Comparative Effectiveness of Interactive Multimedia, Simulation Games, and Blended Learning on Science Performance of Learners With Special Needs

Author(s):  
Victoria Adeyele ◽  
Francisca Aladejana

This chapter investigated the comparative effectiveness of interactive multimedia, simulation games, and blended learning on science performance of learners with special needs. The study adopted the pre-test post-test control group quasi-experimental research design. The pre-test was used to determine the prior knowledge of the learners. Three intact classes in three schools were assigned to the experimental groups “Interactive Multimedia Platform,” “Simulation Games Box,” and “Blended Learning Parcel.” The post-test was conducted at the end of learners' exposure to the treatment. The data collected were analyzed using t-test. The findings suggested that the use of blended learning enhances the performance of special needs learners better than interactive multimedia and simulation games.

2022 ◽  
pp. 683-699
Author(s):  
Victoria Adeyele ◽  
Francisca Aladejana

This chapter investigated the comparative effectiveness of interactive multimedia, simulation games, and blended learning on science performance of learners with special needs. The study adopted the pre-test post-test control group quasi-experimental research design. The pre-test was used to determine the prior knowledge of the learners. Three intact classes in three schools were assigned to the experimental groups “Interactive Multimedia Platform,” “Simulation Games Box,” and “Blended Learning Parcel.” The post-test was conducted at the end of learners' exposure to the treatment. The data collected were analyzed using t-test. The findings suggested that the use of blended learning enhances the performance of special needs learners better than interactive multimedia and simulation games.


2020 ◽  
Vol 11 (2) ◽  
pp. 189-204
Author(s):  
Nurjannah Nurjannah ◽  
Taufiq Hidayah ◽  
Muhammad Nazar

This research is entitled “Using graphic organizer strategy in teaching writing on narrative paragraph (experimental research). Writing is a very important subject that should be learned by English learners. The students should be able to express their ideas and opinion either in the form of a sentence or paragraph. However, the researcher found that many students at the Second Grade Students of SMP Negeri 1 Tanah Luas could not express their ideas and develop into the paragraph. Hence, the appropriate strategy of teaching and learning is very important to help students master writing skills. This research aims to know the effect of achievement between the students who are taught writing by using graphic organizers from those taught writing in the narrative by using traditional methods. This research was experimental research and used a quasi-experimental design. The samples chosen in this research were the whole students of class VIII2 and VIII4 of SMPN 1 Tanah Luas. Class VIII2 consisted of 25 students was chosen as experimental group and class VIII4 consisted of 24 students was chosen as control group. This research was conducted in three phrases; there were pre-test, treatments and post-test. The data collection technique used in this research was test. The tests were pre-test and post-test. The researcher gave pre-test before giving treatment and post-test after giving treatment. The treatment was conducted in three meetings. The data was analyzed by using t-test formula. The research result and the hypothesis authentication found by using t-test formula in significant level 5% or α = 0.05 were obtained that ttest > ttable. The ttest found in this research was 3.91. Meanwhile, ttable was gotten from the list of distribution value with degree of freedom = 47, because the data not in the table, the researcher used interpolation approach and obtained = 1.67. So >  = 3.91 > 1.67. It meant that Ha was accepted and Ho was rejected. So, graphic organizer strategy significantly affects the students’ ability in mastering writing.   Kata Kunci: graphic organizer strategy, teaching and learning, writing narrative paragraph


Author(s):  
Yusran Khery ◽  
Khaeruman Khaeruman

The purpose of this study was to evaluate the effect of context-rich problems in the form of interactive multimedia on chemical students’ science process skills, scientific attitudes, and conceptual understanding in practical activities. This research is the quasi-experimental study with post test only control group design. The research sample consisted of 142 students divided into 3 groups. The 1st experimental group was treated using a context-rich problem in the form of interactive multimedia before practical activities, the 2nd experimental group used conventional rich problems, and control groups without context-rich problems. Data were collected by the science process skills observation sheets and portfolio, scientific attitude observation sheets, and conceptual understanding tests. Data were analyzed by inferential statistical methods using SPSS 15 software for windows. The results showed that the context-rich problems in the form of interactive multimedia had an effect on students' science process skills, scientific attitudes, and conceptual understanding.


Author(s):  
Afita Dewi Prastiwi ◽  
Kinanti Resmi Hayati

Bahasa Inggris memiliki peran penting saat ini terutama bagi mahasiswa teknik kelautan. Penelitian ini bertujuan untuk mengukur keefektifan game android sebagai media pembelajaran untuk meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan. Sampel penelitian ini adalah 50 mahasiswa teknik kelautan yang telah mengambil mata kuliah Bahasa Inggris. Data penelitian diperoleh dari hasil pre-test dan post-test. Semua kata dalam tes tersebut adalah kosakata permainan. Penelitian ini merupakan penelitian eksperimental semu dengan desain matching only pretest - posttest control group design. Hipotesis penelitian ini dianalisis menggunakan nilai t-test yang dihitung dengan SPSS 16. Nilai sig dari pre-test menunjukkan 0,659 yang berarti lebih besar dari 0,05 dan nilai sig post-test menunjukkan 0,003 yang berarti lebih rendah. dari 0,05. Dari hasil penelitian didapatkan bahwa game android dapat meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan                                                                                                                                                         Kata Kunci: Efektivitas, game android, media, kosa kata bahasa inggris.   ABSTRACT English has an important role nowadays especially for marine engineering students. This study aims to measure the effectiveness of android game as a teaching media to improve English vocabulary among marine engineering students. The samples of the study are 50 students of marine engineering students who have taken English subject. The data of the study are gained from the result of pre-test and post-test. All the words in those tests are the vocabularies of the game. This study is quasi-experimental research with the matching only pretest – posttest control group design. The hypothesis of this study is analyzed using t-test value counted by SPSS 16. The sig value of pre-test shows 0,659 which means it is higher than 0,05 and the sig value of post-test shows 0,003 which means it is lower than 0,05. From the result of the study, it is found that android game improves the English vocabulary of marine engineering students.                                                                                                   Keywords: Efektivity, android game, media, English vocabulary.


2019 ◽  
Vol 8 (2) ◽  
pp. 136-142
Author(s):  
Nining Candra Wahyuni

Teaching vocabulary to children with special needs is not easy. There are some problems faced by teachers when they taught English vocabulary to the children with special needs, they did not pay attention to the teacher, and they lost their interest in English subject. This quasi experimental research attempted to describe what extent puppet and flashcard lead the children with special needs to the vocabulary development and to discuss students’ attitude towards puppet and flashcard media in learning vocabulary. The participants were students of eighth-grade of SLB Negeri Ungaran and SLB Widya Bhakti Semarang. There were two instruments; test and questionnaire. The results showed that the significance between post-test score of puppet group and flashcard group was 0.000 with significance 0.000 < 0.05. Furthermore, according to result of the questionnaire, students perception towards both media were positive, yet their interests in flashcard was higher than those in puppet media. It is suggested that flashcard media was more effective to be used in teaching vocabulary for children with special needs.    Keywords: Puppet, Flashcard, Teaching Vocabulary, Quasi Experimental Research.


2018 ◽  
Vol 1 (1) ◽  
pp. 29-37
Author(s):  
Aleti Monarisa ◽  
Bambang Suwarno ◽  
Mulyadi .

The objective of this research was to find out whether the Interactive technique could improve students’ reading comprehension. This was a quasi-experimental research. The population of this research was the eighth grade students of SLTP Negeri 1 Kota Bengkulu which consisted of 193 students. The sample of this research was the class VIII.2 (34 students) as the experimental group and the VIII.3 (40 students) as the control group. The instrument was a reading comprehension test, which consisted of 40 items. Before the pre-test was given, it was tried out to the students of the same level. The result was t-count in the pre-test was smaller than t-table (1.26 < 2.042). This indicated that the groups were of equal ability. For the post-test, in contrast, the t-count was greater than t- table (2.7 > 2.042). This indicated that the interactive technique could improve students’ reading comprehension.


2018 ◽  
Vol 6 (01) ◽  
pp. 15-26
Author(s):  
Nita Lia Rosidi ◽  
Sumihatul UMMAH

This research applied experimental design with a quantitative approach. It was quasi-experimental research type. The instrument research used test (pre-test and post-test) and documentation. The population of this research was the whole class XI  students of  SMAN 3 Pamekasan and the sample of this research was XI-MIPA3 as control group and XI-MIPA4 as experimental group. The control group was 30 students and either the experimental group. So, the sample of this research was 60 students. the The data collected were analyzed by using t-test formula to find whether any effect of using physical line-up game on students’ grammar achievement at the eleventh grade of SMAN 3 Pamekasan. The result of this study showed that t-value ( ) is higher than t-table ( ) either 5% or 1% where (5% = 1,67 < 3,33) or (1% = 2,39 < 3,33). But in this case, the researcher used significant on 5% (5% = 1,67 < 3,33). Thus, it can be concluded that Ha (Alternative Hypothesis) was accepted and the Ho (Null Hypothesis) was rejected. So, the effect was far in achieving the student’s ability of grammar comprehension by using physical line-up game.   Abstrak: Penelitian ini menerapkan desain eksperimen dengan pendekatan kuantitatif. Jenis penelitian kuasi-eksperimental. Instrumen penelitian menggunakan tes (pre-test dan post-test) dan dokumentasi. Populasi dalam penelitian ini adalah seluruh siswa kelas XI SMAN 3 Pamekasan dan sampel penelitian ini adalah XI-MIPA3 sebagai kelompok kontrol dan XI-MIPA4 sebagai kelompok. Jumlah siswa pada Kelompok kontrol dan kelompok eksperimen adalah 33 siswa. Jadi, sampel penelitian ini adalah 66 siswa. Data yang terkumpul dianalisis dengan menggunakan rumus t-test untuk mengetahui apakah ada pengaruh penggunaan physical line-up game terhadap prestasi grammar siswa pada kelas XI SMAN 3 Pamekasan. Hasil penelitian ini menunjukkan bahwa t-nilai (t0) lebih tinggi dari t-tabel (tt) baik 5% atau 1% di mana (5% = 1,67 <3,33) atau (1 % = 2,39 <3,33). Tetapi dalam hal ini, peneliti menggunakan signifikan pada 5% (5% = 1,67 <3,33). Dengan demikian, dapat disimpulkan bahwa Ha (Hipotesis Alternatif) diterima dan Ho (Null Hypothesis) ditolak. Jadi, efeknya jauh dalam mencapai kemampuan pemahaman gramatika siswa dengan menggunakan physical line-up game.


Author(s):  
Najeh Rajeh Alsalhi ◽  
Mohd. Elmagzoub Eltahir ◽  
Sami Al-Qatawneh ◽  
Nadia Ouakli ◽  
Hanine Bou Antoun ◽  
...  

The key goal of the paper is to study the influence of blended learning on the academic perfor-mance of students of a statistics Bluman course at the University of Ajman. The study was implemented by means of a quasi-experimental design. The sample of the study was 268 students, grouped into two groups: one experimental group (n = 135) that used blended learning; and the other a control group (n = 133) which was educated using the traditional method. The researchers prepared the achievement test as a tool of study after verifying its validity and reliability. The findings indicated significant statistical differences among the mean scores on the students’ post-test achievement in the two study groups, in favor of experimental group students, who were educated through blended learning. Furthermore, the outcomes showed that the scores of the experimental group students were diverse based on the variable of gender (in favor of females), and based on the variable of students’ academic year (supporting those students in the fourth academic year). However, no statistically significant difference was found among the students according to the variable of the college in which they studied. The study recommends that mixed learning is to be employed more broadly to include various educational fields.


2021 ◽  
Vol 45 (3) ◽  
pp. 97-107
Author(s):  
Tarkan Gündüz ◽  
Ferit Kılıçkaya

The current study aimed to investigate the effects of proving instructions in L2 listening activities on the participants’ performance in the classroom and the participants’ views regarding the use of L1. The study included 48 students in the preparatory classes in the School of Foreign languages, at a state university in Turkey. Through the post-test, only quasi-experimental research design, the participants’ performance was compared in classes with L1 and L2 instructions in the listening activities. The results indicated that the participants in the experimental group scored higher than those in the control group who were exposed to L2 instructions.


2018 ◽  
Vol 1 (1) ◽  
pp. 32-40
Author(s):  
Dian Permatasari

This research aims to compare whether there was an effect on students’ writing quality when students were taught with blended learning method, combined with Edmodo or Quipper School. This was a quasi-experimental research with 72 students at grade XI MIPA SMAN I Bengkulu Tengah, Indonesia as the samples. The experiment group was taught with Edmodo while the control group was taught with Quipper School. The instrument was a writing test. The findings of this research, with respect to the comparison of post test mean scores between the experimental group and the control group, were as follows. There was a significant difference on students’ general writing ability. There were significant differences on students’ writing ability in the aspects of content and language use. However, there was no significant difference.The students’ responses were positive toward the use of Edmodo as a blended learning. Further studies are recommended for other school levels. It seems that Edmodo is more effective than Quipper School in writing lesson since the learning platform in Edmodo gives facilities for the students to work independently, enables them to improve their quality and has more practical, interactive, and interesting features.


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