scholarly journals Meningkatkan Kemampuan Speaking Siswa dengan Media Board game di MTs Nahdlatun Nasyiin Kadur Pamekasan

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

2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


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.


2017 ◽  
Vol 2 (1) ◽  
Author(s):  
Norhayati Norhayati

There are so many techniques which can be implemented by teachers inorder to support teaching learning process. Some techniques are also usefulfor improving students’ speaking proficiency. In Eduprana LanguageCourse, which offer Speak Out program for the young learners, the methodsin practicing speaking mostly used role-play method. In this method,students are required to practice conversation based on the situations thatare provided in module learnt. This method, somehow, make the practice ofspeaking be boring and monotone. In order to solve this problem, theteachers are required to be more creative so the class atmosphere be moreinteresting and students be more creative in speaking. The usage of game inteaching learning process has been known can give positive impact forlearning experiences. So, in this study, the writer tried to implement theusage of speaking board games in order as an effort of improving students’speaking proficiency. The method of this study is class actions research,where in this study there are two cycles that are being conducted. The resultof the study showed significant increasing point of pre-test and post-test offour variables in this study; vocabulary 2.51 to 3.11, pronunciation 2.41 to3.16, grammar 2.65 to 3.00, fluency 2.66 to 3.13. So, it can be concludedthat; 1) it is important to provide activities which engage the students’participation in the speaking activities and give them more chance to speak,such as playing board games which attracts the students’ attention andmake them enthusiastic to join the lesson. 2) Playing board games engagedthe students to speak up. When the students were playing the games, allof them had the same proportion to speak.Keywords: Speaking proficiency, board game, language course


2020 ◽  
Vol 51 (5) ◽  
pp. 632-652
Author(s):  
Kristoffer S. Fjællingsdal ◽  
Christian A. Klöckner

Background. Board games are a promising, yet rarely used arena for learning about environmental issues. Existing research suggests that they are highly innovative communication tools that make complex sustainability problems more salient and easily understandable. To date, little to no research exists where several environment-themed board games have been compared in a single study. Method. 17 respondents were invited to board game nights where they were tasked to play an environmental board game of their choosing. The respondents were then invited to participate in subsequent focus group interviews about their gameplay experience and learning outcomes. Results. 5 focus group interviews were transcribed and subjected to a qualitative thematic analysis, revealing 2 main themes; the first revolving around board games as simplified environmental simulations and the second revolving around the players’ perceptions of their own impact on the game board. Conclusion. Our results suggest that board games can be highly effective tools in some aspects of environmental communication. Limitations of the study and suggestions for future research are discussed.


2021 ◽  
Vol 7 (2) ◽  
pp. 298-316
Author(s):  
Widyasari Widyasari ◽  
Aditya Rahman Yani ◽  
Nia Wulandari ◽  
Eki Cahya Imani

AbstrakKasus bullying di Indonesia merupakan masalah sosial yang serius untuk ditindaklanjuti, terutama di kalangan anak Sekolah Dasar (SD) karena dapat memberikan dampak yang sangat buruk pada moral anak juga dapat menyakiti orang lain. Di sisi lain, guru maupun orang tua beranggapan bahwa perilaku bullying merupakan sebuah proses dari perkembangan anak sehingga belum ada tindak lanjut untuk mengatasi permasalahan bullying tersebut. Sebagai upaya untuk mengatasi kasus bullying dan menegakkan dasar hukum, larangan melakukan bullying pada anak perlu dilakukan sebagai edukasi anti bullying kepada anak SD melalui media yang dekat dengan anak yakni board game. Pesan edukasi anti bullying yang disampaikan melalui board game diharapkan dapat mempersuasi anak untuk berani bersikap positif “stop bullying” jika melihat kejadian bullying di lingkungan sekolah. Metode penelitian yang digunakan adalah metode kualitatif dengan pengumpulan data primer melalui wawancara mendalam dan data sekunder melalui studi literatur. Konsep yang disusun merupakan hasil analisis fishbone dan analisis 5W+1H yakni berupa solusi kreatif board game, konsep kreatif pesan anti bullying, dan keyword “Fun Positive Learning” diterapkan pada desain komponen-komponen board game. Board game edukasi anti bullying dengan judul Berani Baik! dirancang dengan visual yang menarik dan alur permainan yang menyenangkan dalam bentuk pertanyaan sebagai studi kasus perilaku bullying di lingkungan sekolah dan pilihan jawaban sebagai pesan anti bullying kepada anak SD. Kata kunci: anak sekolah dasar, anti bullying, board game AbstractThe case of bullying in Indonesia is a serious social problem to be pursued, specifically among elementary school children due to badly impacting children's morals and can hurt others. On the other hand, teachers and parents thought that bullying behavior is a process of child development so that there has been no action to overcome the problem of bullying. As an effort to overcome bullying cases and enforce the essential law, the prohibition of bullying on children needs to be done as an anti-bullying education for elementary school children through board games. Anti-bullying educational messages conveyed through board games befit to persuade children to have a positive attitude to "stop bullying" when they see bullying in the school environment. This research uses a qualitative method with primary data collection through in-depth interviews and secondary data through literature study. The concept compiled is the result of fishbone and 5W+1H analysis in the form of creative board game solutions, creative concepts for anti-bullying messages, and the keyword "Fun Positive Learning" is applied to the design of the board game components. Anti-bullying educational board game with the title Dare to Be Good! designed with attractive visuals and fun gameplay in the form of questions as case studies of bullying in the school environment and answer choices as anti-bullying messages to elementary school children. Keywords: anti bullying, board game, elementary school children


2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


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.


2015 ◽  
Vol 4 (2) ◽  
pp. 143
Author(s):  
Hasnidar '

This study aims to improve speaking skills of children aged 5-6 through methods Story Reading in TK Melati/ ABA 005 Pulau Balai. The method used is a Class Action Research. Class actions that researchers do the research is to use the method Story Reading to improve speaking skills of children aged 5-6 years in TK Melati TK Melati/ ABA 005 Pulau Balai, and is observed by the observer. Samples taken are TK Melati/ ABA 005 Pulau Balai with the number of children of 20 people, consisting of 13 men and 7 women. Data collection techniques in this research is through observation of teachers and children as well as data capability speaking children aged 5-6 years with use of methods Story Reading. Hipotesis in this study is if the method will be applicable Story Reading can improve speaking skills of children aged 5-6 years in TK Melati/ ABA Pulau Balai 005 can be enhanced through storytelling. Results of the research data obtained by using the method Story Reading can improve the ability to speak of children aged 5-6 years in TK Melati / ABA 005 Pulau Balai. The percentage increase in the ability to speak the child at the age of 5-6 years using Story Reading methods in TK Melati/ ABA 005 Pulau Balai, from initial data to the second cycle increased by 32.2%. The implication of this study is the use of methods Story Reading used properly, can improve speaking skills of children aged 5-6 years in TK Melati/ ABA 005 Pulau BalaiKeywords: story reading, speech


2017 ◽  
Vol 4 (1) ◽  
pp. 87
Author(s):  
Rody Satriawan

Tujuan penelitian ini adalah untuk mendeskripsikan keefektifan pembelajaran matematika dengan model search, solve, create, and share (SSCS) dan apakah pembelajaran matematika dengan model SSCS lebih baik dibandingkan dengan model konvensional ditinjau dari prestasi, penalaran matematis, dan motivasi belajar. Penelitian ini merupakan penelitian eksperimen semu dengan desain kontrol grup non-ekuivalen. Populasi dalam penelitian adalah seluruh siswa kelas VIII SMP Muhammadiyah Banguntapan yang terdiri dari lima kelas. Sampel penelitian diambil dua kelas secara acak, yaitu kelas VIII-D dan VIII-E. Analisis data yang digunakan adalah uji T2 Hotteling’s, uji MANCOVA, dan uji lanjut dengan prosedur t-test. Setiap analisis dilakukan pada taraf signifikansi 5%. Hasil penelitian ini adalah pembelajaran matematika dengan model SSCS efektif ditinjau dari prestasi dan motivasi belajar, tetapi tidak efektif ditinjau dari penalaran matematis siswa dan pembelajaran matematika dengan model SSCS lebih baik dibandingkan dengan pembelajaran konvesional ditinjau dari prestasi dan penalaran matematis, tetapi tidak lebih baik ditinjau dari motivasi belajar siswa kelas VIII SMP Muhammadiyah Banguntapan.Kata Kunci: model SSCS, model konvensional, prestasi belajar, penalaran matematis, motivasi belajar siswa The Effectiveness of the Model of Search, Solve, Create, and Share Terms of Achievement, Mathematical Reasoning, and Motivation to Learn AbstractThe purpose of this study is to describe the effectiveness of teaching with the teaching model search, solve, create, and share (SSCS) and to describe whether teaching by teaching model SSCS better than by model conventional regarding students’ achievement, mathematical reasoning, and mathematics learning motivation. This research was quasi-experimental with the non-equivalent control group design. The population was all students of class VIII SMP Muhammadiyah Banguntapan consisting of five classes. The sample taken at random consisted of two classes: classes VIII-D dan VIII-E. Class VIII-D was taught by using the model conventional, while class VIII-E was taught by using the SSCS teaching model. The data were analyzed by using a multivariate test Hotelling's T2, MANCOVA test, and tested further by using t-test procedures. Each analysis regarding at the significance level of 5%. The results showed that: the first, the teaching of mathematics by using the SSCS model is effective regarding students’ achievement and students’ mathematics learning motivation, but it is not effective in terms of mathematical reasoning Banguntapan Muhammadiyah junior high school students of class VIII. The second, the SSCS teaching model is better than the conventional teaching model regarding students’ achievement and mathematical reasoning abilities, but not better terms of students’ mathematics learning the mathematics of class VIII SMP Muhammadiyah Banguntapan.Keywords: teaching model of SSCS, teaching model of conventional, academic achievement, mathematical reasoning ability, mathematics learning motivation


2020 ◽  
Vol 32 (1) ◽  
pp. 51
Author(s):  
Concilianus Laos Mbato

Cultural barriers, anxiety and lack of English competence may lead to EFL students’ failures in public peaking. Conducive learning environments, right coaching and learning strategies are likely to increase the possibility of students’ success. This research aimed to investigate whether the implementation of multiple learning strategies empowered Indonesian EFL students’ public speaking skills. 56 students enrolled in three public speaking classes of Sanata Dharma University, Yogyakarta in the academic year 2017-2018 participated in the research. One overriding research question was postulated, i.e., to what extent does the implementation of multiple learning strategies empower students’ public speaking skills? To answer the question, classroom mixed-methods research was employed where students filled out four different questionnaires and submitted focus group discussion (FGD) results at the end of the semester. Quantitative and qualitative data analyses indicated that students had very high perceptions about the use of and the combinations of reflections, peer-, teacher-, and self-assessments, independent learning plans and activities. They believed that multiple learning strategies implemented in the Public Speaking Class enabled them to be independent, responsible, and better learners. They also acknowledged becoming more confident and better public speakers. This study contributes to the body of knowledge in public speaking in two important ways. First, learning to speak in public for non-native speakers of English should begin with raising their awareness about cultural barriers that might inhibit the development of the necessary skills in public speaking. Second, teaching public speaking to EFL students requires the adoption of multiple learning strategies including strategies to confront imminent cultural barriers. This research, therefore, urges public speaking trainers and teachers in EFL settings to include intercultural understanding and multiple learning strategies in their public speaking classes in order to empower students’ public speaking skills


Sign in / Sign up

Export Citation Format

Share Document