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APPLYING MULTISENSORY APPROACH TO PROMOTE ENGAGEMENT IN PRIMARY ENGLISH HOME-BASED LEARNING Novia Theresia; Michael Recard
ELTR Journal Vol. 5 No. 2 (2021)
Publisher : English Language Education Study Program Association (ELESPA) or Asosiasi Program Studi Pendidikan Bahasa Inggris (APSPBI), Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37147/eltr.v5i2.118

Abstract

This paper introduces the multisensory approach as a way of teaching that promotes engagement by involving the learners’ senses of sight, hearing, touch, and physical movement. This paper aims to describe the teachers’ role in applying multisensory approach in Primary English Home-based learning, find the benefits and challenges in applying multisensory approach, and provide strategies to overcome the challenges. This study uses qualitative descriptive as the research method and the data was taken from the researcher’s reflections, lesson plans, observation reports and mentor’s feedback. This study shows that multisensory approach positively promoted engagement in primary English home-based learning. Several classroom activities that can be used in applying multisensory approach are Total Physical Response, color codes, storytelling, art & craft, and interactive PowerPoint. The challenges occurred from technicalities and monitoring the students’ behavior. Therefore, parents’ involvement is highly required to monitor students’ behavior in home-based learning process. For the next researcher, it is suggested to find ways to maximize home-based learning by maintaining social interaction among students.
The Implementation and the Impact of Attention Grabbers in Young Learners’ Classrooms: A Case Study Michael Recard; Yolanda H. Nathania
TEKNOSASTIK Vol 19, No 1 (2021): TEKNOSASTIK
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/ts.v19i1.586

Abstract

Due to the importance of attention grabber in the classroom management for pre-service teachers, this study examines the implementation and impact of attention grabbers in young learners’ classroom. The scope of this study focuses on pre-service teachers of the English Department in one University in Jakarta from grade two to five, and to attention grabbers which are produced when students are noisy and moving around the class while the teacher is giving instruction or explanation. The data were gathered from observation and video recording. The results indicated that the pre-service teachers still need to be aware to use attention grabbers when the classroom situation is not conducive. In order to make attention grabber become more effective when the teachers use attention grabbers in the classroom, it is important to make sure all of the students are responding to the attention grabbers. Furthermore, the suggestion for the next study is to find more participants in different grades.
Investigating The Implementation Of Gamification Approach To Enhance Students Learning Engagement Sean Patrick Kang; Michael Recard
Journey: Journal of English Language and Pedagogy Vol 6 No 2 (2023): Journey: Journal of English Language and Pedagogy
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/journey.v6i2.2846

Abstract

Students experienced online learning since the CoVid-19 pandemic started. Gradually, the students became disengage to the lesson. This issue is urgent as low learning engagement will impact students’ growth in developing critical thinking skills, learning achievement, and enduring understanding. Further, this impacts the students’ performance under iB Curriculum which integrates critical thinking throughout the lesson. This research aims to investigate the effectiveness of the gamification approach in enhancing students learning engagement through the utilizations of gamified learning application such as Quizziz. Also, to find how significance is the role of teacher while implementing the gamification approach. There were three cycles to obtain qualitative data. The study shows that the implementation of gamification demonstraded significance impact in enhancing students’ learning engagement. Student who are engaged will have higher motivation in learning, well-developed critical thinking, and also effective learning experience. This lets the students to effectively exercise their God-given attributes as human beings to learn at their best. It is recommended in future research to collaborate with other teachers from different subjects with same grade level, have longer implementation period to compare the effectiveness during online and hybrid learning, and to elaborate different gamified learning platforms that have different modes and user interface.
BELAJAR 4700 HIGH FREQUENCY WORDS DENGAN MENGGUNAKAN APLIKASI ONLINE ANSWER SHEETS Komilie Situmorang; Hananto; Michael Recard
Jurnal Pengabdian Kepada Masyarakat Bersinergi Inovatif Vol. 1 No. 1 (2023): Jurnal Pengabdian Kepada Masyarakat Bersinergi Inovatif
Publisher : PT. Gelora Cipta Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61674/jpkmbi.v1i1.83

Abstract

Salah satu masalah yang menyebabkan rendahnya profisiensi dalam Bahasa inggris adalah rendahnya kosakata. Kosakata menjadi kunci utama yang menentukan kemahiran seseorang dalam berbahasa. Indonesia kini berada dalam posisi yang sangat rendah dalam urutan kemahiran Bahasa Inggris. Oleh karena itu dipandang perlu adanya usaha peningkatan kemampuan Bahasa inggris melalui pemberian kegiatan Pengabdian Kepada Masyarakat (PkM). Kegiatan PkM ini dirancang untuk memberikan exposure terhadap 4700 kosakata yang paling sering digunakan dalam Bahasa Inggris. Melalui kegiatan ini, tim mensosialisasikan sebuah aplikasi berbasis kuis yang bernama Online Answer Sheet (OAS) yang berisi 4700 kata yang disusun berdasarkan 25 kelompok-kelompok kata berdasarkan tingkat kesulitannya. Kegiatan PkM ini terlaksana untuk umum secara daring via zoom pada hari Sabtu 19 November 2022. Pada akhir kegiatan, peserta mengadakan diagnostic test untuk mengetahui tingkat kemampuan masing-masing. Di akhir acara, semua peserta juga diberi akses untuk dapat belajar dan berlatih mandiri menggunakan aplikasi ini.