This study was aimed at investigating whether or not there was a significant effect of the implementation of Big Book as media on reading comprehension achievement of the fifth grade students. This study was conducted in SD Laboratorium Undiksha Singaraja in the form of an experimental research with post-Test only Control Group Design. The population was the fifth grade in which two classes were selected as the sample of the study. Then, the samples were decided as the experimental group and control group by using lottery. The experimental group was taught by using Big Book as media and the control group was taught by using conventional media. The data were analyzed by using t-test through SPSS 17.0. The result of the data analysis showed that students in experimental group performed better than the students in the control group. It was proven by the result of the descriptive statistics that showed the mean score of the experimental group was 85.51 while the mean score of the control group was 75.56. The result of the t-test also showed that the value of Sig (2-tailed) 0.000 was less than 0.05. It can be concluded that there was a significant difference of reading comprehension achievement between students treated with big book as media and those treated using conventional media at fifth grade of elementary school in SD Laboratorium Undiksha Singaraja.
The COVID-19 pandemic has affected educational practices worldwide, including English language teaching and learning practices like teaching speaking courses. It has also shifted face-to-face learning into distance learning modes. Implementing e-portfolios in assessing students' speaking performance seems to be an alternative as this technique could be implemented fully online. However, how well e-portfolios facilitate students' learning engagement in speaking courses, especially during online learning, has been little documented. Thus, this study aims to explore the students' learning engagement and the challenges of implementing e-portfolios in an online speaking course. Using a single case study in an English Language Department at a public education university in Indonesia, the study involved ten participants selected using a purposive sampling technique. Data were collected from various resources, such as phone interviews, videos, and reflection journals, as data/source triangulation. The data were then analyzed using a theoretical thematic analysis technique. The findings revealed that the participants had active participation and showed almost similar engagements in cognitive, affective, and behavioral domains during the online speaking course. However, the students also faced several challenges that inevitably affected their feelings. Few implications are also discussed pertaining to conduct English language teaching practices during the COVID-19 pandemic.
This study aims to develop a digital teaching media using PowToon that will help raise the integration of ICT in the young learner classroom. In this study, a design and development research method (DDR) was used. The media were developed by applying phases of ADDIE. The development was based on questionnaires, interviews, and the syllabus of the elementary level. Four to six topics in each grade were developed using PowToon. Upon completion of the development phase, 31 prototypes were consulted with material and media experts. Although those media were categorized as excellent media, some improvements were still conducted in compliance with the experts' suggestions. The PowToon-based video media reached its final form following the applications in the classroom in line with observations conducted during its application and the feedback given by the teachers and students.
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.
The advent of technology has enabled the implementation of e-portfolio in students speaking performance to collect and store their artifacts online. With the implementation of technology, e-portfolio tends to be incorporated with flipped classrooms. Previous studies, however, failed to consider the implementation of this incorporation, especially in teaching speaking skills. it is thereby leading to a lack of literature on this topic. This research, therefore, aims to examine the effect of e-portfolio in flipped classrooms on students' speaking performance and explore their learning engagement. An explanatory sequential mixedmethod approach consisting of speaking test and interview methods was used to obtain data from 63 twelfth grade students, 29 in the experiment group and 34 in the control. The speaking test and interviews data were analyzed using the independent t-test and the qualitative content analysis technique, respectively. The result showed a significant effect of e-portfolio in flipped classrooms on students' speaking performance. Furthermore, students showed active behavioral, cognitive, and affective engagement. in conclusion, this study discussed all three possible implications for English language teaching.
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