Students, especially at the higher level need to bean efficient reader to comprehend somereading materials from varied sources associated with their studies. Teaching reading becomes not easy sincethe teacher has to face the problems on how to teach reading in a mixed-levelsreading class? How can all students become motivated more active in reading class? How to promote cooperation among students with divergent competency and motivation? To address such questions, this paper demonstrates how reading skill, participation, and cooperation can be developed through CIRC. The research was a case study where quantitative and qualitative were mixed. The participants of this research were students of communication studies at the Social and Political Science Faculty in higher education. Eighteen students participated in this research. The participant was took using saturation sampling. The data was collected through observation to determine students’ participation and reading comprehension test to measure the student’s reading comprehension level.CIRCwas used as teaching instruction during the intervention. Through this method, learning reading can increase good interrelationship, individual and group responsibility, interpersonal and small group skills. Therefore, a presence of cooperation is established, comprehension can be developed, and passive students become active while active students become active. This research is useful for EFL teacher who teaches in a big class where his/her studentshave different levels of reading proficiency.
This research aimed to develop learners’ autonomy in English as Foreign Language (EFL) writing class, in particular, it was applying self-assessment. It enabled learners to raise their awareness in learning and to improve the goal orientation. The research also helped teachers to reduce their burdens of assessment and entailed a long-term effect on the learner’s autonomy. The objective of this research was to figure out student attitudes in developing a self-assessment model of genre-based writing class. Quantitative and qualitative analysis were utilized to draw the findings of this research. It was conducted at the English Education Department, Faculty of Teacher Training, Pancasakti University in the even semester of the academic year 2016/2017. The data were collected from a questionnaire, classroom observation, and focus group discussions. The results of this research present students’ problems, perceptions, and needs toward the teaching and learning process of genre-based writing classes attended as preliminary research to develop a self-assessment model of EFL writing.
Vocabulary Achievement is an element of learning the language which may assist students in understanding the language through basic English skills. Interactive Board Games are board games that use multimedia system (PowerPoint) teaching technique. This is often one of the traditional games that may be played by group activity and paired with a blackboard to focus on visual media activity. To find out the effect of using Interactive Board Games on students’ vocabulary achievement, we used the quantitative approach by assigning experimental research. There were two groups that we used in this research. Group one as experimental group and other as a control group. We used Total Pscycal Response (TPR) method for both groups, but we often gave Interactive Board Games to the experimental group in the learning process. There were eight meetings that we conducted into the experimental group with treatment using Interactive Board Games. We calculated the data from the test given when students learning English used Interactive Board Games. Before the test gave to the sample, the writer gave the test to students who have the same ability but not sample to know regarding validity and reliable of the test. Based on the t-test, we found that the t-ratio was higher than the t-table. The result indicated that there was a significant difference between the students who were taught using Interactive Board Games and the students who were not taught using Interactive Board Games.
Kegiatan Program Kemitraan Masyarakat (PKM) ini bertujuan untuk meningkatkan kecerdasan emosi anak sekaligus kemampuan berbahasa Inggris. Hal ini dilakukan melalui pelaksanaan kegiatan mendongeng dan dongeng tersebut disampaikan dalam bahasa Inggris. Penyampaian dongeng dalam bahasa Inggris adalah atas permintaan mitra, mengingat dalam kurikulum 2013 tidak ada mata pelajaran bahasa Inggris. Padahal bahasa Inggris sangat dibutuhkan dalam era globalisasi. Orang tua murid khususnya sekolah-sekolah swasta sangat menghendaki agar mata pelajaran bahasa Inggris tetap diberikan kepada anak-anak mereka meskipun hanya melalui ekstra kurikuler atau jam tambahan di sekolah. Target yang ingin dicapai adalah adanya peningkatan kecerdasan emosi anak dan kemampuan berbahasa Inggris pada siswa Sekolah Dasar. Mitra PKM yaitu SDIT Usamah dan SD Ihsaniyah Gajahmada. Serta pelatihan yang diberikan kepada guru-guru untuk meningkatkan kompetensi digital literacy nya. Dalam hal ini guru diharapkan dapat meningkatkan kualitas mengajarnya. Dari sebelum pelatihan kebanyakan para guru hanya memanfaatkan papan tulis dan spidol untuk mengajar, dengan adanya pelatihan ini guru diharapkan mampu membuat media pengajaran menarik yang berbasis digital. Target yang sudah dicapai adalah adanya kegiatan mendongeng menggunakan dongeng digital yang berbahasa Inggris. Serta pelatihan membuat media pembelajaran berbasis digital yang diikuti oleh sekitar 60 guru yang berasal dari SDIT Usamah dan SD Ihsaniyah Gajahmada. Hasil yang sudah dicapai adalah adanya peningkatan kecerdasan emosi anak dan kemampuan berbahasa Inggris siswa pada sekolah mitra dan para guru berhasil membuat video pembelajaran.
Tujuan dari penelitian ini adalah untuk menguji pengembangan model pembelajaran berbasis multimedia untuk meningkatkan efektivitas kemampuan reading mahasiswa, sebab dengan peningkatan kemampuan reading akan membantu keberhasilan mahasiswa dalam mengikuti perkembangan dunia di bidang ilmu dan teknologi, mengingat sebagian besar karya-karya ilmiah di bidang ilmu pengetahuan dan teknologi dirilis dalam bahasa Inggris. Partisipan dari penelitian ini adalah mahasiswa program studi Pendidikan Bahasa Inggris. Penelitian ini menggunakan rancangan penelitian true experimental design dengan jenis rancangan pre-test post-test one design, dengan tahapan meliputi persiapan, pelaksanaan dan pelaporan. Hasil dari penelitian adalah bahwa model pembelajaran berbasis multimedia efektif untuk meningkatkan kemampuan membaca (reading comprehension) mahasiswa.Â
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
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.