scholarly journals Using Technology-Mediated Board Game on Young Learners

2020 ◽  
Vol 5 (2) ◽  
pp. 136-148
Author(s):  
Niluh Putu Puri Palupi Sukenasa ◽  
Ju-Ling Shih ◽  
Herman Dwi Surjono

Background: The use of games and technology for educational purposes can be an appropriate method of enhancing learning performance. Therefore, this study presents a technology-mediated board game and its related course to engage young learners in Indonesia for learning English vocabulary. The study investigated young learners' vocabulary learning performance and learning motivation as the effects of using technology-mediated board game in the course. Methodology: This study employed a quasi-experimental design involving 67 students of one urban and one rural primary school. The vocabularies of fruits and vegetables were implemented online in the game by using QR codes. The instructional practices are to improve students' learning achievement and to find out students' learning motivation. The pre-test, post-test, and Keller's ARCS motivation model were conducted to analyze the effectiveness of technology-mediated board game for learning English vocabulary. Findings: The main finding indicated that technology-mediated board games could improve students' English vocabulary learning achievement. Moreover, the use of technology-mediated board games encouraged young learners to have strong learning motivation. On the other hand, the game could promote students to have a concept in gardening that can be encounter in their daily life. Conclusion: These findings imply that technology-mediated board game becomes an effective way of teaching English vocabulary to young learners in Indonesia.

2019 ◽  
Vol 7 (2) ◽  
pp. 134
Author(s):  
Alvina Barikhlana ◽  
Sholikhan Sholikhan ◽  
Hena Dian Ayu ◽  
Akhmad Jufriadi

The purpose of this study is to determine the effect of Just In Time Teaching using schoology and learning motivation on students learning achievement. This research was conducted in Malang Middle School. The type of research is quantitative with quasi-experimental research design. The population of this study is VIII grade students; the sample of this study is class C and D each number bout 32 students. The sample was selected using a purposive sampling technique. Data collection techniques are collected by learning achievement tests and learning motivation observation sheets. Data analysis used by two-way ANOVA analysis. The results of the study indicate that; 1) There are differences in Physics learning achievement between students who learn in using the Schoology-based on Just In Time Teaching and students who learn in using conventional learning, 2) There are differences in Physics learning achievement between students who have high learning motivation and motivated students low learning, 3) There is no interaction effect using school-based on Just In Time Teaching with learning motivation towards learning achievement. It can be concluded that Just in Time Teaching can be one solution to increase student learning achievement. Students who learn with the Schoology-based on Just In Time Teaching and students who have high motivation can improve students learning achievement.


2020 ◽  
Vol 4 (2) ◽  
pp. 90-100
Author(s):  
Muhammad Darrin Zuhri ◽  
Kusyairi Kusyairi

Abstrak: Pengajaran Speaking (berbicara) sangatlah penting. Kenyataannya, banyak siswa mendapatkan masalah untuk berbicara bahasa Inggris dan mendapatkan motivasi belajar yang rendah. Tujuan dari penelitian ini adalah untuk menguji apakah board game dapat meningkatkan keterampilan berbicara siswa di kelas VIII MTs Nahdlatun Nasyin Kadur pamekasan dan untuk mengetahui faktor-faktor yang mempengaruhi meningkatkan keterampilan berbicara. Penelitian ini diklasifikasikan ke dalam tindakan kelas penelitian. Data dikumpulkan melalui penilaian, observasi, dan wawancara. Temuan penelitian ini telah menjawab pertanyaan penelitian, bahwa menggunakan permainan papan game (board games) dapat meningkatkan keterampilan berbicara siswadi MTs Nahdlatun Nasyiin Kadur Pamekasan. Board game (papan permainan) adalah bentuk permainan yang sangat menyenangkan sehingga bisa memberikan tanmbahan semangat untuk bisa berbicara bahasa Inggris dengan mudah dan cepat.  Teknik ini sangat berguna untuk meningkatkan siswa keterampilan berbicara dan motivasi belajar.   Kata kunci: Keterampilan, berbicara, papan permainan   Abstract: Teaching Speaking is very important. In fact, many students have problems speaking English and getting low learning motivation. The purpose of this study is to test whether board games can improve the speaking skills of students in class VIII of MTs Nahdlatun Nasyin Kadur village and to find out the factors that influence improving speaking skills. This study was classified into research class actions. Data is collected through assessment, observation, and interviews. The findings of this study have answered the research question, that using board games can improve the speaking skills of students at MTs Nahdlatun Nasyiin Kadur Pamekasan. A board game is a form of play that is very fun so it can provide a lot of enthusiasm to be able to speak English easily and quickly. This technique is very useful for improving students' speaking skills and learning motivation.   Keywords: Skills, Speaking, Board game


2020 ◽  
Vol 7 (4) ◽  
pp. 89-104
Author(s):  
Ju-May Wen ◽  
Hai Dung Do ◽  
Eric Zhi-Feng Liu ◽  
Chun-Hung Lin ◽  
Shihping Kevin Huang

The purpose of this study is to compare the impacts of flashcard and board games on the learning motivation, flow experience, and learning outcomes of learners of Chinese language. The subjects of this research were 34 learners who took beginner Chinese courses. Empirical research found out that both flashcard and board games have positively significant effects on learners’ learning motivation, flow experience and learning outcomes. In which, learners in the board game group have significantly higher learning outcomes than those in the flashcards group. However, the learning motivation and flow experience of the flashcard group are significantly higher than that of the educational board game group.


2018 ◽  
Vol 19 (2) ◽  
pp. 132-144
Author(s):  
Nazirin Nazirin

The research analyses the effect of cooperative learning model Jigsaw type and learning motivation on student’s understanding on citizenship subject. The research method uses quasi experimental design with post test only control design. The subject of research was 44 students which constitutes two classes, experiment and control classes. The data collection employs test and questionnaire. The data was analyzed using Two-way Anova test. The results show that cooperative learning model Jigsaw type hasa significant effect on student’s conceptual understanding. The ANOVA test produce significant level below 0.05, which indicates there is significant effect of the Jigsaw model and learning motivation on student achievement. It can be concluded that the cooperative learning model contributes better to learning achievement than conventional learning model, and a high learning motivation contributes better to students learning achievement in citizentship subject than a low learning motivation.   Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran kooperatif tipe Jigsaw dan motivasi terhadap kemampuan pemahaman konsep PPKn siswa sekolah dasar. Metode penelitian yang digunakan adalah quasi eksperimen dengan post test only control design. Subjek penelitian sebanyak 44 siswa yang terdiri dari 22 siswa sebagai kelas eksperimen dan 22 siswa sebagai kelas kontrol. Data dianalisis menggunakan uji Anova 2 jalur. Hasil analisis data menunjukkan pengaruh model pembelajaran kooperatif tipe jigsaw yang positif dan signifikan terhadap hasil belajar siswa berupa pemahaman konsep PPKn siswa. Siswa dengan tingkat motivasi yang tinggi lebih baik dalam hal penggunaan model Jigsaw dan hasil belajar, dibandingkan dengan siswa yang mempunyai motivasi rendah. Terdapat interaksi antara model pembelajaran dan motivasi belajar terhadap kemampuan pemahaman konsep PPKn. Dengan demikian dapat disimpulkan bahwa model pembelajaran kooperatif tipe Jigsaw lebih baik daripada model pembelajaran ceramah untuk mencapai  hasil belajar yang lebih baik, dan bahwa siswa dengan motivasi belajar yang tinggi lebih baik daripada siswa dengan motivasi belajar yang rendah dalam penggunaan atau pemanfaatan model pembelajaran Jigsaw dan hasil belajarnya.


2018 ◽  
Vol 19 (2) ◽  
pp. 132
Author(s):  
Nazirin Nazirin

The research analyses the effect of cooperative learning model Jigsaw type and learning motivation on student’s understanding on citizenship subject. The research method uses quasi experimental design with post test only control design. The subject of research was 44 students which constitutes two classes, experiment and control classes. The data collection employs test and questionnaire. The data was analyzed using Two-way Anova test. The results show that cooperative learning model Jigsaw type hasa significant effect on student’s conceptual understanding. The ANOVA test produce significant level below 0.05, which indicates there is significant effect of the Jigsaw model and learning motivation on student achievement. It can be concluded that the cooperative learning model contributes better to learning achievement than conventional learning model, and a high learning motivation contributes better to students learning achievement in citizentship subject than a low learning motivation. Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran kooperatif tipe Jigsaw dan motivasi terhadap kemampuan pemahaman konsep PPKn siswa sekolah dasar. Metode penelitian yang digunakan adalah quasi eksperimen dengan post test only control design. Subjek penelitian sebanyak 44 siswa yang terdiri dari 22 siswa sebagai kelas eksperimen dan 22 siswa sebagai kelas kontrol. Data dianalisis menggunakan uji Anova 2 jalur. Hasil analisis data menunjukkan pengaruh model pembelajaran kooperatif tipe jigsaw yang positif dan signifikan terhadap hasil belajar siswa berupa pemahaman konsep PPKn siswa. Siswa dengan tingkat motivasi yang tinggi lebih baik dalam hal penggunaan model Jigsaw dan hasil belajar, dibandingkan dengan siswa yang mempunyai motivasi rendah. Terdapat interaksi antara model pembelajaran dan motivasi belajar terhadap kemampuan pemahaman konsep PPKn. Dengan demikian dapat disimpulkan bahwa model pembelajaran kooperatif tipe Jigsaw lebih baik daripada model pembelajaran ceramah untuk mencapai  hasil belajar yang lebih baik, dan bahwa siswa dengan motivasi belajar yang tinggi lebih baik daripada siswa dengan motivasi belajar yang rendah dalam penggunaan atau pemanfaatan model pembelajaran Jigsaw dan hasil belajarnya.


2018 ◽  
Vol 8 (1) ◽  
pp. 189
Author(s):  
Chiung-Li Li ◽  
Yi-Hsuan Chen ◽  
Hung-Yen Li

The purposes of the study were to examine technical college students’ hospitality English vocabulary learning performance and motivation. The subjects were 93 students from a technical college in southern Taiwan. The instruments included one questionnaire called ARCS questionnaire consisting of four factors about learning motivation on hospitality English vocabulary and one English test called Professional Vocabulary Quotient Credential (PVQC) on hospitality. The subjects accepted a 40-hour hospitality English vocabulary training course. Then, 93 subjects took a 50-minute PVQC test and 10-minute ARCS questionnaire in December, 2015. The researchers collected the data from the questionnaire and PVQC test and analyzed the data by descriptive statistics and inferential statistics. The results revealed that most of the subjects liked to learn hospitality English vocabulary, and found that learning hospitality English vocabulary was important for them, and most of them reported that English was associated with salary and promotion in the future; however, most of them spent little time learning English after school. The results also showed that some learning motivation factors had effects on hospitality English vocabulary learning performance, like being treated and assessed by teachers equally, getting recognition, or being willing to work hard. Finally, the researchers drew a conclusion based on the results and provided some teaching and research implications for the future.


2020 ◽  
Vol 5 (2) ◽  
pp. 149-155
Author(s):  
M. Arief Syakur

The purpose of this study was to present a literature review of the advantages of using board game media in teaching speaking to young learners. The researcher examined seventeen articles and theses related to the use of media board games in teaching speaking. The results of the literature review were used to identify the advantages of using board game media in teaching speaking especially to young learners. The advantages of using board game in teaching speaking to young learners are as followed board game provides a fun learning, attracts the students’ attention to participate actively, and helps the students to enjoy communicating verbally. The results of this study were expected to be able to be used as an information and reference material for teachers or researchers for further research. In short, the use of board games in teaching speaking to young learners can be a new strategy that can be used by English teachers.


2016 ◽  
Vol 1 (2) ◽  
pp. 201
Author(s):  
Siti Aminah

ABSTRAKSI: Proses pendidikan Islam di sekolah umum menghadapi permasalahan pedagogis dan psikologis, karena didalam proses pembelajarannya, metode yang digunakan bersifat monolog, berorientasi pada guru, membosankan, dan tidak produktif. Penelitian ini bertujuan mencari solusi secara pedagodis dan psikologis terhadap permasalahan tersebut, dengan memanfaatkan “fun card” sebagai media pembelajaran. Dengan menerapkan metode penelitian “quasi-experiment”, yang menggunakan rancangan pre-tes dan pos-tes, hasil riset menunjukan bahwa penggunaan “fun card” sebagai media pembelajaran efektif dalam meningkatkan motivasi belajar, keaktifan diri, dan hasil belajar peserta didik dalam pembelajaran PAI (Pendidikan Agama Islam) di SMA (Sekolah Menengah Atas). Secara pedagogis dan psikologis, dengan demikian, “fun card” terbukti mampu menjadikan proses pembelajaran PAI itu atraktif, hidup, dan menginspirasi bagi peserta didik dan juga bagi guru. KATA KUNCI: Fun Card; Motivasi Belajar; Keaktifan Diri; Hasil Belajar; Guru dan Murid. ABSTRACT: “Innovation in Islamic Education Learning: The Effectiveness of Fun Card as Instructional Media in Improving Students’ Learning Motivation, Self-Activeness, and Learning Outcomes”. The process of Islamic education at schools has been facing pedagogical and psychological problems, because in teaching and learning, the methods used were mostly monotonous, teacher-centered, boring, and unproductive. The research was aimed at finding solutions to the problems pedagogically and psychologically by utilizing the Fun Card as learning media. Applying a quasi-experimental method with pre-test and post-test design, the research findings indicate that the application of Fun Card as learning media was effective in improving learning motivation, self-learning activities, and learning achievement of students in the learning process of IE (Islamic Education) at SHS (Senior High School). So, the Fun Card is pedagogically and psychologically proved to be capable of making the learning process of IE attractive, lively, and inspiring to students and also teachers. KEY WORD: Fun Card; Learning Motivation; Self-Active Learning; Learning Achievement; Students and Teachers.About the Author: Siti Aminah, M.A. adalah Mahasiswi S-3 Jurusan Psikologi Pendidikan Islam pada Program Pascasarjana UMY (Universitas Muhammadiyah Yogyakarta); dan Pengawas Sekolah Madya pada Kantor Kementerian Agama Kabupaten Sleman DIY (Daerah Istimewa Yogyakarta), Jalan Dr. Radjimin, Tridadi, Sleman, Yogyakarta, Indonesia. Alamat emel: [email protected] to cite this article? Aminah, Siti. (2016). “Inovasi dalam Pembelajaran Pendidikan Islam: Efektivitas Penggunaan Fun Card sebagai Media Pembelajaran dalam Meningkatkan Motivasi Belajar, Keaktifan Diri, dan Hasil Belajar Peserta Didik” in MIMBAR PENDIDIKAN: Jurnal Indonesia untuk Kajian Pendidikan, Vol.1(2) September, pp.201-212. Bandung, Indonesia: UPI [Indonesia University of Education] Press, ISSN 2527-3868 (print) and 2503-457X (online). Chronicle of the article: Accepted (July 3, 2016); Revised (August 19, 2016); and Published (September 30, 2016).


2020 ◽  
Vol 2 (2) ◽  
pp. 100-108
Author(s):  
Agatha Puri Christidamayani ◽  
Yosep Dwi Kristanto

Posing high-quality problems is a critical skill to be possessed by students in learning mathematics. However, it is still limited in literature in answering whether problem posing learning model effective in improving students’ learning achievement and motivation. Therefore, the present study aims to investigate the effect of problem posing learning model in the topics of cube and cuboid on students’ learning achievement and motivation. This study employs quasi experimental design with 20 students in experimental group and 24 students in control group. The study found that the problem posing learning model has insignificant effect on the students’ learning achievement but has a positive and significant effect of the learning model on the students’ learning motivation. Further analysis showed that the learning model also has a significant and positive effect on every aspect of students learning motivation, namely students’ interests, enthusiasm, diligence, collaboration, and self-control.


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