Vocabulary Learning Through Picture-Viewing and Picture-Drawing on Tablets

2020 ◽  
pp. 840-857
Author(s):  
Kuo-Liang Ou ◽  
Wernhuar Tarng ◽  
Yi-Ru Chen

Beginning learners of English frequently use flashcards as a tool for learning vocabulary. However, because of the consciousness difference between the picture-readers and picture-drawers on vocabularies, errors may be involved in the learners' comprehension of the vocabulary terms on the flashcards. This article develops and evaluates an English vocabulary learning strategy for tablet devices on which learners' viewing and drawing corresponding to vocabularies on the mobile devices. Fifty-two elementary school students were recruited and divided into two groups: The first group read the printed flashcards from electronic files, the second group read the flashcards drawn by students themselves. The results indicated that the drawing learning strategy was beneficial for increasing both their learning motivation and memory retention. The learners could create their own learning content by drawing pictures in such a manner that the pictures were highly relevant to the meaning of the target word, thus transforming their learning pattern from passive to active.

2018 ◽  
Vol 16 (3) ◽  
pp. 64-80 ◽  
Author(s):  
Kuo-Liang Ou ◽  
Wernhuar Tarng ◽  
Yi-Ru Chen

Beginning learners of English frequently use flashcards as a tool for learning vocabulary. However, because of the consciousness difference between the picture-readers and picture-drawers on vocabularies, errors may be involved in the learners' comprehension of the vocabulary terms on the flashcards. This article develops and evaluates an English vocabulary learning strategy for tablet devices on which learners' viewing and drawing corresponding to vocabularies on the mobile devices. Fifty-two elementary school students were recruited and divided into two groups: The first group read the printed flashcards from electronic files, the second group read the flashcards drawn by students themselves. The results indicated that the drawing learning strategy was beneficial for increasing both their learning motivation and memory retention. The learners could create their own learning content by drawing pictures in such a manner that the pictures were highly relevant to the meaning of the target word, thus transforming their learning pattern from passive to active.


2021 ◽  
pp. 073563312110399
Author(s):  
Ting-Ting Wu ◽  
Jian-Ming Chen

Many countries have incorporated computational thinking (CT) and programming languages into their science and technology courses. Students can improve their CT ability by learning programming languages. Moreover, situated learning enables students to generate knowledge and master problem-solving skills through interaction with situations. This study incorporated Webduino learning and the situated learning strategy into a programming course and analyzed its impact on high school students’ CT ability, learning motivation, and course satisfaction. A quasi-experimental research method was adopted, wherein the experimental group was subjected to the situated learning strategy and the control group was subjected to a traditional teaching method. The study results revealed that integrating Webduino programming with situated learning could effectively improve five categories of CT skills; moreover, the activity models of situated learning enhanced the value and expectation dimensions of learning motivation. In addition, satisfaction with the course content and self-identity slightly improved. However, because teachers were required to elaborate on stories to promote learner engagement with life situations, the time available for programming was limited. Thus, no significant difference was observed in teaching satisfaction.


2019 ◽  
Vol 38 (2) ◽  
pp. 366-376
Author(s):  
Noor Alfulaila ◽  
Haryadi Haryadi ◽  
Ajat Sudrajat ◽  
Nashrullah Nashrullah

Multicultural approach in Indonesian language has become an absolute necessity over the last years. This research highlights the role of multicultural culture as a means to improve writing achievement of Indonesian Language among elementary school students. This study aims at determining the effectiveness of the multicultural approach in the writing achievement of Indonesian language among fifth grade students of islamic elementary school who are grouped based on their learning motivation. This study can be catagorized as an experimental study with 2x2 factorial design. The independent variable consists of two categories, multicultural and conventional approaches. The population was  60 fifth grade students of at two private islamic schools. The data was collected using learning achievement tests and learning motivation questionnaires, and analyzed using two-way ANOVA and sheffe test. The results showed that (1) there were a gap in learning achievement between students in the experimental group and control group students; (2) there were differences in learning achievement between students with high motivation between both groups; (3) there were differences in learning achievement between low motivated students between both groups; (4) the multicultural approaches proved to be more effective than the conventional one; and (5) there was no interaction between the approaches and the learning motivation.


Author(s):  
Kosmas Sobon

The aim of this research is to explain influence smartphone on learning motivation of elementary school students Mapanget Subdistrict Manado City. This research is in four elementary schools used sample are 84 students. This research is a quantitative study used the survey’s method with the following stages: observation of the location of the research, preparation of questionnaires, distribution of questionnaires, validity testing, data collection, processing of research results, analysis of the results of research, and discussion. The result showed that the effect of smartphone on the learning motivation of students in elementary school Mapanget Subdistrict was 0.057 or 5.7% with a significance  0.028 < 0,05. The results of testing t-table is greater than t count, namely t-hitung = 2.232 ≥ (t-tab) = 1.989. This means that smartphone have an effect on students’ learning motivation even though it is in the low category 5.7%. It is recomended that students do not use excessive smartphones both at school and at home. Parents and teachers need to supervise children in using smartphone everday  because the effect  of smartphone on students’ learning motivation is very low.


2020 ◽  
Vol 5 (12) ◽  
pp. 1717
Author(s):  
Dhia Suprianti ◽  
Munzil Munzil ◽  
I Wayan Dasna

<p><strong>Abstract:</strong> This research was conducted with the aim of testing the influence of guided inkuiri strategies assisted by interactive multimedia and learning motivation on the learning outcomes of elementary school students. This research uses quasi experimental design. Research subjects of 60 elementary school students. The instruments used were questionnaires to measure the difference in student learning motivation with a reliability level of Croanbach's alpha 0.891 and a multiple choice assessment instrument with cronbach's alpha reliability level of 0.872. The research data was analyzed using the two way ANOVA method. The results of this study (1) there is an influence of student learning outcomes in the experimental class that get the treatment of interactive multimedia-assisted inkuiri strategies with control classes that get conventional treatment, (2) there is an influence between students in the experimental class and controls that have excellent different learning motivation, and (3) there is an interaction between guided and conventional inkuiri strategies with differences in student learning motivation.</p><strong>Abstrak:</strong> Penelitian ini dilakukan dengan tujuan menguji pengaruh strategi inkuiri terbimbing berbantuan multimedia interaktif dan motivasi belajar terhadap hasil belajar siswa  SD. Menggunakan desain quasi eksperimen. Subjek 60 siswa SD. Instrumen yang digunakan yaitu kuesioner untuk mengukur tingkat perbedaan motivasi belajar siswa dengan tingkat <em>reliability croanbach’s alpha</em> 0,891 dan instrumen penilaian hasil belajar berupa pilihan ganda dengan tingkat <em>reliability cronbach’s alpha</em> 0,872. Data penelitian dianalisis menggunakan metode <em>two way</em> ANOVA. Hasil penelitian ini (1) terdapat pengaruh hasil belajar siswa pada kelas eksperimen yang mendapatkan perlakuan strategi inkuiri terbimbing berbantuan multimedia interaktif dengan kelas kontrol mendapatkan perlakuan secara konvensional, (2) terdapat pengaruh antara siswa pada kelas eksperimen dan kontrol yang memiliki motivasi berbeda, dan (3) terdapat interaksi antara strategi inkuiri terbimbing dan konvensional dengan perbedaan motivasi belajar siswa.


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