scholarly journals STUDENTS’ PERCEPTION ON QUIZZIZ AS GAME BASED LEARNING IN LEARNING GRAMMAR IN WRITEN DISCOURSE

2020 ◽  
Vol 4 (2) ◽  
pp. 28-38
Author(s):  
Afief Fakhruddin ◽  
Eka Nurhidayat

The study is entitled the students’ perception on Quizizz as Game Based Learning as a in learning grammar in Written discourse. The aimed of this research was  to investigate  students’ opinion on Quizizz as Game Based Learning as a in learning grammar in Written discourse and their obstacles in the implementation. The data for this study were gained through qualitative method that used questionnaire and interview, and the respondents were four semester students who used quizziz as their learning activity. And created 10 questions relevant to the topics which are students already learned before by using Quizizz as games based learning for 20 minutes before finishing grammar in written discourse class once the students feel very tired, sleeping and bored for their grammar in written discourse class.  The study revealed that the students had positive perception on the use of quizziz, and all students were very active to answer the questions which provided by researches, and more concentrated on the topic. The result of the study expected to give contribution in improving EFL teaching and learning activity, especially in learning grammar in Written discourse.

Jurnal Socius ◽  
2017 ◽  
Vol 6 (02) ◽  
Author(s):  
Riduansyah Riduansyah

The purpose of this research is to know the description of interest, understanding of history subject, and creativity, effectiveness of teaching and learning activity in class in history subject at SMA Negeri 2 Banjarmasin. The research used qualitative method and the research type used was classroom action research. Descriptive research aims to give factual and accurate description regarding the facts of situation at SMA Negeri 2 Banjarmasin, especially on the role play  method in increasing the history learning interest. Data taken consist of primary and secondary data.The result of research indicates that role playing method in increasing the interest of  history at SMA Negeri 2 Banjarmasin has run well and succeeded. The assessment seen from the cognition , psychomotor, and affective aspect  of students has depicted on overall students’ learning results and objectivity. The problems faced in applying role playing method were (1) limitation of time , (2) limitation of materials which are required in the subject, (3) lack of knowledge of teacher in role playing method, and (4) less comprehension of students about role playing. Keywords: Interest and method of role playing Tujuan dari penelitian ini untuk mengetahui gambaran minat, pemahaman pelajaran sejarah, dan kreativitas, efektifitas kegiatan belajar mengajar siswa pada mata pelajaran sejarah di SMA Negeri 2 Banjarmasin.Penelitian ini menggunakan pendekatan kualitatif dan jenis penelitian yang digunakan adalah penelitian tindakan kelas. Penelitian deskriptif bertujuan untuk memberikan gambaran secara faktual dan akurat mengenai fakta-fakta tentang keadaan Sekolah Menengah Atas Negeri  2 Banjarmasin, khususnya dalam hal metode Bermain Peran (Role Playing) untuk meningkatkan minat  belajar sejarah. Data yang diambil terdiri dari data primer dan data sekunder.Hasil penelitian menunjukkanmetode Bermain Peran (Role Playing) untuk meningkatkan minat  belajar sejarah pada Mata Pelajaran Sejarah kelas XII IPS-4 SMA Negeri 2 Banjarmasin sudah dapat dikatakan berjalan dengan semestinya dan berhasil.Penilaian dengan melihat aspek kognitif, psikomotor, dan afektif siswa sudah menggambarkan keseluruhan hasil belajar siswa dan objektivitas.Masalah-masalah yang dihadapi dalam penerapan metode Bermain Peran (Role Playing) disini adalah (1) sedikitnya waktu, (2) materi yang dibutuhkan dalam pelajaran ini sangat terbatas, (3) guru kurangnya pengetahuan tentang metode bermain peran, dan (4) siswa kurang memahami tentang Bermain Peran.Kata Kunci:Minat dan metode  bermain peran (Role Playing)


2021 ◽  
Vol 10 (1) ◽  
pp. 26-35
Author(s):  
Aisha Ahmed Ali Hadi Al-maamari

In language teaching and learning, several methods are used for the effectiveness of teaching and learning activity. The researcher implemented the methods to assist the teacher in teaching the language, time after time. The methods have undergone many changes and development based on the attitude and school of thought for teaching and learning a language, so each method has a different character, technique, and implementation. This reflection will expand on the grammatical translation method (GTM) used in the nineteenth century to teach English as a foreign language. This method is based on the goal of grammatical competence. To achieve the goal, this method has several characteristic and technique which will be used in its implementation. The writer attempts to do a review by investigating 5 published articles gathered from internet websites to show the use of the grammar-translation method, its effectiveness, and why it is criticized for teaching and learning English as a foreign language. The writer’s reflection is included too.


2021 ◽  
Vol 6 (1) ◽  
pp. 68-78
Author(s):  
Indah Sri Redjeki ◽  
R. Muhajir

In the 21st century, the use of games becomes a trend within adults and youngsters and has recently obtained a massive notice of academics, educators, and practitioners. Gamification is a term used in learning with games that can be used to improve English since it reflects an innovative and captivating learning activity. Several studies on gamification show that it can make students feel more excited and motivated during their effort to elevate their English language skills. In this research, one medium of gamification called Duolingo was explored in grammar learning activities for the second-year students in the subject of “Grammar for Written Discourse”. They used Duolingo from their smartphones to support their grammar learning. This research employed an action research design in which observations, questionnaires, and documentation were used to collect the data. By the end of the result, it can be concluded that Duolingo is a medium that can be effectively used to implement gamification in language learning. It is also confirmed that students gave positive attitudes and results in the implementation of Duolingo in grammar lesson. The results of the research can be used as a reference in facilitating the students with innovative and captivating English learning. HIGHLIGHTS: Duolingo provides some language skills that students can improve: grammar, writing, translating, listening, and pronunciation. However, all respondents assumed that the application was more suitable for grammar since Duolingo gives the right answers and repetitions for the wrong answers. Duolingo understands Indonesian words and automatically correct the wrong words.


JET ADI BUANA ◽  
2021 ◽  
Vol 6 (02) ◽  
pp. 153-161
Author(s):  
Alvi Raihan Utami ◽  
Lulud Oktaviani ◽  
Ive Emaliana

During covid-19 pandemic, teachers need to change the activity from a face-to-face into distance learning activity. There may many methods and media used by the teacher, one of them is video. One of the aims is to assist teachers in explaining the material and attracting students' interest. Hence, this study aims to find out the benefits of the use video in teaching and learning activity in pandemic situation. In this study, the researchers investigated what the benefit of the use of video for English learning as perceived by students in Covid-19 pandemic situation. the researchers used qualitative method in this research. The instruments used in this study are questionnaire and interview. The researchers took the data from two classes, which were XI KI I and XI KI III of SMK SMTI Bandarlampung.The research findings shows that students had positive experience when using  video as medium in teaching and learning English as a foreign language. Moreover, most of the students agreed that video gives the advantages to the students, such as the increasing of motivation in learning, acquiring new vocabularies, and improving the pronunciation of Englsih words. During covid-19 pandemic, teachers need to change the activity from a face-to-face into distance learning activity. There may many methods and media used by the teacher, one of them is video. One of the aims is to assist teachers in explaining the material and attracting students' interest. Hence, this study aims to find out the benefits of the use video in teaching and learning activity in pandemic situation. In this study, the researchers investigated what the benefit of the use of video for English learning as perceived by students in Covid-19 pandemic situation. the researchers used qualitative method in this research. The instruments used in this study are questionnaire and interview. The researchers took the data from two classes, which were XI KI I and XI KI III of SMK SMTI Bandarlampung.The research findings shows that students had positive experience when using  video as medium in teaching and learning English as a foreign language. Moreover, most of the students agreed that video gives the advantages to the students, such as the increasing of motivation in learning, acquiring new vocabularies, and improving the pronunciation of English words.


2019 ◽  
Vol 1 (2) ◽  
pp. 166-175
Author(s):  
Juhariyah Nur Hakim

This research uses a descriptive qualitative method. The source of the data are document (the authentic manuscript) and video of “Mona Lisa Smile” film.  The goals of this research are (1) to identify the contexts of declarative utterances uttered by the main character (Katherine Wattson) in the film entitled “Mona Lisa Smile”, (2) to explain the pragmatic forces of declarative utterances. To find the pragmatic forces of declarative utterances in the film entitled “Mona Lisa Smile” the researcher identifies the context of each datum in declarative utterance based on Austin’s classification of act performance in language. There are 69 utterances in the film, then the researcher randomly takes 35 utterances of declarative utterances to be analyzed. The results of this research are, that (1) In every utterance, context has important role in determine the meaning of the utterance, (2) The hearer’s response to Katherine Watson’s declarative utterances varies. The hearer’s response can be in forms of a statement, question, act and sometimes silence to Katherine utterances, (3) From the 35 of declarative utterances that have been uttered by Katherine Watson there are 13 kinds of force: consisting of insisting, claiming, complaining, apologizing, requesting, appointing, ordering, warning, suggesting, blaming, sentencing, asking, and advising. The implications of this research on teaching and learning activity are, (1) the pragmatic force of declarative utterances can be used as teacher’s classroom instruction, and (2) the pragmatic force of declarative utterances can be used as a teaching material.  Keywords: pragmatic, speech act, illocution, declarative  


2018 ◽  
Vol 6 (1) ◽  
pp. 696-714
Author(s):  
ARIANTI Arianti

Abstract. This journal discusses the development of variations in teaching in increasing learning motivation. The learning process is an activity that involves an individual (physical and spiritual), learning activities are never carried out without a strong motivation or motivation from within the individual or from outside the individual who participates in learning activities. Therefore, the learning process requires the development and use of variations in teaching to generate student motivation. Variations in teaching include variations in teaching styles, variations in media and materials, and variations in teaching and learning interactions. Motivation has a very important role in learning activities, there is no learning activity without motivation, therefore motivation has a strategic role in achieving the goals or results of learning. Keywords: Development Of Teaching Variations and Motivation to Learn


2020 ◽  
Vol 5 (2) ◽  
pp. 190-196
Author(s):  
Faujatun Nahdiyah

The research was carried out the lock of student’s abilities in understanding time unit. Time unit is abstract, so it’is needed real object as a model to make the student understand easily.in other hand, the student should be given real activity that can be recreved easily. In order to make them understand the concept of time unit.The success of a teaching and learning process is one of the reasons due to the use of media or participation in the teaching and learning process. Because in the teaching and learning process media has an important meaning.This research used a qualitative method, and used  wall clock that made by paper carton. With a wall clock made of cardboard, it is easy for students to use the clock by rotating the direction of the needle on the cardboard between the long needle and the short needle must match.


2018 ◽  
Vol 11 (9) ◽  
pp. 1
Author(s):  
Eman Abdel-Reheem Amin ◽  
Faiza Abdalla ELhussien Mohammed

This study applied the Technology Acceptance Model (TAM) in investigating teachers and students’ perceptions towards integrating the D2L system to enhance EFL teaching and learning processes at the English language department, Majmaah University. Two close-ended questionnaires were designed to measure the participants’ perceived ease of use, perceived usefulness, attitudes, and intentions to use D2L. To understand participants’ perceptions and the obstacles that may hinder their use of D2L, an interview with open-ended questions were conducted. Data from the questionnaires were analyzed using SPSS. Qualitative analysis of the interview data showed the frequencies and proportions of participants’ responses. The findings indicated that the D2L system is totally accepted by teachers and students. Few problems along with their suggested solutions were grouped, presented and discussed.


Author(s):  
Adi Idham Jailani ◽  
Nazarul Azali Razali ◽  
Ahmad Harith Syah Md Yusuf ◽  
Ariff Imran Anuar Yatim ◽  
Nor Atifah Mohamad

Mastery of the English grammar is an intricate subject. Conventional teaching and learning of the English grammar have found to be an arduous task for teachers and a lacklustre one for students. The traditional pen and paper method often cause second language (L2) learners to become unmotivated in understanding this important element of the language. Thus, it is critical to provide L2 learners with the motivation to engage learning grammar in a more meaningful and purposive process. An ideal way to provide such learning experiences is through the use of language games that accommodate L2 learners’ desire to grasp grammar rules in an enjoyable way. To fill the gap for a purposive and meaningful grammar-based language game, Worchitect, a card-based game that focuses on (English) parts of speech is developed. The card game poses players/learners with questions that will foster their understanding of the rules of grammar for them to play the game and accumulate the highest scores possible. This game provides a constructive reinforcement to L2 users as it allows for the English parts of speech (and grammar) rules to be deductively attained. Furthermore, Worchitect is highly marketable as it is suitable for learners of various language proficiencies; for language teachers to be used as reinforcement or the actual learning activity; for parents who are looking to spend quality time with their children; and for any language enthusiast.


2013 ◽  
Vol 63 (2) ◽  
Author(s):  
Kadir, Jl ◽  
Mayjen S. Parman

Mathematical communication skills of junior secondary school students in coastal area are still considered low due to the lack of contextual problem technique in the teaching of mathematics. The various potencies of the coastal area have been damaged without any concern. It is interesting to investigate the contextual problem in mathematics teaching because it can be identified, required, and related to everyday life. The objective of this study is to enhance mathematical communication skills of junior secondary school students in the coastal area. Using coastal-based contextual teaching and learning (CCTL) can enhance: (1) students’ mathematical communication skills better than conventional teaching and learning (CVTL); and (2) the students’ learning activity, fluency of argument in problem solving process, advanced question skills, and knowledge of coastal area potencies and problems.


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