compared to the post-test value with the same group, 40 students (81.6%) were in good category. On the other hand, among the control group, the pre-test value showed that 20 students (40.8%) also had good learning readiness, whereas the post-test value described that 17 students (36.7%) were also in good learning readiness. Conclusion Based on the result presented above, providing of anticipatory guidance for students of elementary school is very important to increase the readiness of student’s self-learning for the positive effect, learning achievement.


2018 ◽  
Vol 2 (3) ◽  
pp. 285
Author(s):  
Yuda I. W. A. K.

This research aimed to develop digital game e-CALF as self-directed learning media. The subject of this research was 23 students (30%) of first grade students at SD Lab UNDIKSHA Singaraja. The design of this research adapted to research and development ADDIE model proposed by Romiszowski (1996). Since, it was still a prototype product, there were only three procedures used namely Analyze, Design and Development. In collecting the data, some instruments were used to conduct this research. There were observation sheet, teacher’s interview guide, expert judgment rubrics, students’ questionnaire, and syllabus analysis. In the end of this research, there was a prototype product named e-CALF as self-directed learning media in form of application. The result of this research is digital game that is developed based on syllabus analysis and the students’ needs. It is developed based on four topics namely; family, things in the classroom, fruits, and vegetables. Each topic consists of six sheets; there are two sheets about the vocabulary, two sheets about filling the blank text, and two sheets about comprehension text with the questions. Based on the result of expert judgment rubrics, it is found that e-CALF is categorized as excellent media. Thus, this prototype product is proper to use for learning English for first grade students


2019 ◽  
Vol 2 (1) ◽  
pp. 24-35
Author(s):  
Ira Ida Yustina

The objectives of the study are to describe and find out the effectiveness the teaching of English vocabulary using games involving pictures in class activities at the third grade students of Elementary School. This study is action research. The subject of study is the third grade students of Elementary School of Piri Nitikan Yogyakarta. There were 17 students in the class. The data were collected from the observation, interview and test. The data were analyzed from field notes, interview transcript, the observation sheets and test result. It is concluded that using games involving picture in the class can make some progress to the students. The students can increase their vocabulary mastery and their ability both in writing words and in speaking. The students can pronounce the English words correctly. Besides, using games involving picture make the students active and enjoy English class.


2020 ◽  
Vol 8 (1) ◽  
pp. 18-24
Author(s):  
Angela Wyda Setiyani ◽  
Joko Sukoyo ◽  
Hardyanto Hardyanto

Students of Grade III of Elementary school began to be taught Javanese script. The student has some problems when studying Javanese script that is difficult to distinguish and the use of media of learning of Javanese script is limited. Based on these problems found the idea of developing the media of Pansus Raja for the learning of third-grade students of Elementary School in Semarang regency. The problems in this research are: (1) how the needs of teachers and students of the third grade of Elementary school in Semarang regency to Pansus Raja, (2) how to develop the media of Pansus Raja, and (3) how to validate expert lecturers. The method used in this research is Research and Development (RnD) using a data analysis technique that is descriptive qualitative technique. After Pansus Raja was created, then tested to the expert lecturers. The revitalized Pansus Raja tried out to Elementary School. The result of the trial is the media Pansus Raja proved to increase students' understanding of Javanese script.  


2018 ◽  
Vol 2 (2) ◽  
pp. 231
Author(s):  
Indah Perdana Sari ◽  
Intan Kurniasari Suwandi ◽  
Susi Setyowati

This study aims to understand the influence of the storytelling method towards the third-grade students’ character in doing cooperation in Pujokusuman Yogyakarta Elementary School. The research is research quasi-experiment with a nonequivalent-group pretest-posttest research design. The subject of the study is the students of class III B and III C Pujokusuman Yogyakarta Elementary School consisted of 49 students. Class III B isconsisted of 24 students and it becomes the class control, while class III C is consisted of 25 students and it becomes the class experiment. The researchers utilized observation sheet as the research instrument. The data analyzing technique was conducted through the first independent sample t-test with the significance 5 % (alpha = 0,05). This research result indicates that storytelling method is significant in increasing the third-grade students’ character in doing cooperation in Pujokusuman Yogyakarta Elementary School. This is proven by the t-test resulted 0,00 < 0,05; so H0 is rejected, it means that there is a significant difference between the average observation result of the students’ character in doing cooperation in the two classes: class control and class experiment. From the research result, it can be concluded that storytelling method enhances the third-grade students’ character value in doing cooperation in Pujokusuman Yogyakarta Elementary School.


2018 ◽  
Vol 10 (2) ◽  
pp. 45
Author(s):  
Nia Nuryanti Permata

It is said that soft skills are needed to have a successful life and career for students and can be trained in classroom by conducting collaborative learning. Then, polytechnic students have collaboration learning in their English classroom activity which is useful for their soft skills achivements. However, the students which have different level can have different perceptions on it. This research tries to compare students’ perceptions on their soft skills acquirement in the use of collaborative learning in English classroom in a state polytechnic. The first group is the freshmen, meanwhile the second group is the third grade students of Diploma 3. The study employs a qualitative research design, which is a case study. The data are gained from questionnaire, then observation and interviews are used to triangulate the data. The findings show that the freshmen perceive that they acquire soft skills in 90.9%, meanwhile the third graders are in 84.9%. This concludes that freshmen soft skills acquirement is higher than the third graders. It is recommended that collaborative learning method should be continued to develop the students’ soft skills, and the type of collaborative learning should be more appropriate for different grades of students. 


2018 ◽  
Vol 2 (4) ◽  
pp. 365
Author(s):  
Wiwik Kumala Dewi

The problem revealed in this study is how effective the Sort Card learning model is on social studies learning towards the learning outcomes of third grade students of Karangroto 04 State Elementary School in Semarang City. The purpose of this study was to determine the effectiveness of the Sort Card learning model on social studies learning on the learning outcomes of third grade students of Karangroto 04 Public Elementary School in Semarang City. This type of research is quantitative. The population in this study were class III students totaling 30 students and the design used for this study using One-Group Pretest-posttest Design. Data collection methods used are observation, tests, interviews, and documentation. The results of the study revealed the average value of pretest students 43,74 and the average posttest score of students was 88.86. From the calculation using the t-test, it is obtained t_count = 16.034 and ttable = 2.045 with db = 30-1 at the significant level α = 5%, so that t_count > t table is 16,034 > 2,045. So Ho is rejected and Ha is accepted. It can be concluded that the sort card model is effective against student learning outcomes. Based on the results of this study the suggestions that can be conveyed are expected teachers can use the sort card learning model in teaching and learning activities, especially social studies subjects


2019 ◽  
Vol 2 (1) ◽  
pp. 40
Author(s):  
Nuril Mufidah ◽  
Umi Salamah ◽  
Imroatul Muthoharoh ◽  
M. Irfan Islamy

This study aims to develop learning media in the form of videos called "Al-Mutho" videos on Haalatul Hadiiqoh material in third-grade students of elementary school. This is qualitative descriptive research and type of case study that aims to determine students' perceptions in using ‘Al-Mutho” videos. The results showed that students felt happier and eager to learn vocabulary (mufrodat) by using the video "Al-Mutho." Also, students are also able to remember ten new vocabulary words that are taught in one time face to face. This can be seen from the ability of students to answer the questions given quickly and precisely. Based on the results of the study it can be concluded that the video "Al-Mutho" can be used as an alternative media for mufrodat learning in Arabic for elementary schools. 


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