scholarly journals Designing LEEF (Learning English Easy and Fun) as Learning Media for the Seventh Grade of Junior High School

2021 ◽  
Vol 2 (3) ◽  
pp. 372-386
Author(s):  
Iin Baroroh Ma'arif ◽  
Yuyun Bahtiar ◽  
Muthoharoh

This research aims at designing a learning media which named LEEF (Learning English Easy and Fun) as English learning media for seventh grade students of Junior High School. This learning media consists of some materials and exercises which is appropriate and feasible to be studied for students. All materials in this media are based on junior high school syllabus of K13 curriculum. The research method used in this research is Research and Development. This development used ADDIE model which have several steps, those are; 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The result of this research shows that from the media validation result got 4.00 score it was in “fair and worth to use” category, and the material validation got 3.86 score. The students’ responses of try out result score 4.26 were in “fair and worth to use” category. By having those result, this LEEF (Learning English Easy and Fun) is feasible to be used as a learning media for seventh grade students of junior high school. Furthermore this research can be used as reference to other researchers in developing English learning media in different level of students.  

2018 ◽  
Vol 1 (3) ◽  
pp. 329-335
Author(s):  
Yosi Marenda Wirawan ◽  
Rizki Wahyu Yunian Putra

The purpose of this study is to know whether the development of teaching materials gamification for seventh-grade students is feasible and interesting for use in junior high school. The subjects of the experiment were seventh-grade students at SMP Bandar Lampung. This research method is Research and Development (R&D), which a using Borg and Gall development model. The results of the assessment are: the expert assessment of the material giving a scored with an average percentage of 76% is categorized as highly feasible, the media or design experts scored with an average percentage of 71% categorized as feasible and the linguist gave a score with an average percentage of 69% categorized as feasible. In small group trials, an average of 3,6 was obtained with very attractive and feasible categories. In the field trial, it was found that the average of 3,4 was obtained with very attractive and feasible categories and the teacher's response to the materials gamifikasi, it was found that the average of 3,3 was obtained with very attractive and feasible categorized. So it can be concluded that the gamification teaching materials on the are categorized very attractive and feasible for use in mathematics learning in junior high school.


2014 ◽  
pp. 562-573
Author(s):  
Martiningsih Martiningsih

diterima: 05 Januari 2013; dikembalikan untuk revisi: 19 Januari 2013; disetujui: 6 Februari 2013.Abstrak: Matematika dianggap sulit, dan saat pembelajaran Matematika siswa cenderung kurang termotivasi untuk belajar, maka guru harus mengupayakan kemudahan dalam belajar dengan mempergunakan media yang sesuai. Tujuan penelitian ini adalah untuk meningkatkan prestasi belajar Matematika materi irisan dan gabungan dua himpunan dengan menerapkan Portal Rumah Belajar pada Kelas VII A SMP Muhammadiyah 1 Surabaya tahun ajaran 2012 - 2013. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK). Dalam penelitian ini dilakukan dua siklus dan tiap siklus terdiri dari 4 langlah yaitu : (1) perencanaan, (2) pelaksanaan, (3) observasi, dan (4) refleksi.Hasil penelitian Penggunaan Portal Rumah Belajar pada siswa Kelas VII A SMP Muhammadiyah 1 Surabaya, terbukti meningkatkan prestasi belajar siswa, sebelum tindakan siswa yang tuntas belajar sebanyak 22 siswa atau 73,3 %, pada Siklus I siswa yang tuntas sebanyak 23 siswa atau 76,7 %. sedangkan pada Siklus II siswa yang tuntas sebanyak 28 siswa atau 93,3 %. Dengan demikian kualitas pembelajaran dari sebelum tindakan sampai dengan Siklus II terjadi peningkatan. Saran dalam PTK ini adalah: Guru harus memotivasi siswa untuk belajar secara inovatif mempergunakan media pembelajaran. Guru hendaknya memiliki paradigma bahwa guru bukan satu-satunya sumber belajar. Pembelajaran Matematika hendaknya disampaikan dengan menggunakan media yang mampu menyenangkan siswa dan mampu membuat siswa aktif. Kata Kunci: Himpunan, Portal Rumah BelajarAbstract: Math is considered difficult and students have less motivation in learning math. That is why teacher must provide approprite learning medium to ease the students to learn math. The aim of this study was to increase students’ mathematic learning achievement on intersection set and union set by applying the Portal Rumah Belajar for Seventh Grade A of Muhammadiyah 1 Junior High School Surabaya year 2012 - 2013. The design of the study was Classroom Action Research. In this study two cycles were conducted, and each of which consisted of 4 steps, namely: (1) plan, (2) act, (3) observe, and (4) reflect. The use of Portal Rumah Belajar could increase the achievement of seventh grade students of Muhammadiyah 1 Junior High School Surabaya. The number of student passing the competency in the pre-action was 22 students or 73.3%, in the cycle was 23 students or 76.7%, and in the cycle II were 28 students or 93.3%. Thus the quality of learning increased between pre-action and the second cycle. Recommendation from this classroom action research was: teacher should motivate students to learn innovatively by using instructional media. Teachers should have a paradigm that teacher was not the only source of learning. Learning math should be submitted using the media to please students and be able to keep students active. Keywords: Set, Portal Rumah Belajar


2020 ◽  
Vol 2 (1) ◽  
pp. 69
Author(s):  
Devi Safitri

This  research is aimed  to developing instructional English materials for the students of the seventh grade especially in basic competencies 3.5, 4.5, 3.6, and 4.6 at  MTs  Madani  Pao-pao  based  on  2013  curriculum  supported  by  using  inquiry  learning  model  and  using  the concept of HOTS in indicators achieved. The research design used in this study was Research and Development (R&D).  The   development   model   used   was   ADDIE   model. It consists of need analysis, design, development, implementation, and evaluation. The  procedures  included  analyzing  materials   needed   by spreading  questionnaire  to  the  students  and  analyzing  the  basic   competencies used, designing a  blueprint  of  materials and the instructional materials, and validating the material by the expert. There were 146 students as the respondents of 26 questionnaire questions. The instruments used in this research were the documents, questionnaire, and validation checklist. In this research, the expert was involved in order to validate the product. There were three systematic  aspects  that  they  validated  of  the product:  Materials  Systematic  Organization,  Systematic  English   Teaching  and  Systematic  Content  of  English.  Therefore,  the  result  indicated  that  based on experts judgment as well as  product  development  result,  the  developed basic competency  3.5  &  4.5  and  basic  competency  3.6  &  4.6  were applicable to be taught at the seventh grade students  of  Junior  High  School as topic in English for them.


2019 ◽  
Vol 2 (2) ◽  
pp. 97-105
Author(s):  
Dody Sugiarto ◽  
Agci Hikmawati

Abstract: The background of conducting this reseach began with the intention to develope an approprite English learning media for Junior High School students in the rural area by utilizing the traditional games. The seventh grade students of SMP N 1 Mendobarat, Bangka Regency academic year of 2018/2019 were involved as the population with 30 students as the samples taken by using purposive random sampling. In this Research and Development Research (R&D), the data were obtained from the distributed pre-test and post-test questionnaires. The procedures applied in this research were the one adopted from Lee and Owen (2004) with the following steps; analyzing students’ need by distributing the need analysis questionnaire, designing English learning media according to the data of need analysis, developing the first draft of the learning media, asking experts’ judgement, and validating it. Two kinds of test which were Alpha testing that involved material and content experts, and Beta testing that involved students were applied in the validation phase. Based on the finding of the research, it was found that the traditional games based English learning media was feasible to use by the seventh grade students of SMP N 1 Mendobarat, Bangka Regency. Therefore, this research leads to the recommendation to the students and teachers to consider traditional games as a feasible media to learn English.Key words: Traditional Game, Learning Media, English


2020 ◽  
Vol 9 (1) ◽  
pp. 103
Author(s):  
Julia Fitri ◽  
Atmazaki Atmazaki

ABSTRACT  This purpose of this study is three. First, describing the procedure of writing text for students of class VII in Junior High School 11 Padang before using the Think Talk Write (TTW) technique by the media of serial images. Secondly, describing the procedure of writing text for students of class VII in Junior High School 11 Padang after using the TTW technique by the media of serial images. Third, analyzing the effect of the use of  TTW  techniqueby the media of serial images on the skills of writing procedure text for students of class VII in Junior High School 11 Padang. This type of research is quantitative research with one group pretest and posttest design experimental methods. There are three results of this study. First, the procedure of writing text in the seventh grade of Junior High School 11 Padang before using the TTW technique by the media of serial images is of good qualification (B) with an average value of 76,95 (under of minimal completeness criteria). Second, the procedure of writing text in the seventh grade of Junior High School 11 Padang after using the TTW technique by the media of serial images is of good qualification (B) with an average grade of 81,51 (above of minimal completeness criteria). Third, based on the t-test, H1 is accepted at the 95% confidence level and dk= (n1 as a numerator and n2 as denominator) because tcount>ttable (2,39>1,70).  Kata Kunci: Pengaruh, Teknik TTW, Media Gambar Berseri, Teks Prosedur


2020 ◽  
Vol 9 (1) ◽  
pp. 59
Author(s):  
Erika Wulandari ◽  
Yasnur Asri

ABSTRACT  This purpose of this study is three. First, describing the procedure of writing text for students of class VII in Junior High School 20 Padang before using the project based learning model assisted by the media of serial images. Secondly, describing the procedure of writing text for students of class VII in Junior High School 20 Padang after using the project based learning model assisted by the media of serial images. Third, analyzing the effect of the use of project based learning models assisted by the media of serial images on the skills of writing procedure text for students of class VII in Junior High School 20 Padang. This type of research is quantitative research with one group pretest and posttest design experimental methods. There are three results of this study. First, the procedure of writing text in the seventh grade of Junior High School 20 Padang before using the project based learning model assisted by the media of serial images is of sufficient qualification (C) with an average value of 62,76. Second, the procedure of writing text in the seventh grade of Junior High School 20 Padang after using the project based learning model assisted by the media of serial images is of good qualification (B) with an average grade of 78,52. Third, based on the t-test, H1 is accepted at the 95% confidence level and dk = (n-1) because tcount>ttable (6,25>1,82).  Kata Kunci:  Pengaruh, Model Project Based Learning, Media Gambar Berseri, Keterampilan Menulis Teks Prosedur


2020 ◽  
Vol 2 (2) ◽  
pp. 13
Author(s):  
Putri Nurul Ifani ◽  
Sitti Nurpahmi ◽  
Djuwairiah Ahmad

This research aimed at developing instructional English materials for the students of the seventh grade especially in basic competencies 3.4 and 4.4 at  MTs  Madani  Pao-pao  based  on  2013  curriculum  supported  by  using  inquiry  learning  model  and  using  the concept of HOTS. The research design is Research and Development (R&D )with the combination of   ADDIE   model. The  procedures  included  analyzing  materials   needed   by spreading  questionnaire  to  the  students  and  analyzing  the  basic   competencies, designing a  blueprint  of  materials and the instructional materials, and validating the material by the expert. There were 146 students as the respondents, teachers, and experts. The instruments used in this research were the documents, questionnaires, and validation checklist. There were three systematic  aspects : materials  Systematic  Organization,  Systematic  English   Teaching  and  Systematic  Content  of  English.  Therefore,  the  result  indicated  that  based on experts judgment,  the  developed basic competency  3.4  and 4.4 were applicable to be taught at the seventh grade students  of  Junior  High  School.


2019 ◽  
Vol 2 (3) ◽  
pp. 358
Author(s):  
Dimas Muhamad Rizki Nurdiansyah ◽  
Sandi Aryanto Asyid ◽  
Aseptiana Parmawati

English is a subject in Indonesian school that learned from junior high school until the universities. Therefore one of importance basic aspects and skills in learning English for students is to understand avariety of English vocabulary. In learning English, vocabulary plays an important role, it means vocabulary is the basic one to mastering all English Skill. This research intended to students at seventh grade of Madrasah Tsanawiyah (MTs) in Cimahi. And this study aims to determine the benefits of Color Coding technique in improving the ability of English vocabulary. Color Coding is a method that can be used in teaching vocabulary, one of the use of color is to identifying something, it can make the student easy in their learning vocabulary process. The design of this research is Classroom Action Research (CAR). The researcher employed qualitative research design and pre experimental pretest-posttest. Thedata were collected from the result of pretest and posttets. The result of the data showed: Mean of pretest was 63.00, mean of posttest was 82.00, The result also show the score of t-observed was higher than ttable (2.08 > 1.72). It means color coding is effective to improve students’ vocabulary ability.Keywords: Vocabulary, Color Coding Technique, CAR


2019 ◽  
Vol 3 (1) ◽  
pp. 25
Author(s):  
Farida Nur Azizah ◽  
Yus Mochamad Cholily ◽  
Hendarto Cahyono

This research aimed at describing the development process and the effectiveness of mathematics media using comics based on algebraic literacy for 7th-grade students of junior high school (SMP). The kind of research, that conducted, was Research and Development (R&D) by using the ADDIE model. In which the model was Analysis, Design, Development, Implementation, and Evaluation. The media was tested into 24 students of 7th-grade. The average result of the media validation test both the validators were 3,7 in which is categorized as very valid with a feasible description to be tested. While the average result of material validation was 3,39 which is categorized as very valid with a feasible description to be tested. The effectiveness analysis result obtained that the students gave very positive responses with the obtained percentages of 85,21% and the mastery percentages of the class were 87,5% ineffective category. Therefore, it can be concluded that the comics based on algebraic literacy is effective to be used in algebra material for 7th-grade students SMP.


2021 ◽  
Vol 4 (3) ◽  
pp. 375
Author(s):  
Indri Kartini ◽  
Evie Kareviati

This study is aimed to find out the students’ responses toward the implementation of Pictionary game technique in teaching English vocabulary to the seventh-grade students. The study was conducted at SMP Dharma Kartini. The students of VII C  class that consists of 38 students were selected as the participants of the research. The research used descriptive qualitative method. The data of the research was obtained from observation during the implementation of Pictionary game in the class and from the students’ interview that has conducted to 5 students. The result showed that Pictionary game technique is useful to draw the students’ motivation in learning English vocabulary. From the data of observation showed that the Pictionary game made the students more active to get involved in teaching and learning process actively. The students also showed good responses from the data of interview, they stated that learning by using Pictionary game was fun but also challenging which make them motivate in learning English. Thus, it can be concluded that Pictionary game is an attractive technique that can be used to motivate students in learning vocabulary and make the students to learn English vocabulary in a more fun and creative way.   Keywords:  Pictionary game, Vocabulary


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