scholarly journals DEVELOPING TRADITIONAL GAME BASED ENGLISH LEARNING MEDIA TO GROW LEARNING INTEREST OF JUNIOR HIGH SCHOOL STUDENTS

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

2018 ◽  
Vol 23 (1) ◽  
pp. 52
Author(s):  
M Nova ◽  
Ni Nyoman Padmadewi ◽  
I Nyoman Pasek Hadisaputra

Kurikulum 2013 membutuhkan insersi pendidikan karakter dan integrasi teknologi. Penitian ini bertujuan untuk 1) mengidentifikasi karakteristik dari multimedia interaktif berbasis karakter, 2)menjelaskan proses perancangan multimedia interaktif berbasis karakter, 3) menjelaskan produk multimedia interaktif berbasis karakter, dan 4) menjelaskan kualitas multimedia interaktif berbasis karakter. Penelitian ini merupakan Penelitian dan Pengembangan yang menggunakan pendekatan metode campuran, sequential exploratory design, dan Four-D model.


Author(s):  
Maryam Rahim ◽  
Meiske Puluhulawa

This study aims to produce a guide to improve teacher competency in guidance and counseling in developing social intelligence of seventh grade junior high school students, which consists of: (1) service syllabus and plan for implementing guidance and counseling services, (2) teacher guidance, (3) material services, and (4) evaluation guidelines. The procedure for developing a 5-step guide is: (1) analyzing the product to be developed, (2) developing the initial product, (3) expert validation and revision, (4) small-scale field testing and product revision, and (5) trial large scale field and final product. Based on the results of expert validation data analysis, small group test data and large group tests, as well as product revisions based on the results of data analysis that has been obtained, guidance and counseling service guides can be produced that have criteria for developing social intelligence of seventh grade junior high school students. This guide consists of (1) service syllabus and plan for implementing guidance and counseling services, (2) teacher guidance, (3) service material, and (4) evaluation guidelines. It is expected that the guidance and counseling teachers can use this guide in carrying out guidance and counseling services for the development of students' social intelligence, especially seventh grade junior high school students.


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