scholarly journals Teaching English Vocabulary for Young Learners Using Electronic Word Gueesing Game

2021 ◽  
Vol 5 (2) ◽  
pp. 206-214
Author(s):  
Anggraini Anggraini ◽  

Teaching English in this Pandemic period requires an interesting method and teaching Vocabulary using Educational games for young learners becomes interesting. This study aims to describe the application of electronic word guessing game, students' vocabulary mastery, and achievement motivation after the implementation of educational games. Researchers collect research data through observation, interviews, questionnaires, and tests. The results showed that: the benefits of implementing electronic word guessing game were: Making the learning process fun; it activates students to engage; it integrates pronunciation and meaning; it helps students to memorize vocabulary. This research was also conducted to find out the students’ vocabulary mastery before and after electronic word guessing game implementation. The result of the pre-test and post-test show that the students’ mean score on the pre-test was 6.00 and it improved to 7.50 on the post-test. While the problems are: the need for adequate facilities and some technical obstacles that occur during its implementation. And most of the students are very interested in learning vocabulary using electronic word guessing game.

Author(s):  
Sehatta Saragih ◽  
Zuhri D

Adanya miskonsepsi siswa dalam memahami konsep geometri khususnya dalam bangun datar segiempat adalah bukti nyata proses pembelajaran yang dikelola guru belum mampu membangun konsep bangun datar yang benar. Peralihan pengalaman belajar yang belum matang, diduga salah satu penyebab pemicu munculnya miskonsepsi siswa. Fakta tersebut mendasari dilakukannya penelitian ini dengan menerapkan pendekatan SAVI. Sehubungan dengan itu, maka tujuan penelitian ini adalah mendeskripsikan secara komperhensip miskonsepsi siswa yang terjadi sebelum dan sesuadah mengikuti pembelajaran dengan pendekatan SAVI. Metode penelitian yang digunakan adalah eksperimen dengan desain One Group Pree and Post tes Desain. Subbjek penelitian ini terdiri dari 127 oarang siswa yang berasal dari tiga tingkat SD kelas III, yakni SD dengan kategori Tinggi, sedang dan rendah. Data penelitian dikumpulkan dengan tes, dan dianalisi dengan statistic deskriptif. Hasil penelitian menunjukkan penerapan pendekatan SAVI berkontribusi terhadap penurunan miskonsepsi siswa: (1) secara keseluruhan sebesar 34,2%; (2) berdasarkan jenis bangun segiempat sebesar 30% pada persegi, 34% persegi panjang, 35% jajargenjang, 38% belah ketupat dan 34% trapesium.   The existence of student’s misconception in understanding the concept of geometry, especially in the quadrilateral is a concrete evidence of the learning process that is managed by teacher has not been able to build the correct concept of plane figure. The transition of the immature learning experience, allegedly one of the causes of the trigger for the misconception of students. The facts underlie this research by applying the SAVI approach. The purpose of this study is to describe comprehensively the student misconceptions that occurred before and after following the learning by the SAVI approach. The research method used is experiment with design of One Group pretest and Post test Design. This research sub-section consists of 127 students from three primary grades, ie High, middle and low grade. The research data was collected by the test, and analyzed by descriptive statistic. The results showed that the application of SAVI approach contributed to the decrease of student’s misconception: (1) overall by 34.2%; (2) 30% base on the type of quadrilateral, 34% rectangle, 35% parallelogram, 38% rhombus and 34% trapezium.


2018 ◽  
Vol 2 (1) ◽  
pp. 22
Author(s):  
I.K.T.A Ana

This study was an evaluative study as a part of research and development study which aimed at: (1) describing the benefits and the problems of implementing Electronic Guessing Game in teaching vocabulary; and (2) the students’ vocabulary mastery and their achievement motivation after the Electronic Guessing Game Implementation. The researcher collected the data of the study through observation, interview, questionnaire, and test. Since the data were in the form of quantitative and qualitative data, the researchers analyzed the data both qualitatively and quantitatively. The results of the study show that: (1) the benefits of implementing Electronic Guessing Game were: It makes teaching and learning process becomes fun; it activates the students to get involved; it integrates spelling, pronunciation, and meaning; it helps the students to memorize the vocabulary; and the learners like it. While the problems were: it needs sufficient facilities and some technical problems occur during the implementation; (2) the students’ vocabulary mastery improved after Electronic Guessing Game Implementation; and (3) most of the students are very motivated in learning vocabulary through Electronic guessing Game. 


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Mukhaiyar Mukhaiyar ◽  
Z Mawardi Effendi ◽  
Zul Amri

One of the aspects that determine the success of the learning process is teaching materials.  This research aimed to develop the effectiveness of contextual material for teaching English at Madrasah Aliyah.  The design of this research is development research by using ADDIE model. The product consists of two books, (teacher's book and students'book) the title is “English For Us”.  Subjects in this research were all students of grade X. Sample were 87 persons and it was selected by using the purposive technique. The instrument used to collect data was a survey, questionnaires, and an interview. Data analysis was used the qualitative and quantitative technique. The practicalities of the teacher’s book were 82.54   and students’ book showed an average  84.63 score. The effectiveness of a product is measured through pre-test is 68,00  and post-test is 75.44.  It can be concluded that the contextual material for teaching English at Madrasah Aliyah was effective


2019 ◽  
Vol 2 (1) ◽  
pp. 47-59
Author(s):  
Widya Pribadiyanti Areski ◽  
Muzdalifah Muhammadun ◽  
Amzah Selle

This research aims to see the students’ speaking skill before and after learning process by using expression card media at the second grade of SMA Negeri 1 Parepare. The results of the research are useful for the teacher and students. The teacher should aware that it is important to supplied the technique or strategy before teaching and the students also can be easier to express their ideas, make the students more active in learning process. The subject of this research is XI IIS4 class which is consisted of 30 students. The sample was taken by using simple random sampling. The design in this research was pre-experimental with pre-test and post-test design. The student did the pre-test, got the treatment and did the post-test. Then the criteria of speaking skills are fluency, accuracy, content, pronunciation and they were usedto measure the students’ speaking skill. It aimed to know whether using expression card media can improve the students’ speaking skill. The result in this research was indicated that there was improvement of the students’ speaking skill. It was indicated by the students’ mean score of post-test (73.3) was greater than pre-test (41.9). Even, for the level significant (p) 5% and (df) = N-1=30-1=29, and the value of table is 1.699, while the value of t-test is 16.18. it means that, the t-test value is greater than t-table (16.18 ≥ 1.699). Thus, it can be concluded that the students’ speaking skill is significant better after getting the treatment. So, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is fail rejected.


2021 ◽  
Vol 2 (3) ◽  
pp. 166-176
Author(s):  
Tri Pujiani ◽  
Khoirun Nisa ◽  
Benny Krisbiantoro

Speaking in English is often a frightening spectre for students since it is complex and involves all language elements. Self-confidence is one of the factors that influencing speaking performance. The students’ self-confidence can be stimulated by using an interesting activity that promotes practice in relax situation. The use of social media such as YouTube may be the alternative to train the students’ self-confidence in speaking English. This research was aimed to improve the students’ self-confidence in order to overcome their problem in Speaking English by utilizing YouTube as the media. In this research, the students were assigned to post their speaking assignments on YouTube. This research was a quasi-experimental one group with pre and post-test research that utilized 43 students from English for Nursing 1 Class as the sample who were taken by using random sampling. The research data were obtained from the students’ verbal scores and self-confidence questionnaire which were compared before and after the project. The result of this research showed that there was an increase on the students’ self-confidence and speaking performance after they joined this project. Moreover, paired t-test proved that the increase was significant. Thus, it can be concluded that utilizing YouTube as the media to post the students’ work is effective to increase the students’ self-confidence as well as their speaking performance. This project should be continued and developed to maintain the students’ self-confidence and facilitate more practice for students in speaking English.


2018 ◽  
Vol 5 (2) ◽  
pp. 1-14
Author(s):  
Arimuliani Ahmad

Recently, teaching English for young learners especially for elementary school level still becomes problem in practice especially in Pekanbaru. Practically, the teachers teach their students without standard guidance to go with such as curriculum and syllabus because for fourth grades students, English Language subject looks like as extra subject which affects the effort to teach maximal. As response to this issue, the researcher has developed a learning media which focuses on vocabulary mastery which provides chance for the students to learn with or without teacher. There are five stages in developing this media which called by Barcorious such as analyzing students’ need, designing media, developing content and design, implementation media, and evaluation. This study describes the implementation of Barcorious application to enhance students’ vocabulary mastery. Indeed, this media was implemented for teaching four grade students. There was one class which consisted of 35 students participated. The finding shows this media can give significant improvement of students’ vocabulary mastery because the students’ post-test higher than pre-test.


2021 ◽  
Vol 7 (1) ◽  
pp. 101-120
Author(s):  
M. Chotibuddin

Learning and teaching are the most important activities in the whole educational process. This implies that the success or failure of the educational goals depends on how to design the teaching and learning process (learning) professionally. The success of the learning process cannot be separated from the preparation of students and the preparation of educators. In learning activities, methods are needed for educators and their use varies according to the goals to be achieved after teaching ends. An educator will not be able to carry out his duties if he does not master any of the teaching methods that have been formulated. The methods used in data collection are the observation method and the test method. The data analysis used was the instrument validity test, the normality test and the homogeneity test. The results of the research carried out proved that student learning outcomes before and after using the jigsaw method could be seen from the average pre-test scores of 62.00 and 76.60 post-test results. The pre-test result value is lower than the post-test score, so it means that there are differences in student learning outcomes before and after using the jigsaw method in the learning process.The percentage of the completeness criteria of the pre-test result value is 28%, while the posttest result score is 68%. From this data, it can be seen that using the jigsaw method can affect student learning outcomes. Hypothesis testing using the Product Moment Correlation test and Paired Sample T-test with the help of SPSS 20 software in the sig (2-tailed) section is known to be 0.000 <0.05. As the basis for decision making in the Product Moment Correlation test anddecision guidelines based on the probability value, it can be concluded that H0 is rejected and Ha is accepted. This means that the jigsaw method can affect the improvement of learning outcomes of class V Islamic Religious Education at MI Muhammadiyah 09 Kranji Lamongan


2016 ◽  
Vol 9 (8) ◽  
pp. 105 ◽  
Author(s):  
Khoirul Anwar

<p class="apa">This study aimed at exploring the connection between the use of group task and group cohesiveness. This study is very important because the nature of the learner's success is largely determined by the values of cooperation, interaction, and understanding of the learning objectives together. Subjects of this study are 28 students on the course Teaching English for Young Learners at the University of Muhammadiyah Gresik. After the application of group work activities during the learning process, all subjects are given questionnaires and some are interviewed to make sure the group cohesiveness. The results showed that the group work activities had settled the group cohesiveness mainly to the dominance of group pride, interpersonal attractions, and commitment to tasks of the group.</p>


Author(s):  
Yope Bintang Anugerah ◽  
Agus Efendi ◽  
Dwi Maryono

<p>The research aims to (1) find out the differences on attention levels of students between using Kahoot and without using learning media in Basic Graphic Design subjects, (2) knowing the effectiveness of using Kahoot in Basic Graphic Design subjects compared to without using learning media in terms of student learning achievement, (3) knowing the level of students’ attention between using the Kahoot compared to without using learning media in Basic Graphic Design subjects. The population of this research were students of Multimedia class in SMK Negeri 3 Surakarta. The sample were from X MM 1, X MM 2, and XI MM 1. This type of research is quantitative research. This research uses the quasi-experimental design method, with pretest-posttest control design experiment. The sampling technique uses simple random sampling. Research data collection techniques use tests to determine student learning achievements before and after being given treatment, and questionnaires to determine the level of attention of students before and after being given treatment, other than that carried out observations and interviews as supporting data. The research data use test and questionnaires which were distributed to the experimental class and the control class consisted of 36 students for each class. Hypothesis testing uses an independent t-test to see the differences of attention levels between students who follow the learning process by using Kahoot and those who follow the learning process without using learning media. Then a normalized gain test was carried out to see the effectiveness of using Kahoot to improve student learning achievement. The result showed that: 1) there were differences in the attention levels between the experimental class and the control class as evidenced by the results of the t-test &gt;Ttable 6.699 &gt; 2.6479(70). 2) using Kahoot is effective to improve student learning achievement as evidenced by the results of the normalized gain test in experimental class which has a medium criterion of 0.60 compared to the control class which has a low criterion of 0.03.</p>


2018 ◽  
Vol 3 (2) ◽  
pp. 141
Author(s):  
Anissa Indrasari ◽  
Dian Novita ◽  
Fika Megawati

Introducing English to young learners is challenging job. In order to make the students focus, something interesting should be brought inside the classroom. One of the media that can potentially entertain students as well as transfer the language concept is big book. The aim of this study is to find out whether there is significant effect in students’ vocabulary achievement in the first grade at primary school before and after being taught by using big book. In this case, the researcher used quantitative method with quasi experimental design. The subject of this research consisted of 35 students in each group. The main activities conducted in the learning process were try-out, pre-test, treatment and post-test. In analyzing, the researcher used ttest to calculate the data and to test the hypothesis. The result of this research revealed that the use of big book gives significant effect to students’ vocabulary achievement. Further, the result of vocabulary recognition task or VRT in I-B as experimental class showed more satisfying point. This implies that teachers for young learners have to be active and creative to present attractive media so that the learners can be motivated in learning the target language, especially in the context of EFL.  


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