1980 ◽  
Vol 27 (5) ◽  
pp. 33

Computer a tireless tutor for students in minimum competency project. The Hampton City Schools Mathematics Department has initiated a project in which selected junior high school students are involved with a Computer Assisted Instruction (CAI) prog ram keyed to the Virginia Minimum Competency for Graduation Test. Approximately 75 students in each junior high school are receiving individualized classroom instruction, which includes approximate ly 25 minutes of CAI instruction weekly. The program allows the student who achieves success to advance to the next higher level and provides for review of pr e requisite material at a lower level for the unsuccessful student. The computer records for each student the CAI time and the ratio of correct responses to items attempted. For informat ion contact Charlotte Remaley, Supervisor of Mathematics, Hampton City Schools, 1300 Thomas Street, Hampton, VA 23669.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Ikmanda Nugraha ◽  
Nida N Athfyanti ◽  
Harsa Wara Prabawa

This research aims to develop computer-assisted instruction by using gamification elements on mirror reflection topics in Junior High School. The method used in this research was a descriptive method. The subject of this research is experts and students. Experts chosen in this research are one science expert, one media expert, and one science teacher. Students chosen in this research are fifty-seven students in 9 grade at one of junior high school. The gamification aspects were chosen to make the game were goals, science content, and challenging environment. The expert gave feedbacks in both media and the quality of the content aspects. Students were asked about their agreement level of the gamification elements and the effect of gamification. The effect of gamification asked were motivation, joyness, convenience, addiction, understanding improvement, attractiveness, and interactiveness. The result found that experts gave a good score towards this game. Students also agreed that the game has goals, science content, and challenging environment. The result also found that the gamification elements itself caused them to feel motivated, joy, convenience, addiction, improve their understanding, and attracted after playing the game. Other than that, students confirmed they have two ways of interaction with the game. More than half of total students got a score higher than the average score after playing the game.


2016 ◽  
Vol 6 (8) ◽  
pp. 1609 ◽  
Author(s):  
Sedigheh Vahdat ◽  
Maryam Eidipour

The purpose of this study was to investigate the difference between two modes of teaching listening comprehension, computer-assisted language learning (CALL) and traditional mode, to Iranian junior high school students. It also aimed to investigate the role of teacher in CALL class. The study was an empirical one, which employed quantitative research methods. The data were collected from two classes including 60 female students studying in grade 8 in junior high schools in Dezful. These two classes were assigned as CALL group (30 students) and traditional group (30 students). The class of CALL was held at the computer site in Maktab Zeinab junior high school and the traditional group received instruction in a conventional way in Bideli junior high school. Two classes were taught by the same teacher and covered the same materials in their weekly four-hour listening lesson over two months. The data came from listening test, pre- test, post-test and observation. The data was analyzed by descriptive statistics (mean and standard deviation) and T-test (paired sample t-test and independent sample t-test) was run. The results indicated a significant difference between the traditional and CALL modes. Therefore, it seems that the CALL mode is more efficient than the traditional in the improvement of students’ listening comprehension skill. Based on the observation, the researchers concluded that the nature of the EFL teacher’s role changed in CALL class when compared with the traditional class.


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