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The Role of SPADA as Instructional Media and Technologies to Utilize Learners’ Self-Regulated Learning Welliam Hamer; Ledy Nur Lely
Journal of English Education Studies Vol 3 No 1 (2020)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (668.86 KB) | DOI: 10.30653/005.202031.53


The aim to be reached in writing this article is to inform the readers on how SPADA as one of instructional media based technologies today is effective to increase the quality of the learners in their self-regulated learning. In recent years, technology has increasingly developed with its widespread use in the economy, tourism and even education in the world. The existance of technology-based media in teaching and learning activities is needed to accompany the increasingly modern era of globalization. One of the technology-based media used in education is e-learning media. E-learning is a type of teaching and learning that allows the delivery of teaching materials to learners using the internet, intranet or other computer network media (Hartley, 2001). With this technology-based media, teaching and learning activities that previously only took place on campus or school, can be conducted anywhere and anytime, not limited by space and time. One of the e-learning media on campus is SPADA (Online Learning System). This system is developed to answer some of the challenges of higher education and organize learning without limits. The use of the SPADA website as a utilization of learners' self integration means how the use of SPADA can facilitate learners to practice their self-regulated learning. It means that by using SPADA, the learners are expected to increase their learning activities autonomously. By doing so, the lecturers/teachers only need to give their learners the lesson materials and perhaps some assignments then the rest of learning process will be left entirely to the learners, giving them freedom to pick their own learning pace. In this case, SPADA as one of instructional media based technologies is effective to improve the quality of the learners’ self-regulated learning.
Utilizing Group Investigation Techniques to Enhance Students’ Reading Comprehension Skills on Recount Text Ledy Nur Lely; Welliam Hamer; Fathimah Zahroh
Journal of English Education Studies Vol 3 No 2 (2020): Volume 3 Number 2
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/005.202032.60


Recount text is one of the texts in writing which must be taught and stated in Junior High School curriculum. Some students felt that reading text is boring because the students tend to be very lazy to read the text, so that they are not interested in English lessons. The researchers used group investigation technique as one of alternatives in teaching and learning to develop the material and make students more active and interested in class. The objective of this research is to find out whether teaching using group investigation technique is able to develop the students’ reading in recount text at the eighth grade students of SMP Negeri 17 Kota Serang. The methodology of this research was a quantitative research method by using true experimental design. The study was carried out into two classes, Class VIII E as experimental class, and Class VIII C as control class. The results of the study showed that group investigation was able to develop students’ reading comprehension in recount text. Mean of posttest score of the experimental class (67.31) was higher than the control class (64.18). Based on the statistical analysis using t-test analysis, it showed the value of tcount ≥ ttable = 49.12 ≥ 1.99. It means that (Ha) was accepted and the (H0) was rejected. It can be concluded that group investigation is able to develop students’ reading comprehension in recount text at eighth grade students of SMP Negeri 17 Kota Serang.
Jurnal Penyuluhan dan Pemberdayaan Masyarakat Vol. 1 No. 2 (2022): Jurnal Penyuluhan dan Pemberdayaan Masyarakat (JPPM)
Publisher : CV. Era Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (174.74 KB) | DOI: 10.59066/jppm.v1i2.27


Stunting is a chronic malnutrition problem caused by lack of nutritional intake for a long time, resulting in growth disorders in children, namely the child's height is lower or shorter (short) than the standard age. In addition to nutritional factors, stunting is caused by a lack of public knowledge, especially mothers who have infants and toddlers about stunting. The stunting control model is through increasing family empowerment related to the prevention of infectious diseases, utilizing the yard as a source of family nutrition and improving environmental sanitation. Implementation of education carried out by Untirta students in Group 96 of Kuliah Kerja Mahasiswa (KKM) in Sukamaju Village, Labuan District, Pandeglang Regency through socialization about stunting prevention. Some of the activities consist of main programs and supporting programs that focus on health, education, entrepreneurship, and the environment. The result is the implementation of a work program by creating creative content that can increase public awareness. In addition, the implementation of KKM in Sukamaju Village received a very positive response from the community. Keywords: Comunity Awareness, Nutrition Fulfilment, Stunting
KLAUSA (Kajian Linguistik, Pembelajaran Bahasa, dan Sastra) Vol 7 No 1 (2023): Vol 7 No 1, 2023
Publisher : Ma Chung Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/klausa.v7i1.673


The digital era is a digital education environment where technical resources support teaching and learning. To determine educational performance, the curriculum must be adaptive to all contemporary concerns and changes. Following several curriculum reforms, the Merdeka Curriculum is currently being implemented in Indonesia. The Indonesian government has fully changed the curriculum possible to complete the educational goals anticipated in this digital era. This study compares the 2013 curriculum to the Merdeka curriculum for learning English at the senior high school level in terms of the basic framework, targeted competencies, curriculum structure, learning, assessment, teaching materials, and curriculum tools. The research design used in this study is a qualitative approach with content analysis. Based on the basic framework, targeted competencies, curriculum structure, learning process, assessment, teaching resources, and curriculum tool, this study shows similarities and differences between the 2013 and Merdeka curriculum.
Students' Responses To Using Pictionary Games of Vocabulary Instructional Media Delsa Miranty; Amelia Yustina Fatmawati; Welliam Hamer
ELT Worldwide: Journal of English Language Teaching Vol 10, No 2 (2023)
Publisher : Pascasarjana Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/eltww.v10i2.45872


This paper presents a study that was undertaken to investigate the students' reactions towards the utilization of Pictionary games as a form of vocabulary educational media. The research was conducted among tenth-grade students at MAN 1 Lebak. The present study employed a descriptive quantitative approach as its chosen research methodology. The participants in this study consisted of students enrolled in class X at MAN 1 Lebak. A sample of 37 students was selected from the population of students in 10 MIA 2. The research data utilized in this study consisted of questionnaire responses obtained from students. These responses were collected to gather insights on the implementation of Pictionary games as a means of vocabulary instructional media. The results of the study indicate that the utilization of Pictionary games elicited a favorable response from the students in terms of enhancing their vocabulary proficiency. The use of Pictionary games was found to be effective in strengthening students' vocabulary skills and fostering an enjoyable learning experience.
The Implementation of Pictionary Games to Improve Vocabulary Comprehension Amelia Yustina Fatmawati; Delsa Miranty; Welliam Hamer
Journal of Linguistics, Literacy, and Pedagogy Vol 1, No 1: Mei 2022
Publisher : English Department - Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jllp.v1i1.15553


Vocabulary is the primary component in learning a language. Vocabulary is essential for getting other skills like speaking, reading, listening, and writing. However, it is not easy to learn vocabulary. Therefore, the teacher should find the teaching technique that makes the student motivated and enthusiastic about learning vocabulary. One technique that can make the students excited and have the motivation to learn a language is by utilizing games. If the teacher uses the game as a technique to teach, the students do not find it easy to get bored. One game that the teacher can use to teach vocabulary is Pictionary games. A Pictionary game is a game that divides the students into groups, one member of the group is assigned to draw a word that the teacher gives, and other members guess the result of the picture. In this conceptual article, the writers aim to help students improve their vocabulary mastery by using Pictionary games.