Abstract-This article presents the results of a study on the effect of Project-Based Learning on students' English Productive Skills and how the activities influence teaching and learning process in a public junior high school in Bali-Indonesia. This research applied an embedded mixed-method design in which the quantitative data were collected using speaking and writing tests, and the qualitative data were collected using interview guide, observation checklist, open-ended questionnaire, and field note. Paired-sample t-test was used to analyze whether or not there is a significant difference in students' English productive skills before and after being taught using PBL; while the qualitative data were analyzed descriptively. The results of the analysis showed a significant effect of PBL on students' English productive skills. From the part of the students, PBL was found to improve enthusiasm, confidence, creativity, self-directed learning and collaborative learning skills. On the part of the teacher, PBL promotes teaching motivation and satisfaction. This study recommends the implementation of PBL in EFL context, especially in an attempt to improve students' ability to speak and write in English as a foreign language.Index Terms-project-based learning activities, English as a foreign language, English productive skills, teaching and learning process
This study aims to identify the characterization of Rachel Chu as a liberal feminist in Crazy Rich Asians, written by Kevin Kwan, published in 2013. By employing McKee's textual analysis with liberal feminism's perspective, the present study was designed in Miles' and Huberman's interactive model of qualitative data analysis. Through the repetitive and simultaneous process of data collection, data reduction, data display, and conclusion drawing, the present study elaborates on the characterizations of Rachel Chu as an attractive, intelligent, and independent woman representing Rachel Chu as a liberal feminist. Thus, it is implied that although the novel may be fairy-tale-like in the sense that it is centered in a romantic love story with a glamorous setting of the affluent society in Singapore, the novel also inserts feminist traits that can inspire its reader to be intelligent and independent like Rachel Chu as the main character in this novel.
Industrial revolution 4.0 has transformed today's classroom. The demands of implementing innovative teaching media are needed. This research aims at increasing students' reading comprehension through gamification based on Balinese local stories. We implement Quasi-experimental research with one group pre-test post-test design in this research. The sample was 31 fifth grade students of elementary school 5 Kampung Baru in academic year 2019/2020. Two instruments were implemented in this study, that is, treatment instrument and pretest posttest instrument. The treatment instrument was gamification based on Balinese local stories, while the pretest and posttest instrument were in the form of objective questions for reading comprehension. The result showed that gamification based on Balinese local stories was able to increase students' reading comprehension. Gamification based on Balinese local stories as teaching media are suggested to be used as teaching media in teaching reading comprehension.
Listening is one of the most important language skills to be learned by students. However, it is very difficult for teachers to teach these skills in learning during the Covid-19 pandemic. Teachers need innovative teaching techniques, one of which is using video media. This study aims to investigate the impact of using project-based learning videos on students' listening comprehension skills. The population in this study involved 4th grade elementary school students. The sample in this study used 40 grade 4 students from one intact class that were selected with a specific purpose. This research includes quantitative research with one group pretest-posttest design. The data collection instrument in this study used a listening comprehension test and a listening comprehension assessment rubric. The data collected were analyzed using descriptive and inferential statistical analysis. From the results of the study, it was found that the mean value of the group at the posttest was 86.85 which was greater than the mean value at the pretest, which was 75.75. The standard deviation on the pretest also shows a value of 5,678 and the standard deviation on the posttest is 3,180. From the results of statistical inferential analysis shows that the value of Sig. (2-tailed) is .000. and lower than Sig. levels (.05). Therefore, it can be concluded that there is a significant impact on the use of project-based learning videos on students' listening comprehension during the covid-19 pandemic.
<span>This study analyzed the effect of blended learning with combined synchronized and unsynchronized settings on self-efficacy and achievement of the students in learning basic design. The population was 145 students of vocational schools (</span><em><span>sekolah menengah kejuruan/</span></em><span>SMK) who learned basic design. The schools were selected through multistage random sampling which selected four schools with 115 students. The data for self-efficacy were collected with a questionnaire and those for learning achievement with a multiple-choice test. The data were analyzed using descriptive statistical test and inferential statistical test of multivariate analysis of variance (MANOVA). The study found that blended learning with combined synchronized and unsynchronized settings has a positive effect on the students’ self-efficacy and learning achievement in basic design, thus making the learning more joyful and more conducive.</span>
Working with nowadays children, technology cannot be neglected to be involved in their learning. Gamification in education becomes very popular as one of the most effective methods in facilitating students' learning. Inserting gamification elements in Balinese Local Stories was the purpose of this R&D research. In order to develop a gamified Balinese local story, the ADDIE model was used. As a result, 5 stories had been developed in the form of application with the insertion of gamification elements, like points, badges, levels, and leaderboards. The products had been judged by ICT media expert and educational material expert. Based on the result of expert judgment rubrics, the products were categorized as excellent application. As an implication, these media can be used to facilitate students in learning English.
ABSTRAK Program Kreativitas Mahasiswa (PKM) dan Program Mahasiswa Wirausaha (PMW) bertujuan untuk mengembangkan kemampuan soft skill dan aspek afektif, kognitif, dan psikomotor para mahasiswa. Program ini memberikan manfaat bagi para mahasiswa dan institusi. Banyak upaya telah dilakukan oleh Fakultas Bahasa dan Seni (FBS) Universitas Pendidikan Ganesha (Undiksha) dalam meningkatkan kuantitas dan kualitas PKM dan PMW. Namun dari data yang ada, kuantitas dan kualitasnya yang ada hingga saat ini masih sangat kurang. Dalam penelitian ini, penyebab kekurangan PKM dan PMW di FBS Undiksha diselidiki. Metode ADDIE (Analysis, Design, Development or Production, Implementation or Delivery, and Evaluations) diterapkan dari data yang diperoleh melalui metode wawancara dari 91 siswa FBS Undiksha. Hasil penelitian menunjukkan bahwa ada penyebab utama partisipasi dialami oleh para mahasiswa ketika bergabung dengan PKM dan PMW. Ada beberapa kendala yang dihadapi oleh para mahasiswa, seperti kesulitan dalam mendapatkan informasi tentang PKM dan PMW, pengumuman program yang mendadak, kesulitan dalam mendapatkan ide dan menulis, kesulitan dalam mendapatkan dosen pembimbing, dan kesulitan untuk menemukan tim.Kata-kata kuci: Program Kreativitas Mahasiswa (PKM), Program Mahasiswa Wirausaha (PMW), soft skill. ABSTRACT Program Kreativitas Mahasiswa (PKM) and Program Mahasiswa Wirausaha (PMW), or student creativity program and student entrepreneurship program are to develop soft skills and student aspects such as affective, cognitive, and psychomotor. The program provides benefits for both students and institutions. A lot of efforts have been conducted by Fakultas Bahasa dan Seni (FBS) Universitas Pendidikan Ganesha (Undiksha) in increasing the quantity and quality of PKM and PMW. However, the quantity and quality are still a deficiency. In this study, the deficiency causes of the PKM and PMW in FBS Undiksha was investigated. The ADDIE (Analysis, Design, Development or Production, Implementation or Delivery, and Evaluations) was applied from the obtained data through the interview method from 91 students of FBS Undiksha. The results showed that the primary cause of deficiency was experienced by the students when joining the PKM and PMW. There were several obstacles encountered by students, such as the difficulty in getting information about PKM and PMW, the sudden announcement of the program, the stress in getting ideas and writing, the stress in getting the supervisors, and the difficulty to find the teams.Keywords: student creativity program, student entrepreneurship program, soft skills
This study aimed to determine teachers’ perception toward teaching media in English language learning in the form of educational video using Project-Based Learning elementary school students. This research used case studies as the research method by using qualitative as the research design. Elementary school teachers in Buleleng regency were the object of this research. The content of the video was designed by using Project-based learning as the steps in delivering the material. The data were collected from interviews and a checklist. The analysis result of the research was most teachers preferred to use video as the learning media. The use of the video perceived positive perception by the teacher since video brings effective learning during the pandemic.
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