Penelitian ini melihat peran dan tugas pengawas dalam meningkatkan kompetensi guru. Tujuan dari penelitian ini adalah menganalisa bagaimana peran pengawas sekolah SMP terhadap optimalisasi kompetensi guru Bahasa Indonesia di SMPN 5 Sarolangun termasuk faktor pendukung dan penghambat pengawasan tersebut. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan tiga instrumen utama; observasi, wawancara dan dokumentasi. Pemilihan informan dalam penelitian ini dengan menggunakan teknik purposive sampling. Hasil penelitian menunjukan bahwa: (1) Pengawas sekolah telah berupaya semaksimal mungkin meningkatkan kompetensi guru dengan perencanaan yang baik, kegiatan supervisi (akademik dan manajerial), dan evaluasi pendidikan, meskipun hasil belum efektif terlaksana, (2) beberapa faktor pendukung seperti yang menyebabkan kurang optimalnya peran pengawas sekolah seperti keterbatasan sarana dan prasarana dan rendahnya motivasi guru dalam mengikuti kegiatan pembinaan. Meskipun demikian, sekolah ini juga memiliki faktor pendukung dalam pengawasan dalam bentuk workshop, pelatihan guru, dan kunjungan-kunjungan.
This article tells readers about the effectiveness of using online game on students' English vocabulary enrichment. This is a quasi-experimental research which gives different treatment to experimental class and control class. Online game was used in the experimental class and conventional teaching media was used in the control class. The populations of the study were all the second semester students of non-English Department of the Faculty of Teacher Training and Education, University of Jambi. The samples were taken by using cluster sampling technique. Test and non-test were used as the instruments of collecting data. The results of the study show that: (1) the students who were taught by using online game had better result on English vocabulary enrichment than the students who were taught by using conventional teaching media. (2) The students who were taught by using online game gave positive response to online game as a various media in learning English vocabulary, so this media can motivate the students for learning vocabulary in the class and out of the class.
This collaborative classroom action research described the use of storytelling in teaching English speaking. The subjects of the research were 13 junior high school students at SMP Laboratorium STKIP Jambi, Indonesia. The qualitative data consisted of field notes, students’ diaries, photographs, and videos of teaching and learning process collected through observations and analyzed descriptively. The quantitative data were the students' scores in their English speaking performance generated through speaking tests and analyzed by using Microsoft Excel. The findings showed that the use of storytelling in teaching speaking could attract students’ attention to the lesson and encourage them to speak English. Pronouncing words, constructing sentences, and retelling the story could enhance students’ speaking performance. The students’ mean scores in their speaking performance tests got a significant improvement from cycle to cycle.
The purpose of this study was to examine a classroom action research about using augmented reality media to improve non-English students’ tenses mastery. The study was carried out in two cycles and each cycle consists of four stages, including plan, action, observation, and reflection. The participants of the study were a class of students of economic education study program, faculty of teacher training and education at a public university in Jambi who were taking English subject. The data of the study were taken from a test and observations in collecting the data. The results of the data analysis indicated that there was an increase from the first cycle to the second cycle. Moreover, the research results showed that: 1) augmented reality created a good atmosphere in the teaching and learning activities; 2) augmented reality made the students understand the use of tenses easily; and 3) the students became more active and attractive in the teaching and learning activities. It can be concluded that the use of augmented reality can improve students' tenses mastery.
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 © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.