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Pictorial Metaplan as a Teaching aid to Improve Speaking Skills in Junior High School Students Saptanto, Deswandito Dwi; Bowo, Tri Arie; Nurjanah, Ratih Laily
Language Circle: Journal of Language and Literature Vol 15, No 2 (2021): April 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/lc.v15i2.27631

Abstract

This study focuses on improving students’ abilities in learning English with the support of Pictorial Metaplan as a teaching aid. The use of this Metaplan aims to improve speaking skills in formal and non-formal contexts. This pictorial Metaplan is a realia in the form of an illustrated carpet with a theme Getting Direction. Pictorial Metaplan focuses on the topic Getting Direction and applied directly to 15 students in the 8th grade of junior high school. The implementation of the use of the Pictorial Metaplan begins with distributing questionnaires and implementing Pre- Test and Post-Test, then direct implementation of using Pictorial Metaplan combined with Total Physical Response (TPR) method. The treatment for students was carried out by dividing two class groups, the control group, and the experimental group. The control group used conventional methods, without using learning aids, while the second group used the Pictorial Metaplan as a teaching aid. Based on the results of Pre-Test and Post-Test show an increase in the results of the values before and after implementing the Pictorial Metaplan. Thus it can be concluded that learning in the experimental group using Pictorial Metaplan is more effective than learning using conventional methods.
Students’ Perception in Using Social Media as Language Learning Bowo, Tri Arie; Sari, Eka Dyah Puspita; Dewi, Maya Kurnia
Journal of Language and Health Vol 2 No 1 (2021): Journal of Language and Health
Publisher : CV. Global Health Science Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (612.863 KB) | DOI: 10.37287/jlh.v2i1.422

Abstract

Covid-19 pandemic has forced college students to study using online learning platforms. Therefore, this study focuses to examine the preferred media to facilitate e-learning and the students’ perception in using e-learning as a means of assessment. This study observes students from two private universities in Central Java namely Universitas Ngudi Waluyo and Universitas AKI, Indonesia, who have all taken English for Academic Purposes (EAP) lecture using YouTube and WhatsApp platform. 123 feedbacks were collected, and 17 students were chosen randomly to verify their answers of the questionnaires. The results of this study showed that e-learning using YouTube was preferable for students compared to using WhatsApp Group. The major problem of utilizing YouTube as e-learning was the slow and expensive data plan. The second result pointed out that most of the students or around 63% of the populations were neutral in terms of satisfaction level of online assessment. It could be inferred that this assessment method was acceptable for the students.
Batak Toba Script, Preserving Its Authenticity in Globalization Stream Lubis, Donal Fernado; Bowo, Tri Arie
Nusantara Science and Technology Proceedings Multi-Conference Proceeding Series A
Publisher : Future Science

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Abstract

This paper exposes the existence of Batak Toba's ancient script and the shift of its authenticity values during the rapid development of technology. The analysis adapts cultural and historical approaches to be exposed qualitatively by observing several transcripts virtually. Technology is viewed from two perspectives: a media that brings this ancient heritage back to be part of modern culture; and the means that lead this ancient writing to lose its authenticity. Several former documents from field and library research are compared, especially the use of several computer software, which has been developed to enable users to write in Batak Toba script through transliteration. The result reveals that efforts to conserve this cultural heritage should be accompanied by careful linguistic assistance so that the script and its writing convention would be maintained.
MODEL PEMBELAJARAN BAHASA INGGRIS INTERAKTIF MENGGUNAKAN FLASCARD BERBASIS PANCASILA SEBAGAI UPAYA PEMBENTUKAN KARAKTER BANGSA Tri Arie Bowo; Budiati Budiati
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 11, No 2 (2017)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (291.045 KB) | DOI: 10.26877/mpp.v11i2.3362

Abstract

Materi pembelajaran bahasa Inggris di Sekolah Dasar berorientasi pada ilmu pengetahuan tanpa memasukkan nilai-nilai Pancasila. Tujuan yang ingin dicapai oleh penelitian ini adalah memberikan solusi model pembelajaran bahasa Inggris tingkat Sekolah Dasar yang berbasis Pancasila, memberikan alternatif baru pembelajaran bahasa Inggris interaktif yang berbasis Pancasila dan membangun karakter bangsa yang bernafaskan Pancasila ditengah globalisasi yang tidak terhindarkan. Penelitian ini berkontribusi untuk menggabungkan antara nilai-nilai Pancasila sebagai identitas bangsa Indonesia dengan bahasa Inggris sebagai bahasa global. Metode pengumpulan data yang dilakukan adalah deskriptif kualitatif berupa survey, wawancara dan observasi, serta proses pengembangan flashcard yang dirancang dengan desain penelitian Research and Development. Berdasarkan hasil angket yang telah disebarkan, responden sepakat apabila mata pelajaran Bahasa Inggris memuat nilai-nilai Pancasila dalam materinya. Integrasi antara Bahasa Inggris dengan nilai-nilai Pancasila adalah dengan media flashcard (kartu bergambar). Unit-unit dalam flashcard dirancang berdasarkan sila-sila dalam Pancasila. Unit Religiosity (sila 1) terdiri dari Mosque, Pray, Church, Priest, dan Monk. Unit humanity (sila 2) terdiri dari Family, Human, Help, Respect, dan Care. Unit Unity (sila 3) terdiri dari Flag, Culture, Country, Island, dan Uniform. Unit Democracy (sila 4) terdiri dari Village, City, Election, President, dan Citizen. Unit Equality (sila 5) terdiri dari Law, Police, Reward, Rich, dan Justice. Diseminasi diperlukan guna menyempurnakan Flashcard berbasis Pancasila. Kata kunci: Flashcard, Pancasila, Pembentukan Karakter
Pelatihan English for Educator Bagi Guru Tingkat SMK di Kota Semarang Tri Arie Bowo; Maya Kurnia Dewi; Budiati Budiati
Buletin Pembangunan Berkelanjutan Vol. 4 No. 1 (2020)
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (698.161 KB) | DOI: 10.25299/bpb.2020.5014

Abstract

Program Pengabdian Kepada Masyarakat dengan judul pelatihan English for Educator Bagi Guru Tingkat SMK di Kota Semarang merupakan pelatihan Bahasa Inggris yang dikhususkan untuk pengajaran di kelas. Mitra dalam pengabdian masyarakat ini adalah institusi pendidikan vokasi yakni Sekolah Menengah Kejuruan Persatuan Guru Republik Indonesia 01 yang terletak di kota Semarang. Permasalahan yang dialami mitra yakni kurangnya kemampuan guru SMK PGRI 01 Semarang untuk mengajar dengan menggunakan Bahasa Inggris. Hal tersebut karena kurangnya pelatihan bahasa Inggris yang dikhususkan untuk guru-guru di sekolah tersebut. Secara spesifik, kurangnya kemampuan guru dalam bahasa Inggris yakni dalam keterampilan speaking (berbicara). Solusi permasalahan mitra yang ditawarkan dalam pengabdian masyarakat ini adalah pelatihan English for Educator yakni pelatihan untuk guru-guru/pengajar yang merupakan gabungan dari metode classroom language dan bahasa Inggris dasar. Pada pelaksanaan pelatihan ditemukan bahwa penguasaan vocabulary peserta kurang memadai. Oleh karena itu, efektivitas pelatihan berbasis speaking kurang terlihat efektivitasnya. Pelatihan berbasis vocabulary perlu dilakukan untuk meningkatkan kemampuan guru dalam ketrampilan speaking.
PJJ BERBASIS ANDROID GUNA PENINGKATAN KOMPETENSI BAHASA INGGRIS SISWA PADA TEKS NEWS ITEMS TERINTEGRASI DENGAN SOSIALISASI PENCEGAHAN COVID-19 Suprapto Suprapto; Didit Kurniadi; Tri Arie Bowo
Jurnal Inovasi Penelitian Vol 3 No 1: Juni 2022
Publisher : Sekolah Tinggi Pariwisata Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47492/jip.v3i1.1524

Abstract

Covid-19 masih belum berakhir sedangkan proses pembelajaran di sekolah harus tetap berjalan demi generasi masa depan yang hebat. Banyak permasalahan dan kendala dalam pelaksanaan pembelajaran jarak jauh agar terhindar dari Covid-19. Penelitian ini bertujuan untuk menghasilkan sebuah desain produk berupa media atau bahan ajar yang dapat digunakan dalam Pembelajaran Jarak Jauh (PJJ) sebagai bentuk peningkatan kompetensi bahasa Inggris dan sosialisasi Covid-19. Metode yang digunakan dalam penelitian ini adalah metode research & development (R&D). Penelitian dilakukan dalam beberapa tahapan seperti preliminary, pembuatan prototipe, validasi pakar, uji coba produk diambil dari beberapa sampel, hingga desain/produk aplikasi yang siap digunakan untuk membantu guru dan siswa dalam PJJ. Desain dan materi bahan ajar disesuaikan dengan hasil pengumpulan data pada tahap preliminary. Aplikasi android ini diujicobakan ke siswa dan guru dengan hasil memuaskan di atas 70% karena mudah digunakan berdasarkan hasil kuesioner yang dibagikan. Materi dan latihan sudah mewakili dari apa tujuan pembelajaran yang ada di kurikulum mengenai news item. Sosialisasi Covid-19 yang terintegrasi di dalam aplikasi pembelajaran tersebut digunakan sebagai informasi tambahan bagi siswa untuk menjalankan protokol kesehatan yang ketat. Sehingga siswa tahu tindakan apa yang perlu dilakukan dalam ranah keluarga, pertemanan, dan sosial agar terhindar dari Covid-19
KEMENANGAN KELAS MENENGAH: KAJIAN STRUKTURALISME GENETIK TERHADAP NOVEL ALICE’S ADVENTURE IN WONDERLAND KARYA LEWIS CAROLL Tri Arie Bowo
Jurnal CULTURE (Culture, Language, and Literature Review) Vol. 5 No. 1 (2018)
Publisher : Universitas Aki

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Abstract

This study entitled Middle Class Victory: A Genetic Structuralism Study on LewisCaroll’s novel Alice's Adventure in Wonderland aims to reveal the social classdivisions and main ideas in Alice's Adventure in Wonderland novel in relation to theEnglish social class of Victorian age. This study uses the theory of GeneticStructuralism initiated by Lucien Goldmann. Thel analysis result shows that thecharacters, background, and the plot of the novel describe the social class division.The main idea of the novel is the victory of the English middle class of Victorian age.Keywords: Character, Background, Flow, Social Class, Victorian Age
JAY GATSBY’S PURSUIT OF BLISS IN THE GREAT GATSBY MOVIE SCRIPT Tri Arie Bowo
Jurnal CULTURE (Culture, Language, and Literature Review) Vol. 4 No. 1 (2017)
Publisher : Universitas Aki

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Abstract

The goal of life for everyone is bliss. Many ways are done to achieve bliss. However, worldly problems which appear often become an obstacle to achieve bliss itself. This thesis is the analysis results of a movie script titled The Great Gatsby which is an adaptation of the novel by F. Scott Fitzgerald. This movie script tells the story of a man named Jay Gatsby who pursues his bliss with the efforts which are done to change his social status into upper class. Jay Gatsby also wants to get his love back by trying to become a wealthy man through the achievement of the American Dream’s idea.The purpose of this thesis is to analyze The Great Gatsby movie script as a social conditions reflection of American society in the 1920s. The writer is interested in analyzing this movie script because there is the pursuit of bliss which is reflected through the main character, Jay Gatsby. This thesis focuses on the efforts of Jay Gatsby to improve his social class and achieve better situation economically and socially. In addition, the writer also analyzes marxism which exists in The Great Gatsby movie script.The method which is used in this thesis is the library research which uses movie script titled The Great Gatsby as an object of analysis. Another books which are used to look for theories and references are literary theory and criticism books, and literary research methods books. The writer also uses marxist approach to analyze the social conditions of America in the 1920s that economic growth so as to bring influence to society.The analysis results which use marxist perspective show that based on the historical background of American society, American Dream is made by society as the idea to achieve bliss with wealth, prosperity, money, glamour, and social status. They try to get wealth by doing anything whether it is legal or illegal.Key words: Jay Gatsby, pursuit of bliss,  American Dream, marxism, The Great Gatsby
PENGEMBANGAN FLASHCARD BERBASIS PANCASILA SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF BAHASA INGGRIS PADA SISWA SEKOLAH DASAR Tri Arie Bowo; Budiati Budiati
Philosophica: Jurnal Bahasa, Sastra, dan Budaya Vol 2, No 2 (2019): December 2019
Publisher : Faculty of Economics, Law, and Humanities

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35473/po.v2i2.341

Abstract

English is pivotal in the globalization era since it is a bridge that connects one country with others. People from around the world able to interact directly using English as the medium of communication. The mastery of English is usually followed by its accompanying culture (western culture). Elementary school students who obtain English without internalizing Pancasila (Indonesia Ideology) values tend to think individually and ignoring their surroundings. If it is continuing, it will lead to national disintegration. Therefore, this research contributes to combine the values of Pancasila with English. Data collection methods were descriptive qualitative in the form of surveys, interviews, and observations. The research begins with the observations in bookstores and textbooks for elementary school students. the development of the model will begin with data collection. The pre-development stage is in the form of qualitative data by collecting primary data. Primary data collection was obtained from sample of elementary schools in Ungaran. The flashcard development process was designed with the Research and Development research design. Based on the data analysis, Pancasila-based flashcard consist of 50 cards divided into 5 types that based on the five principle of Pancasila. Those types are Religiosity, Humanity, Unity, Democracy, and Equality. Further research and dissemination are needed to perfect Pancasila-based flashcard.
Relasi Game Warspear dan Kemampuan Berbicara Serta Kosakata Mahasiswa Sastra Inggris Universitas Ngudi Waluyo Deswandito Dwi Saptanto; Tri Arie Wibowo
Philosophica: Jurnal Bahasa, Sastra, dan Budaya Vol 1, No 1 (2018): December 2018
Publisher : Faculty of Economics, Law, and Humanities

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (52.236 KB) | DOI: 10.35473/po.v1i1.120

Abstract

The material and learning process in lectures to improve speaking skills and vocabulary at present generally still have a conventional pattern that is with the teaching and learning process such as lectures, giving material or topics to be discussed along with role play activities as well as structured assignments with media practice questions. Students who have received lecture materials with conventional methods tend to have a sense of boredom, this will certainly lead to a decline in the level of enthusiasm of student learning, as well as directly impacting the existence and presence of students in the lectures. Creative, innovative and interactive learning processes become problem solvers of this problem. This study contributes that is combining between giving lecture material creatively and innovatively by using information and communication technology media in the form of games in order to improve the ability and enthusiasm of students to learn speech and vocabulary material interactively. In this study, researchers used a game called Warspear which focused on communication that occurred between characters in the game. This study uses a qualitative descriptive method in the form of surveys, giving questionnaires, interviews and observations. The method is to answer the problem that the game can improve the ability of students in the scope of speaking and vocabulary and games are good learning tools, and have a positive impact on students.