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TEACHING ENGLISH VOCABULARY BASED REALIA KITS AT SDN 35 TAJUNCU Jusmaniar; Siti Nurjanna; Sulviana; Abdullah
AIJER: Algazali International Journal Of Educational Research Vol. 2 No. 2 (2020): APRIL (AIJER)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

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Abstract

Abstract: Teaching English Vocabulary based Realia Kits at SDN 35 Tajuncu.This study aims to find out teachers’ perception on Realia Kits used, students’ interest, and types of Realia Kits used in teaching English. This is a Descriptive Qualitative Study, located in SD Negeri 35 Tajuncu. Informants as the object of research are Teachers of SD Negeri 35 Tajuncu who teach English. Researchers used interview, observation, and documentation as instruments in collecting data.Based on the results of data analysis, teachers responded the kits positively. In line with the observation which were used to measure students’ interest, it was found that students of SD Negeri 35 Tajuncu had high interest in Realia as teaching media. Moreover, From three types of Realia, ‘Unmodified Real Things’ was the most applicative type.
MENINGKATKAN KEPERCAYAAN DIRI PADA ANAK USIA 5 TAHUN MELALUI BERMAIN PERAN DI TK / RA PRATIWI MAKASSAR Maya Sidi; Endang Ruswiyani; Jusmaniar
INDOPEDIA (Jurnal Inovasi Pembelajaran dan Pendidikan) Vol. 2 No. 2 (2024): JUNI 2024
Publisher : Media Inovasi Pendidikan dan Pembelajaran

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Penelitian ini bertujuan untuk meningkat kepercayaan diri pada anak usia dini melalui Metode bermain peran .Di Tk/RA Pratiwi kota Makassar di mana anak dapat melakukan l kegitan bermain peran dengan kegitan berdagang ( sayur-sayuran), antara kelompok A dan B di mana anak di perangkan sebagai penjual dan pembeli.Jenis penelitian yang di gunakan berupa Penelitian Tindakan Kelas (PTK), dengan mengunakan produser (1). Permaslah (2) Perencanan (3) pelaksanan, (4). Pengamatan , dan (Refleksi).Hasil penelitian ini disimpulkan bahwa nilai kepercayan diri anak ulsia 5 tahuln TK / RA Pratiwi Makassar mengalami peningkatan Kepercyan diri dengan baik. Hal tersebut dapat dilihat dari hasil penelitian, setelah diterapkan kegiatan pembelajaran melaluli metode bermain peran yang dilakukan secara berulang-ulang pada siklus I dan siklus II sehinga hasilnya dapat meningkat Kepercyan diri pada anak usia 5 tahun tersebut anak mampu mengatahui kepercayan dirinya melalui metode bermain peran, dengan rasa tangung jawab yang tinggi, dan mencoba hal baru. Selain itu, guru juga dapat mengetahui Kepercyan diri pada anak usia 5 tahun melalui bermain peran yaitu ,menetapkan tujuan dan judul peran, menetapkan bentuk bermain peran yang dipilih, menetapkan alat dan bahan yang diperluhkan dalam kegitan bermain peran, melaksanakan pembukaan mengajukan pertanyaan tentang isi bermain peran dan menetapkan rancangan penilaian kegiatan bermain peran sehingga anak mengalami peningkatan.
Gamification in the Learning Evaluation on Students' Learning Outcomes of English Education Students Harmilawati; Sabaruddin; Kareba, Andi Muammar; Khaerunnisa; Jusmaniar
JLE: Journal of Literate of English Education Study Program Vol 4 No 2 (2023): Volume 4 Number 2 December 2023
Publisher : Universitas Islam Ahmad Dahlan (UIAD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47435/jle.v4i02.2273

Abstract

This research sets the goals to find out the form of gamification in the learning evaluation on the learning outcomes of English Education students and the effectiveness of using gamification in the learning evaluation on the learning outcomes of English Education students. English Book Grammar Application and Cue Card used as the media in implementing the gamification. Quantitative research with pre-experimental was conducted in this research. The research was conducted at English Education Study Program Islamic Institute of Muhammadiyah (IAIM) Sinjai and English Education Study Program of Makassar Islamic University (UIM). The sample of this research were 25 students from IAIM Sinjai and UIM by using purposive sampling technique. Test and documentation techniques were combined to obtain the data. The collected data then analyzed by descriptive statistics and inferential statistic. The result showed that: (1) the form of gamification in the learning evaluation of English Education students using the English Book Grammar application and Cue Card is like playing the game with its components, such as grouping the students, explaining the rules, giving question to the students, the students competing answer the question by using English Book Grammar App and Cue Card, scoring the result, and giving rewards to the winner. (2) the use of gamification in the learning evaluation is effective on the learning outcomes of English Education students. It can be seen from the result of data analysis by using t-test where sig. 0,000 < 0,05 means H1 is accepted.