This research aimed to find out the students’ perception and challenges in lteaching and learning process through Pow Toon software. Qualitative data are gained from classroom observation, questionnaire, and interview. The qualitative data are analysed by assembling the data, coding the data, comparing the data to the theory, building interpretations, and reporting the outcomes. The result of the research shows the students' perceptions of learning through this kind of software and describes the challenges found by both the teachers and the students. Thus, it is also found out that learning by using animation video also make a learning process more interesting. However, one of the challenges that the students found in learning through the animation video from Pow Toon software is the motion of the animation itself that distract students’ concentration; therefore, the teachers who will use the media should consider best instructional technique in the teaching and learning process. In addition, the duration when the explanation on the video is too fast. So they need to extra concentrate to the material itself. Yet, the use of digital media in teaching and learning process is one of innovative ways and it is a necessity for the millenium era.
This research is aimed to find out whether the aplication of blended learning has significant effect on the students' achievement of Understanding English Structure subject or not, and to know if the students' achievement after the application of blended learning is better than the prior knowledge of the subject. It was also to see if the application of blended learning give positive effect to the students' digital literacy. Hence, the researcher employs experimental research by giving hybrid-learning model as the treatment. It is expected that the students can achieved good score about English structure. The research involves the second semester students of English Language Education Study Program of FKIP Pakuan University. They were chosen through purposive sampling technique. Based on the result of data analysis by using ANOVA, the students' achievement in strcture class was improved. Based on the t-test results it is known that the average pre-test is 63.4 and after treatment in the form of learning using a hybrid / blended learning model, the average post-test value becomes 86 so that the increase is 22.6. So that it can be stated there is a significant increase in student learning outcome scores by using hybrid / blended learning models. The positive result was also gained from the digital literacy questionnaire. Most of the students' digital literacy was improved significantly at about 10 to 20%. Therefore, it can be stated that hybrid-learning model can improve students' achievement in grammar class and also can improve their digital literacy.
Technology has been in active use for a long time particularly in higher educational. Technology has been in active use for a long time particularly in higher educational institutions. Mainly, technology provides various opportunities to enhance students' performance to language learning. This present paper discusses the implementation and integration a technology-engagement teaching strategy with the aid of PowToon by focusing on students' vocabulary mastery and their reading comprehension. This study presents the teaching practices that occur through such an activity by applying Powtoon as a multimodal learning tool to enhance students' vocabulary masteryand reading comprehension. In addition, in the second section of this paper, this paper presents the students' attitude toward the teaching of reading through Powtoon. This paper concludes with comments about both the extent of Powtoon as a multimodal learning tool and about the future of teaching reading comprehension through technology in a multimodal world.Abstrak: Teknologi telah lama digunakan secara aktif terutama di lembaga pendidikan tinggi. Terutama, teknologi memberikan berbagai peluang untuk meningkatkan kinerja siswa dalam pembelajaran bahasa. Makalah ini membahas penerapan dan integrasi strategi pengajaran keterlibatan teknologi dengan bantuan PowToon dengan berfokus pada penguasaan kosakata siswa dan pemahaman bacaan mereka. Penelitian ini menyajikan praktik pengajaran yang terjadi melalui kegiatan tersebut dengan menerapkan Powtoon sebagai alat pembelajaran multimoda untuk meningkatkan penguasaan kosakata dan pemahaman bacaan siswa. Selain itu, pada bagian kedua makalah ini, makalah ini memaparkan sikap siswa terhadap pengajaran membaca melalui Powtoon. Makalah ini diakhiri dengan komentar tentang sejauh mana Powtoon sebagai alat pembelajaran multimodal dan tentang masa depan pengajaran pemahaman membaca melalui teknologi di dunia multimoda.
The study is aimed to investigate the effectiveness of giving vocabulary game on students' ability in grammar class. The study was conducted to the first semester of English Education Study Program students in Faculty of Teachers Training and Educational Sciences, Pakuan University.The population of the study is the first semester students of the English Department, Faculty of Teachers Training and Educational Sciences, Pakuan University. From the population, the sample of the study is one experimental class consisted of 25 students. The method of the study is quasi experimental research. The instruments used by the researcher are test and non test. The test instruments are questions about tenses and the non test is in forms of questionnaire. From the study, it can be concluded that the students’ ability in using new verbs in constructing sentences based on tenses taught has significantly been increased. It is shown from the high score of students’ test. The calculatation of df (degree of freedom) is gained from df = (N-1) = 11-1 = 10 and concern with the t table value with df = 11, the value of tt table degree of significance 5% is compared to t0. The t-table is 2.21 and with tt T0 =11,2 which is greater than tt=2,04 we can see that H0 is rejected so there are significant differences between pre-test and post-test. Based on the data calculation above, it is found out that there are significant differences mean between pre-test and posttest. Therefore, the writer concludes that the use of throwing words games as one of vocabulay games is effective in teaching grammar. Keywords: vocabulary games, grammar ABSTRAK Penelitian ini bertujuan untuk mengetahui tingkat efektivitas pemberian permainan kosakata terhadap kemampuan mahasiswa dalam kelas tata bahasa. Penelitian dilakukan terhadap mahasiswa semester satu Program Studi Pendidikan Bahasa Inggris di Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pakuan. Populasi penelitian adalah mahasiswa semester satu Program Studi Bahasa Inggris, Fakultas Keguruan dan Ilmu Pendidikan Universitas Pakuan. Sample dalam penelitian ini adalah satu kelas experimen yang terdiri dari 25 orang mahasiswa. Metode penelitian yang digunakan adalah quasi experimental. Instrument dalam penelitian ini adalah tes dan non tes. Instrument yang berupa tes adalah soal mengenai tenses sedangkan non tes berupa kuesioner. Berdasarkan hasil temuan, dapat disimpulkan bahwa kemampuan mahasiswa dalam menggunakan kata kerja baru dalam membuat kalimat berdasarkan tenses yang diajarkan mengalami peningkatan secara signifikan. Hal ini terlihat dari nilai tes mahasiswa yang termasuk tinggi. Perhitungan df (derajat bebas) diperoleh dari df = (N-1) = 11-1 = 10 dengan nilai tt table dan df = 11, nilai derajat signifikan t table 5% dibandingkan dengan t0. Nilai t-table adalah 2.21dan dengan tt T0 =11,2 yang nilainya lebih besar dari tt=2,04. Dengan demikian dapat dilihat bahwa H0 ditolak sehingga disimpulkan terdapat perbedaan yang signifikan antara pre tes dan post tes. Berdasarkan perhitungan data tersebut, ditemukan perbedaan mean yang signifikan antara pre tes dan post tes. Oleh karena itu, dapat disimpulkan bahwa penggunaan permainan lempar kata efektif dalam pembelajaran tata bahasa. Kata kunci: Permainan kosakata, tata bahasa
This research is motivated by the importance of the modernization of the implementation of learning in the education system within the university. The existence of various limitations of human resources, study space, and time to face-to-face causes the learning process to experience various obstacles to achieve optimal results. Learning in the form of Hybrid learning is one of several alternative efforts to improve the quality and quantity of the lecture process. Through learning by using Hybrid learning, students and lecturers can interact in learning across distances, time and space. The objective of this research was to obtain an overview of the Hybrid learning model to improve digital literacy of students in the learning process. The data obtained from this study were the results of document analysis, observation, interviews, and questionnaires. The sources of this study were students of the English Language Study Program, Faculty of Teacher Training and Educational Sciences, Pakuan University who were registered as active students for the 2018/2019 school year. The stages of research were observation, instrument calibration, research, evaluation, data analysis, revision of research results, dissemination of results, and reporting. The result of the research showed that the students' digital literacy was improved through the process of hybrid learning.
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