This research work aims to answer the question, compared to conventional media, whether the use of Padlet as a microblogging platform can improve students' German writing skills for A2 - B1 level CEFR standard. Students in the class A wrote with conventional paper sheet. Meanwhile, students in the class B wrote essay writing assignment through the Padlet platform. The study took place in Malang, Indonesia and lasted for one semester. In summary 45 students participated. The pre-test data indicated that there is no difference in the results of the pre-test in the control class and experiment class. The post test scores were obtained from two writing assessments in both classes. The test results indicated the data value sig 0.326 in the ANOVA table, which means that there are no differences in the post-test results in the two classes. Thus, it was concluded that the use of Padlet in microblogging activities in writing did not affect the results of student writing scores. Nevertheless, the use of Padlet has not any disadvantages, whereas students get additonal digital skills and respond additionally positively to the use of Padlet.
It is believed that COVID-19 is the biggest disruptor of this century, educational activity being one of the most affected lines. Face-to-face learning must be replaced by virtual meetings with all its limitations. Doubts about students’ mastery of learning materials often arise. This article aims to describe the results of studies conducted on the self-efficacy of students in taking online foreign language learning classes during this pandemic. The data in this study were obtained using questionnaires that were filled by the students of the German Department at the Universitas Negeri Malang, and then analysed qualitatively. The results showed that the students had high self-efficacy. This is built on the good ability of students in completing assigned tasks with different levels of difficulty (level), student confidence in their abilities (strength), and the ability of students to carry out different activities with various situations (generality). Keywords: student, self-efficacy, foreign language learning, COVID-19 pandemic
Echo boomers or generation ME, better known as ‘Millennials’, are people whose daily activities are inseparable from the involvement of technological and information developments. The dependence of echo boomers on modern technology in every line of life is not necessarily parallel to their interest in conducting research on this subject. Therefore, it is necessary to conduct a study that examines the involvement of digitalization in the research of millennial generations. The data sources used in this study were German Department students consisting of students of German study programs and Chinese study programs as well as thesis works produced by students from both study programs between 2015 and 2019. The research data was obtained through interviews and documentation, and the findings data analyzed qualitatively. The results showed that there were not many studies by students involving information technology. The role of digitalization is mostly found in research on the development of learning media, a small portion of which occurs in the application of teaching materials and learning media. Keywords: digitalization, research, millenial generation
Keterampilan membaca merupakan bagian dari keterampilan berbahasa yang berfokus pada keterampilan seseorang untuk mendapatkan informasi dari sebuah teks. Di dalam pembelajaran bahasa Jerman, keterampilan membaca merupakan hal penting untuk dikuasai oleh peserta didik agar mereka dapat memahami makna dari sebuah teks yang sedang dipelajari. Pada kenyataanya, tidak sedikit peserta didik yang merasa jenuh ketika mereka bekerja dengan teks. Oleh karena itu, perlu adanya media pembelajaran yang mampu membangkitkan minat peserta didik untuk melatih keterampilan membacanya. Quizizz adalah media digital yang dapat diaplikasikan dalam pembelajaran karena memiliki tampilan dan fitur yang menarik seperti fitur Leaderboard yang akan menampilkan peringkat peserta didik sesuai dengan kecepatan dan ketepatan menjawab soal. Quizizz juga dapat digunakan sesuai dengan kebutuhan pengguna. Berdasarkan uraian tersebut, artikel ini bertujuan untuk membahas konsep media Quizizz sebagai media pendukung untuk melatih keterampilan membaca bahasa Jerman.
This research aimed to describe the usage of Google Sites as an interactive media for German language learning of grade X students of SMA Laboratorium UM in hybrid learning mode and to find out students' responses to the use of the applied media. The method used by the researcher was descriptive qualitative, while the research data were gathered from the observation conducted by three observers and questionnaire for 30 students of class X across German language interests. The results depict that the hybrid German learning process using Google Sites went properly. The interactive learning media could be used easily during learning. Students at school and at home were able to access the learning materials, games, practice questions, assessment results, and attendance list easily by opening the Google Sites link and selecting the appropriate web page attached to the media. According to students, these sites can be operated conveniently using cellphones, tablets or laptops that are connected to the internet. In addition, the display of the media is also attractive and feasible because the subject matter is presented with colorful pictures, audio, and video. Therefore, students are more enthusiastic and motivated to learn German by using Google Sites. Keywords: Google Sites; media; German language Abstrak: Penelitian ini bertujuan mendeskripsikan penggunaan Google Sites sebagai media pembelajaran interaktif bahasa Jerman untuk siswa kelas X SMA Laboratorium UM pada moda pembelajaran hybrid dan mengetahui respons siswa terhadap penggunaan media tersebut. Metode yang digunakan oleh peneliti adalah deskriptif kualitatif. Data penelitian bersumber dari hasil observasi yang dilakukan tiga observer dan angket yang dibagikan kepada 30 siswa kelas X lintas minat bahasa Jerman. Hasil penelitian menunjukkan bahwa proses pembelajaran bahasa Jerman secara hybrid dengan menggunakan Google Sites berjalan dengan baik. Media pembelajaran interaktif tersebut dapat digunakan dengan mudah pada saat pembelajaran. Siswa yang di sekolah dan di rumah dapat mengakses materi pembelajaran, permainan, latihan soal, hasil penilaian tugas, dan juga presensi kehadiran hanya dengan membuka link Google Sites dan kemudian memilih halaman web yang dituju. Menurut siswa, media pembelajaran itu dapat diakses dengan mudah menggunakan HP, tablet maupun laptop yang terkoneksi dengan internet. Selain itu, tampilan media tersebut juga menarik dan praktis karena materi pelajaran disajikan dengan gambar, audio, video, dan tulisan berwarna. Siswa juga lebih bersemangat dan termotivasi untuk belajar bahasa Jerman dengan menggunakan Google Sites. Kata kunci: Google Sites; media; bahasa Jerman
This research is aimed to describe the process of implementing the Audiolingual method for Mandarin pronunciation practice by students of class XI MIPA (Mathematic and Natural Sciences) 3 at SMAN 6 Malang and the students’ responses to the applied method. The research was qualitative research using a qualitative descriptive analysis method. The data sources in this research were 17 students of class XI MIPA 3 at SMAN 6 Malang. Moreover, the researcher played the role as the main instrument in the data collection that was supported by other instruments such as observation sheets and questionnaire sheets. Based on the result, it can be seen that the learning process using the Audio-Lingual method ran well and smoothly. Besides, students also responded that the applied method could increase their enthusiasm and confidence in learning Mandarin language. In addition, the method might help them practice pronouncing Mandarin tones properly. Keywords: method; Audio Lingual; tone Abstrak: Penelitian ini bertujuan untuk mendeskripsikan proses penerapan metode Audio Lingual untuk melatih pelafalan nada kata bahasa Mandarin pada siswa kelas XI MIPA 3 SMAN 6 Malang dan untuk mengetahui respons siswa terhadap penerapan metode tersebut. Penelitian ini merupakan penelitian kualitatif dengan menggunakan metode analisis deskriptif kualitatif. Sumber data dalam penelitian ini adalah proses pembelajaran dan siswa kelas XI MIPA 3 SMA Negeri 6 Malang yang berjumlah 17 orang. Dalam penelitian ini, peneliti bertindak sebagai instrumen utama dari aktivitas pengumpulan data dengan didukung oleh instrumen lain berupa lembar observasi dan lembar angket untuk siswa. Berdasarkan hasil analisis data, diketahui bahwa pembelajaran di kelas XI MIPA 3 dengan menggunakan metode Audio Lingual di sekolah itu dapat berjalan dengan baik dan lancar. Siswa menunjukkan respons bahwa metode tersebut dapat meningkatkan semangat dan rasa percaya diri mereka dalam belajar bahasa Mandarin. Melalui metode itu pula, siswa dapat berlatih pelafalan 声调 [shēngdiào] dengan tepat. Kata Kunci: metode; Audio Lingual; nada
There are two purposes of this research: firstly, describing the use of Chinese picture story books 一只大肥猫 (yī zhǐ dà féi māo) to practice the students’ reading skill of grade X of SMA Negeri 1 Turen, and secondly, describing the students’ responses to the use of the determined picture story book. This research used qualitative descriptive approach, which its qualitative data were taken from 14 students and also the learning process, using supporting instruments, namely observation sheets and questionnaire sheets. The researcher herself acted as the main instrument of this research by carrying out the data collection and analysis activities. The gathered data were then analyzed qualitatively. Finally, the results showed that the learning process using the Chinese picture story book (yī zhǐ dà féi māo) as a medium for practicing the reading skills went well, although there were problems with the internet connection. According to the students’ responses, it can be concluded that the Chinese picture story book (yī zhǐ dà féi māo) is not only able to attract their interest in practicing reading skill but also can make the Chinese learning more fun and less boring. Keywords: usage, picture story books, reading skills Abstrak: Penelitian ini bertujuan mendeskripsikan penggunaan buku cerita bergambar一只大肥猫 (yī zhǐ dà féi māo) untuk melatih keterampilan membaca bahasa Mandarin siswa kelas X SMA Negeri 1 Turen dan mengetahui respons siswa terhadap penggunaan buku cerita tersebut. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Data penelitian ini merupakan data kualitatif yang diambil dari 14 orang siswa dan proses pembelajaran dengan menggunakan instrumen pendukung yaitu lembar observasi dan lembar angket. Peneliti sendiri bertindak sebagai instrumen utama penelitian ini dengan melakukan kegiatan pengumpulan dan analisis data. Teknik analisis data yang digunakan dalam penelitian ini adalah deskriptif kualitatif. Hasil penelitian menunjukkan bahwa proses pembelajaran dengan menggunakan buku cerita bergambar一只大肥猫 (yī zhǐ dà féi māo) sebagai media latihan membaca pada keterampilan membaca bahasa Mandarin siswa kelas X SMA Negeri 1 Turen berjalan baik, meskipun terdapat kendala dalam hal jaringan internet. Menurut siswa, buku cerita bergambar tersebut dapat menarik minat mereka dalam melatih keterampilan membaca dan pembelajaran bahasa Mandarin menjadi lebih menyenangkan dan tidak membosankan. Kata kunci: penggunaan, buku cerita bergambar, keterampilan membaca
This research is development research that produces a product in the form of a digital comic application “Echt Spaß” as a German language learning media for students. The purpose of developing comics media is to solve the problem of lack of visualization of German language learning materials. The theme used is Schulleben (school life) which is the material for class X in even semester. The digital comic application “Echt Spaß” contains learning material in the form of comics, including Grammatik und Wortschatz (grammar and vocabulary), and practice questions are also presented. The development of digital comics is expected to be able to train students’ reading (Lesen), writing (Schreiben), and speaking (Sprechen) skills. The method used in this research is research and development and follows the Richey, Klein, and Nelson type one model. The developer uses a qualitative descriptive data analysis technique with the target user being class X language students at SMAN 1 Gondanglegi Malang. Based on the results of the validation by experts, it can be concluded that the developed media is feasible to use in the learning process. The testing stage also shows a positive result. That is, most students agreed that the “Echt Spaß” digital comic application could help in learning German as a foreign language. Keywords: digital comics; learning media; German language Abstrak: Penelitian ini merupakan penelitian pengembangan yang menghasilkan produk berupa aplikasi komik digital “Echt Spaß” sebagai media pembelajaran bahasa Jerman untuk siswa kelas X. Tujuan dikembangkannya media komik ialah untuk memberikan solusi atas permasalahan kurangnya visualisasi terhadap materi pembelajaran bahasa Jerman. Tema yang digunakan adalah Schulleben (kehidupan sekolah) yang merupakan materi kelas X semester genap. Aplikasi komik digital “Echt Spaß” berisi materi pembelajaran berupa komik yang didalamnya memuat Grammatik und Wortschatz (tata bahasa dan kosakata), selain itu disajikan pula soal-soal latihan. Dikembangkannya komik digital ini diharapkan dapat melatih keterampilan membaca (lesen), menulis (schreiben) dan berbicara (sprechen) pada siswa. Metode yang digunakan pada penelitian ini adalah penelitian dan pengembangan (research and development) dan mengikuti model Richey, Klein dan Nelson tipe satu. Penulis menggunakan teknik analisis data deskriptif kualitatif dengan sasaran pengguna yakni siswa kelas X Bahasa SMAN 1 Gondanglegi Malang. Setelah melalui tahap validasi, revisi dan uji coba kelayakan, sebagian besar siswa setuju bahwa aplikasi komik digital “Echt Spaß” dapat membantu mereka dalam proses pembelajaran bahasa Jerman, sehingga produk aplikasi komik digital “Echt Spaß” ini dinilai layak untuk digunakan. Kata kunci: komik digital; media pembelajaran; bahasa Jerman
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