scholarly journals THE EFFECT OF REFLECTION IN LESSON STUDY

JURNAL SMART ◽  
2020 ◽  
Vol 6 (2) ◽  
pp. 108-117
Author(s):  
Imaniar Tiara Ningrum ◽  
Rahmatika Kayyis ◽  
Mifathul Jannah ◽  
Kurniati Kurniati ◽  
Fitri Wulandari ◽  
...  

This descriptive qualitative research aimed to describe, explain, and analyzing about the impact of Lesson Study Reflection on teachers' ability in teaching English Language and to find out the impact of lesson study in the teaching and learning process in 8th B Class of SMP IT Insan Mulia Boarding School Prigsewu. The data collection technique uses questionnaires and documentation. Data analysis uses Interactive. The result of this research presented that Lesson Study improve the quality of the teaching-learning process, the students' enthusiasm in learning English improved step by step as the lesson goes on, and it affect students learning outcomes.

2020 ◽  
Vol 7 (1) ◽  
pp. 67-77
Author(s):  
Evi Fatimatur Rusydiyah ◽  
Fiena Saadatul Ummah ◽  
Ali Mudlofir

AbstractComputer literacy has become an interesting issue in the field of education as the integration of technology in education develops rapidly and continues to increase in the future. One aspect of computer literacy teacher’s and student’s perceptions and attitudes to use computers for classroom instruction. Unfortunately, this has been a challenge for incorporating technology during the teaching and learning process. The current study aims to analyze the implementation of the use of a mobile laptop in the class and unfold the student’s attitudes toward using laptops during their learning activities. This research was a survey study that includes interviews, observation and documentation as a data collection technique. The subject of the study is 312 students from seventh to ninth grade. Data analysis was done by the following steps: data collection, data reductions, data analysis, and conclusion making. The study finds that 1) course content and learning activities have been predetermined/ predesigned and stored in the laptops, 2) every student have access to the device with the help of group work. The study also reveals that the attitude of students toward the use of laptops in the classroom process is positive in the sense that they show satisfaction on the use of laptops. They also acknowledge the advantages of the computer for their learning and show high awareness of the importance of keeping the devices maintained and secured.AbstrakSalah satu bidang Tehnologi pembelajara adalah pemanfaatan teknologi informasi sebagai media pembelajaran. Hal tersebut selaras dengan perkembangan abad 4,0.  Kemampuan siswa dalam menggunakan dan memanfaatkan computer (Komputer Literasi) menjadi isu yang menarik saat ini. Komputer literasi menjadi bagian dari teknologi pembelajaran. Tujuan dari penelitian ini untuk menganalisis implementasi penggunaan laptop Mobile dalam aktivitas belajar di kelas dan bagaimana respon siswa dalam penggunaan laptop Mobile di kelas.  Penelitian ini dilakukan dengan survey. Sedangkan metode pengumpulan datanya dilakukan dengan cara wawancara, observasi, dan dokumentasi. Subjek penelitian ini adalah siswa kelas VII, VIII, dan VIII sejumlah 312 anak. Analisis penelitian ini dilakukan dengan cara mengumpulkan data, mereduksi, menganalisis, dan membuat kesimpulan. Hasil penelitian ini menunjukkan bahwa implementasi penggunaan laptop mobile dilakukan saat proses belajar mengajar dilakukan dengan cara 1) semua materi dimasukkan dalam laptop mobile, 2) semua siswa mendapatkan hak akses untuk menggunakannya, dan 3) aktivitas belajar sudah didesain dalam laptop mobile. Sedangkan respon siswa dalam menggunakan mobile laptop menunjukkan 1) tingkat kepuasaan dalam menggunakan laptop mobile, 2) tingkat kemanfaatan dalam menggunakan laptop mobile, dan 3) tingkat tanggungjawab dalam merawat laptop mobile pada angka rerata yang paling tinggi pada lilihan stuju dan sangat setuju. How to Cite: Rusydiyah, E. F., Ummah, F. S., Mudlofir, A.  (2020).   The  Implementation of Laptop Mobile in the Teaching-Learning Process in Islamic Boarding School. TARBIYA: Journal of Education in Muslim Society, 7 (1), 67-77. doi:10.15408/tjems.v7i1.13650. 


Author(s):  
Leki Dorji

Abstract: The development of Mass Media in the first decade of twenty first century influenced the lives of Bhutanese in various fields such as mass communication, entertainment, and teaching-learning processes. The proficiency of English language is an indispensable tool for students in the academic journey, and thus, the creative teaching-learning process of English is necessary to adopt in the classroom. Hence, this study explored the Impact of Mass Media in Teaching and Learning English in Higher Secondary Schools in Bhutan. The researcher conducted a Mixed Method Survey comprising questionnaire and interview to collect data and information from one hundred thirty five, twelfth-grade students and six English teachers from three schools under Tashigang Dzongkhag. The study used Simple Random Sampling to select the target population, which involved individuals that represent unbiased population. The study used descriptive analysis to interpret and analyze the collected data with graphical representations. The study presented the implications of Mass Media in teaching and learning English to the young minds. Further, the study recommended the use of Mass Media with accessibility and awareness to enhance the teaching and learning process of English. Keywords: impact, quota-sampling, accessibility, learning strand, teaching aid,


2020 ◽  
Vol 4 (2) ◽  
pp. 118-129
Author(s):  
Asti Gumartifa ◽  
◽  
Indah Windra Dwie Agustiani

Gaining English language learning effectively has been discussed all years long. Similarly, Learners have various troubles outcomes in the learning process. Creating a joyful and comfortable situation must be considered by learners. Thus, the implementation of effective learning strategies is certainly necessary for English learners. This descriptive study has two purposes: first, to introduce the classification and characterization of learning strategies such as; memory, cognitive, metacognitive, compensation, social, and affective strategies that are used by learners in the classroom and second, it provides some questionnaires item based on Strategy of Inventory for Language Learning (SILL) version 5.0 that can be used to examine the frequency of students’ learning strategies in the learning process. The summary of this study explains and discusses the researchers’ point of view on the impact of learning outcomes by learning strategies used. Finally, utilizing appropriate learning strategies are certainly beneficial for both teachers and learners to achieve the learning target effectively.


2019 ◽  
Vol 5 (1) ◽  
pp. 35-42
Author(s):  
Erma Yenis

Abstractlearning process  good teaching  can create a situation that allows children to learn, so that is the starting point of the success of teaching. The low quality of education depends on the management of the teaching and learning process which can be interpreted as being less effective in the teaching and learning process, the causes: (1) Low learning activities, (2) Inadequate facilities and infrastructure. The case in Solok City Middle School, the low level of student learning activities allegedly influenced the low student learning outcomes. Based on observations on class VIII A which included the superior class had not yet achieved the desired completeness, the class with the least completeness was class VIII B which was 33.33% with KKM 65 criteria. Seeing this reality, teachers were required to motivate students and foster enthusiasm student learning. Therefore, to foster students' enthusiasm for learning, the author tries to apply student learning activities through discussion methods in small groups.Keywords: Learning, discussion AbstrakProses belajar mengajar yang baik dapat menciptakan situasi yang mmemungkinkan anak belajar, sehingga merupakan titik awal keberhasilan pengajaran. Rendahnya mutu pendidikan tergantung pada pengelolaan proses belajar mengajar yang dapat diartikan kurang efektifnya proses belajar mengajar, penyebabnya: (1) Rendahnya aktifitas belajar,  (2) Sarana dan prasarana yang belum memadai. Kasus pada SMP Negeri % Kota Solok rendahnya aktifitas belajar siswa diduga berpengaruh terhadap rendahnya hasil belajar siswa. Berdasarkan pengamatanpada  kelas VIII A yang termasuk kelas unggul belum mencapai ketuntasan yang di inginkan, sedangkan kelas yang paling sedikit ketuntasannya adalah kelas VIII B yaitu sebanyak 33,33 % dengan kriterian KKM 65. Melihat kenyataan tersebut, guru dituntut untuk dapat memotivasi siswa dan menumbuhkan semangat belajar siswa. Karena itu, untuk menumbuhkan semangat belajar siswa, penulis mencoba untuk menerapkan aktivitas belajar siswa melalui metode diskusi dalam kelompok kecil. Kata kunci: Pembelajaran, diskusi


2019 ◽  
Vol 1 (1) ◽  
pp. 11-15
Author(s):  
Nunung Susilo

This research was designed in descriptive qualitative research to ensure there are triangulations data regarding Kahoot apps in English Language Teaching (ELT) context. The data was collected from several related literature on the application of Kahoot online application in English classrooms including online forum. The analysis of the study sees teaching English using media such as Kahoot is one effective strategy that makes students enjoy the teaching and learning process around the globe. Many studies have proven the effectiveness of using video as a learning medium for students, especially in EFL classes. Kahoot seems not only gives students pleasure to learn but also can make students more active and comfortable in the learning process. Therefore, taking a cue from many studies around the world underline the significant findings the teacher as a model must know how to deliver good material using Information system i.e., Kahoot online application. This study also would like to suggest before using this online application as a medium for teaching, teachers must have a step by step plan of what the teacher must do during teaching and learning to ensure the quality of teaching.


1998 ◽  
Vol 275 (6) ◽  
pp. S8 ◽  
Author(s):  
R G Carroll

There are at least three areas in which technology can impact education: teaching, learning, and assessment. Teaching, when viewed as communication of information, has been transformed by the technology revolution. Word processing, multimedia, distance learning, and access to the World Wide Web are some prominent examples. The impact of technology on learning, defined as knowledge or skill acquired by instruction or study, has been less dramatic, in part because of our limited understanding of cognitive processes. Some forms of assessment, the collection of evidence of learning, have benefited from technology, such as item analysis of multiple-choice questions. To be effective, the focus on instruction must start with the learner and, from there, consider what should be done to enhance learning. An emphasis on what is technologically appropriate, rather than what is technologically possible, will improve the quality of both teaching and learning.


2018 ◽  
Vol 1 (1-2) ◽  
pp. 156-167
Author(s):  
Nicoleta Sămărescu

The eLearning instruments that have been researched in the last few years represent a necessity for the Romanian primary school also within the development of the alternative learning sources. These cognitive instruments as D.H. Jonassen names them, are utilized in the USA and are researched in other countries, too (France) in order to be implemented. The aim of this article is to implement and to recommend the utilization of electronic models: text and image processing sheets, presentation sheets, spreadsheets in the teaching­learning process in primary school. According to this aim, the research hypothesis has been issued in keeping with which we anticipate to be able to offer a well thought training in the eLearning field by updating the teaching and learning process with the help of the implementation of a set of electronic models which will increase the intercepting coefficient, the motivation, stimulation, imagination and enthusiasm degree for the learning actors and will redefine the teacher-pupil relation. The main objectives which derive from the hypothesis of our study confine to establishing the impact of electronic models of the eLeaming Set that has been proposed to be implemented on the actors primary school in the teaching-learning process; rendering the teaching-learning process efficient by implementing cognitive models with electronic support; working out an operational guide that contains scientific-practical recommendations and lesson models that utilize PeL; enriching the mathematical thinking. The study sample covers a population that wishes to know, to participate in the implementing of the new technologies. The sample was composed as follows: 121 teachers in primary schools, most of them students of the University in Pite


2020 ◽  
Vol 6 (2) ◽  
pp. 086-095
Author(s):  
Nurul Hidayati

This study aims to see the implementation of interpersonal dialogue in learning English to enhance students' ability in using the English language. This study used a qualitative method. The data collection technique uses observation techniques to see the process of the implementation of learning to use interpersonal dialogue, and interview techniques to determine the impact of implementing interpersonal dialogue. Respondents in this study were lecturer and students. The results showed that during the learning process, the interpersonal dialogue was created between students and students and lecturer. Then, there is an increase in learning activities, student participation, students get additional knowledge in the form of vocabulary, grammar, pronunciation, and self-confidence. In conclusion, the implementation of interpersonal dialogue can build communicative learning, because of the interactive communication between students and lecturers, as well as students and students during the learning process. As well as increasing student ability and student confidence in using English.


2017 ◽  
Author(s):  
William Manoel Menezes ◽  
Jorge Correia Neto ◽  
Moacyr Cunha Filho ◽  
Guilherme Villar

BACKGROUND While traditional video games provide amusement, with the advent of serious games (SG), it has raised the potential and the results that can be achieved from the games, these artifacts, whose main differentials are the fact that they are naturally playful and motivators. While in the 1990s, the games aimed only at entertainment, nowadays teaching and learning combine with entertainment and become the main goals to be achieved through the SG. A strong example of SG application is for motivation and help in the formal or special teaching-learning process acting as a pedagogical tool. In this sense, the following question arises: What are the characteristics and interface resources considered adequate to compose the interface of a serious game that have educational objectives directed to people with Williams-Beuren Syndrome? Here's the motivation guide for this article. OBJECTIVE Elementary mathematics education for people with Williams Syndrome METHODS An exploratory and descriptive study,using qualitative and quantitative approaches. RESULTS The results portfolio obtained from the WBS user experience assessment presents the confidence rectangle within the "desirable" quadrant. This is what a project program is, since scientifically this is one of the biggest difficulties reported by unlock authors, it is not possible to teach content and maintain playfulness. CONCLUSIONS The prototype of the game here called SoundMath, was intended to meet a demand for learning elementary arithmetic for people with WBS, from a playful and immersive process. Through the results of the evaluations carried out, this work provides relevant information that can encourage the development of this game, as well as help companies in the educational segment, and contribute to the improvement of the quality of the applications targeted to this type of public. Other important point to be highlighted from this work is with regard to the social aspect that this work encompasses, because it is the development of a solution applied to a daily problem of this public. But we did not just develop; we decided to go beyond and document the entire process of engineering and gamification, based on data obtained throughout this study of design and design of a serious educational game prototype that contained in its layout the ideal characteristics to mediate a teaching-learning process from its use, as well as document and outline a methodological process that may serve as the basis for further studies. Thus, we believe that the results and reflections raised from this study may, in the future, broaden the knowledge about the design of serious games for people with cognitive disabilities. The prototype of the game here called SoundMath, was intended to meet a demand for learning elementary arithmetic for people with WBS, from a playful and immersive process. Through the results of the evaluations carried out, this work provides relevant information that can encourage the development of this game, as well as help companies in the educational segment, and contribute to the improvement of the quality of the applications targeted to this type of public. Other important point to be highlighted from this work is with regard to the social aspect that this work encompasses, because it is the development of a solution applied to a daily problem of this public.


2021 ◽  
pp. 622-628
Author(s):  
Suerni .

The COVID-19 pandemic has spread worldwide, including Indonesia. The Indonesian government recommends all citizens to stay at home and to work and study from home. Therefore, most universities have implemented e-learning in their teaching and learning process. This research focused on the effect of e-learning on students’ interest and learning at the varsity level. Quantitative research methods were used. The data were collected from 176 students from two private universities in Medan, Sumatera Utara. The findings were that e-learning enabled the students to access the global world and distribute learning materials through WhatsApp. Assignments were marked promptly and e-learning helped students to set their own schedule. E-learning motivated the students to do their own work without others’ help, but the students did not agree that e-learning enhanced the quality of the teaching-learning process. Keywords: E-learning, teaching learning process, Varsity level, COVID-19


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