Providing young learners with variety story books to develop their literacy is importance to be done by considering their interest and learning preferences, and mrany of children storybook written in English in nowadays. Therefore young learners like to read English children story book since they are in the early stage. Unfortunately in the EFL frame, many children story book less to touch local content materials. Folklore is one of the oral traditions that are told for young learners with the purpose that they will know about their culture and tradition and it can be preserved with meaningful ways in EFL teaching and learning process. Much folklore are written in English and mostly talked about the culture of that language because it is believed that young learners can acquire this language easy both in spoken and written language. Unfortunately those folklores lack to present the local content of EFL context. One of the ways to facilitate young learners loves their culture by inserting local content materials in picture story books. Through reading vary children story books can arise young learners’ interest to master this language naturally. Diglot picture story book is a kind of children story book contain two languages and supporting with interesting pictures. It is believed as one of the meaningful ways that young learners can engage and explore deeply about the story with their own experiences .This study is aimed at describing diglot picture story book based on Maluku content and its relevance for young learners’ literacy.
Pengembangan bahan ajar Bahasa Inggris pada level Pendidikan SMP/SMA/SMK dengan pemanfaatan potensi teknologi komunikasi dan media internet merupakan isu penting dalam pengembangan profesionalisme guru pada abad ke 21 sekarang ini. Menyikapi hal ini, tim PPM (Pemberdayaan dan Pembelajaran Masyarakat) pada program studi Pendidikan Bahasa Inggris, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pattimura telah melaksanakan kegiatan pelatihan pengembangan bahan ajar Bahasa Inggris bagi guru-guru Bahasa Inggris pada kelompok MGMP SMP/SMA/SMK pada Kabupaten Seram Bagian Barat (SBB) Provinsi Maluku. Pelaksanaan pelatihan ini dilaksanakan sebagai respon terhadap kebutuhan peningkatan kapasistas guru Bahasa Inggris untuk mengembangkan bahan ajar berbasis Digitial Visual Literacy yang merupakan keterampilan penting yang perlu dimiliki guru untuk memfasilitasi proses belajar Bahasa Inggris yang bermakna dan komunikatif. Pelatihan ini telah dilakukan dalam tiga tahap kegiatan, yaiut; persiapan, pelatihan dan pendampingan. Kegiatan pelatihan dilakuan dalam bentuk pelatihan dalam jariangan (daring). Hasil dari kegiatan pelatihan ini menyimpulkan bahwa guru Bahasa Inggris memiliki tanggapan positif dan responsive terhadap pengembangan bahan ajar berbasis Visual literacy. Guru-guru Bahasa Inggris juga memiliki motivasi yang tinggi dalam mengembangkan bahan ajar dengan aplikasi Digital Story Book dan Model Photo story.
This research aims to investigate the use of vocabulary learning strategies used by D3 civil engineering students. This study was descriptive quantitative design and employed survey design. Vocabulary Learning Strategies (VLSs) questionnaire adopted from Puangsang (2018) was the main instrument in collecting the quantitative data. The data analysis shows determination strategies (M=3.32) is the most used strategies and followed by metacognitive strategies (M=3.05), memory strategies (M=2.87), social strategies discovery (M=2.78), cognitive strategies (M=2.56), and social strategies consolidation (M=1.82)
Writing includes the ability to express students' opinions or be taught clearly and effectively in written form. Using audiovisual media can improve students writing skills. The purpose of this study is to find out the process and results of improving writing skills by using audiovisual media. The method used Class Action Research (CAR) with a qualitative approach. In collecting the data using observation and documentation. To analyze the success rate or percentage of student success after the teaching and learning process each cycle is done by providing the same evaluation in the form of written test questions at the end of each cycle. After the data is collected, data analysis is calculated using simple statistics that are to assess formative tests and learning completion. The result of the reduction of the data is presented in the form of a data display and then last concluded. The research procedures are planning, implementation, observation, and reflection. The results have shown the average student learning outcome was 72.33% and the number of students who had completed there was 25 children was 83.33%, and the unfinished 5 children (16.67%). This research was said to be successful if the average test score of students writing above KKM scores, which is 70, and students who score above KKM is at least 80%. At the end of Cycle 2 obtained data: the average student learning outcome was 72.33% and the number of students who had completed there was 25 children was 83.33%, and the unfinished 5 children (16.67%). So, based on data on cycle 2 of Class Action Research is said to have been successful. The findings showed that using audiovisual media could better give a positive effect on the motivation and attention of less active students. The result of this study is that audiovisual media in the form of animated videos can improve students' writing skills in English. Learning by using audiovisual media in the form of animated videos will awaken the spirit of student learning amid the saturation of online learning.
This study is aimed to help the students learn new vocabularies, meanings, and their function in sentences through Pictionary game at the first grade of SMP Negeri 14 Ambon. It also directly extended the new vocabularies learned into practice writing simple sentences. It is a Classroom Action Research design which stands under the mix method, quantitative- qualitative. The data was collected through test and classroom observation and it is directed to answer the three research questions; 1) how Pictionary Game helps the students in learning vocabularies, the meanings and functions of words, 2) how students apply the vocabularies learned into simple sentences in the extended Pictionary game activities, 3) how is the students’ attitude changes during the teaching and learning process. The result of the study exposed that students successfully acquired the vocabularies through the game. The extended activities of pictionary game helped the students to practice writing simple sentences using the vocabularies learned. It also exhibited that the students’ attitude change both during the game and the learning process.
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