The ease of implementing Augmented Reality in the classroom makes AR as a useful learning medium for educators. AR can be used to be teaching media for vocabulary learning. The purpose of this study was to identify criteria in developing a prototype design for educational games based on AR for teaching English vocabulary for elementary school students. this research will also describe the procedures that are followed in designing the educational game design. This procedure is contained in a process called the successive approximation model (SAM). In order to identify the performance gap of present condition, three categories of questionaries were utilized; the activities used to teach vocabulary, the difficulties in teaching vocabularies, and the need and suggestion on teaching vocabulary. The participant of the study is 24 teachers of primary school in the Area of Jabodetabek. The findings of the research revealed that grammar translation method is the most activities used by teacher which indicated the teacher tranquil in the old method in teaching vocabulary. Moreover, the teachers mostly had difficulties on uninteresting activities and lack motivation by the student in learning vocabulary. Additionally, the result of the study emphasizes the need of criteria in choosing vocabulary inside the Augmented reality-based teaching media for vocabulary learning. There criteria of designing augmented reality for vocabulary learning are the use of approach that actively encourage the student to join the activity, which is communicative language teaching and the content of vocabulary in the augmented reality program based on the control of following measures; Word frequency, Structural value, Universality, Subject range, Definition words, Word-building capacity and Style of primary school level
Background: COVID-19 affects education systems and leading to the closure of schools, universities and colleges. As the consequence, the learning process is done from home in which needs some adjustment on the delivery method of teaching-learning. To be specific, the teaching-learning process is about how teacher and students interact each other based on a certain method of learning. Purpose: This study aims to investigate to what extent the NHT method can be used for an alternative method in promoting teaching-learning process in COVID-19 era. Design and methods: The study used library research method which investigates data from the documents, such as articles, news, books etc. related to NHT. The findings are validated by using triangulation data source technique. Results: the study reveals Transforming the method of teaching from offline class to online class is a way to solve in transferring the knowledge to the students. NHT is one of the many methods can use the meetings conference platform.
Penelitian ini bertujuan untuk pengembangan media Pop Up BUSUGI untuk siswa kelas III Sekolah Dasar 2021/2022. Media pembelajaran yang sesuai dengan kebutuhan pada peserta didik yang ada disekolah dasar. Media pembelajaran ini digunakan disaat pandemi karena pembelajaran secara daring (dalam jaringan). Penlitian ini adalah penilitian pemgembangan (reseach and development). Desain penelitian ini menggnakan model pengembangan media pembelajaran yang dikemukakan oleh Thiagarajan yaitu model 4-D yang terdiri dari tiga tahapan yaitu tahap pendefinisian (define) tahap perencanaan (Desaign), tahap pengembangan (development). Alasan peneliti tidak melaksanakan tahap akhir pada model penilitian 4-D karena keterbatasan waktu dan biaya yang digunakan subjek penilitian terdapat 4 validator. Teknik pengumpulan data yang digunakan yaitu dengan memberikan lembar validasi kepada validator. Sedangkan instrumen pengumpulan data dengan memberikan perangkat pembelajaran dan lembar validasi untuk dinilai oleh validator. Berdasarkan hasil analisis yang telah dilakukan oleh peneliti, didapatkan pengembangan media pembelajaran yang sudah dikembangkan sesuai dengan kebutuhan peserta didik. Untuk kevalidan perangkat pembelajaran 88,8% penilaian dari validator. Sehingga media pembelajaran materi sumber energi ini sangat valid untuk digunakan saat pembelajaran berlangsung.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.