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There were some difficulties experienced by the students in learning English, especially vocabulary. The teacher dominance in the classroom might be the source for causing the problem. Furthermore, the teacher were accustomed to speak in Bahasa in teaching English. Therefore, the students had limited time and low opportunities for enriching their vocabulary. The 21st century learning encourages the students to be independent learners. In addition, the use of technology in learning process is expected to be applied in the teaching and learning process. This study intended at developing a computer-based game as a learning media to learn English vocabulary for young learners. This study was conducted in Singaraja by using several steps and instruments. Based on the result, it was found that the students needed an interactive learning environment that leads to vocabulary enrichment, but the teacher cannot provide it due to the teacher’s lack of experience and knowledge in developing an interactive learning media. Therefore, developing an interactive learning media was suggested to solve the problem, especially in enriching vocabulary for young learners. Thus, this study was proofed to be important to be conducted until the product was made, and then it can be applied in the classroom.
UNESA, 2010
Nowadays learning English as a foreign language is very important because English is an international language and has an important role in society. Most of the society begins to realize that they need English for several reasons. Firstly, English is known as an international language for communication and mastering it is considered important and necessary. Secondly, English is needed for transferring science, knowledge, and technology or information. Because of these reasons, English is the first foreign language that is learned by Indonesian students for elementary up to university levels. In learning a language including English, one most know vocabulary because it is the main part of the language it self. It is not easy to teach English vocabulary to adolescents because of the specific characteristics they have. Through this thesis, the writer tries to offer new media to introduce new English vocabulary for adolescents by using PC CD-ROM educational games. The use of PC CD-ROM educational games can facilitate and increase students’ motivation in achieving and mastering English vocabulary and can make the teaching and learning activity more interesting and easier. The writer did a research at one Junior High School in Krian, which is SMPN 2 Krian. This study attempts to answer some problems, those are: 1) is there any significant difference in vocabulary mastery between the students who are taught by using PC CD-ROM educational games and those who are not taught by using PC CD-ROM educational games?, 2) What problems faced by the students in the first grade of SMPN 2 Krian while using PC CD-ROM educational games? Related to the problems above, the writer used experimental research to answer the first research question and interview to answer the second question. The writer did the research to Class VIIE as the experimental group and class VIIF as the control group. Before the pre-test, the writer conducted a try out test to the pilot group (VIIC) to measure the validity and reliability of the test. During the process of treatment, the writer taught the students of experimental group by using PC CD-ROM educational games. There were three times of treatments that were taught by using PC CD-ROM educational games. Then interview was conducted to all the students in experimental group to identify the problems faced by the students. The result showed that there were two kinds of problems; they were vocabulary and hardware of PC. After collecting the data, the writer analyzed them. The writer calculated the differences between the pre-test and post-test scores of both groups by using t-test. The result showed that the t-value (9.73) was higher than t-table (2.68). So, it could be concluded that the use of PC CD-ROM educational games can be successful way to teach English vocabulary for adolescents. Finally, it was expected that the teacher should consider the use of PC CD-ROM educational games as one of techniques in teaching learning vocabulary since it could increase the students’ vocabulary mastery.
Journal of Business and Technology, 2021
Students have a general problem to even start learning the English language. Through the game, student will only feel that they’re playing games and not studying, increasing the willingness of someone to learn more by averting their mindset to think that they are playing instead of studying. The game will be created in a form of a board game, the reason is the game is seen as more a friendly and more acceptable by more people. The objective of this research is to design a board game helping student to increase their English proficiency in a friendlier, easier, and enjoyable manner. The board game was tested to 40 students on high school by letting them play it 10 times in different day each time they play, and then filling the questionnaire. The questionnaire then will be processed in SPSS software to conclude the result of the research. This research will produce an English learning educational board game which will improve their English proficiency in a fun and cooperative way (to...
Islamic University of Malang, 2013
This study is categorized as a classroom action research (CAR). The research aims at knowing the improvement of the vocabulary mastery in teaching vocabulary using computer game with the theme are “Body parts”, “Animals” and “School”. These computer game are chosen because they can afford the student with an open, fun, enjoy, and more pleasurable learning atmosphere. The research problems are: How can the use of computer game improve the vocabulary mastery at the fifth grade students of SDN Kalianget Barat I Sumenep? Based on the research finding, it can be concluded that teaching vocabulary using computer game ETS Learn Vocabulary by Picture 1.6 could improve the students’ vocabulary mastery. The students’ score is getting better in each cycle. It is compared from the preliminary test until the vocabulary test, It indicates that the teaching-learning process is successful. It can be concluded that learning vocabulary using computer game ETS Learn Vocabulary by Picture 1.6 improved not only the students’ vocabulary mastery but also their motivation. Realizing that computer game can motivate the students to study, it is suggested that English teacher use computer game as effective alternative strategy in teaching and learning English.
UTILIZING MOBILE GAMES TO IMPROVE YOUNG LEARNER'S VOCABULARY IN ENGLISH: AN INVESTIGATION ON STUDENT'S PERSPECTIVES, 2024
As the title indicates, this research is dedicated to investigating how young learners-primary school pupils-perceive the usage of mobile games-based learning (MGBL) to enhance students' vocabulary in English. Kinesthetic learning combined with gaming is appealing to a lot of today's Youth. This happens because increasingly advanced technological developments encourage teachers to be able to utilize technology and be as creative as possible. For the population, researchers chose 30 grade 4 students at SDN Kalibata 01 Pagi, South Jakarta as participants. The data collection and retrieval process used a questionnaire instrument (five questions) via Google form for 30 grade 4 students. Apart from that, there was an interview process for 5 selected students who were questioned in more depth. The data obtained was analyzed using qualitative descriptive analysis in the form of explanations based on existing data results. With consideration and all the decisions obtained, the researcher decided to research further and check the truth according to the facts in the field. As a result, many young learners benefit from using games as a learning medium and also methods commonly called gamification methods that are attractive to elementary school students.
Journal of English Language Teaching and Learning, 2021
1. Introduction Language plays an essential role in making people communicate with each other. And as for English, it is considered one of the most important languages all over the world. It helps communicating with foreigners at home and abroad. Accordingly, The English language is widely used in science, technology, computer services, politics, commerce and internet. Hence, many countries emphasize the importance of teaching English to their citizens. Richards (2001: 1) believes that “Second and foreign language teaching is one of the world’s largest educational enterprises and millions of children and adults worldwide devote large amounts of time and efforts to the task of mastering a new language”. The English language has a special place in the world today. It has become an international language, both in the sense that it is now the native language of people from several continents and in the sense that many others have learnt to speak it as a second language (Graddol, Cheshire& Swann,1987:3). Ardeo (2003:110) states that during the last few decades there has been an increasing need to use the English language for the expression of knowledge within specific professional fields. In order to achieve a successful process of learning English, one must acquire its vocabulary, grammar, pronunciation and the four skills: listening, reading, speaking, and writing. Accurate and adequate vocabulary influences language comprehension more than grammatical correctness in effective communication. In this concern, Wilkins (1972:111) emphasizes that “Without grammar very little can be conveyed, without vocabulary nothing can be conveyed”. This clarifies the importance and the essential role of vocabulary in learning a foreign language. Vocabulary is a vital part of language that students need to master in order to communicate effectively. Moreover, it is considered the base for the other skills. The ability to grasp Humanities and Social Sciences 2013; 1(1): 46-57 47 the meaning of new words is a necessary skill to strengthen reading and listening comprehension. This can positively impact overall academic success and can develop skills for real world applications. This calls for more attention to this important skill. The researchers have observed that students face serious problems regarding this aspect of language. Students tend throughout learning stages to favor interesting methods which make interacting, exciting andfun learning. This motivated the researcher to conduct this study which aimed to investigate the effectiveness of using puzzles on developing tenth graders vocabulary achievement. It also examined the long-term effect of the puzzles on the retention of the vocabulary.
The aim of the research is established using game to method learning English vocabulary, beside student's interest to follow this lesson. Object of the research that is two students from Jongkang Elementary School of Sleman and aged between 9 and 10. A method used is through a game with pre-test and post-test. The use pre-test and post-test in this research is to measure the increase of memorizing English vocabulary. The experiment was done in three time meeting. The result of the research indicate that students more interest to follow learning English and increase the memory of students to remember English vocabulary.
This study aimed at developing games which are needed in the teaching of vocabulary for the seventh grade students of SMP Negeri 2 Singaraja, Research and Development (R&D) design proposed by Sugiyono (2010) was employed in this study. This study used various instruments such as observation sheet, interview guide, scoring rubric, questionnaires, and test to gather the data during developing supplementary English vocabulary games. The material developed in this study was based on the criteria of good material proposed by Tomlinson. The results of the study showed that 33 games were developed and each game has its own theme, and there were 5 themes developed. The quality of the developed supplementary English vocabulary games is good based on the result of the expert judgment and the result of questionnaires. The supplementary English vocabulary games was effective to support seventh grade students’ vocabulary based on the result of statistical analysis on the test. The post-test result was significantly higher than the pre-test scores. Thus, the supplementary English vocabulary games is recommended to be used as supplementary material to support seventh grade students’ vocabulary. ============================================================================================================== Penelitian ini bertujuan untuk mengembangkan permainan yang diperlukan dalam pengajaran kosakata Bahasa inggris untuk kelas tujuh di SMP Negeri 2 Singaraja. Penelitian ini menggunakan model penelitian dan pengembangan oleh Sugiyono (2010). Instrumen yang digunakan dalam penelitian ini adalah lembar observasi, panduan wawancara, rubrik nilai, angket, dan uji tes untuk mendapatkan data dalam mengembangkan materi tambahan permainan kosakata Bahasa inggris. Materi yang dikembangkan sesuai dengan kriteria materi yang bagus yang dikembangkan oleh Tomlinson. Hasil penelitian ini telah mengembangkan 33 jenis permainan yang memiliki temanya masing-masing, dimana 5 jenis tema juga telah dikembangkan. Kualitas dari materi tambahan permainan kosakata Bahasa inggris ini bagus, ditunjukan dari hasil penilaian para ahli dan hasil angket. Materi tambahan permainan kosakata Bahasa inggris ini juga efektif dalam menunjang kosakata kepada siswa kelas 7 berdasarkan hasil statistik dari uji tes, dimana hasil post-test lebih besar dari pre-test. Maka dapat disimpulkan bahwa materi tambahan permainan kosakata Bahasa inggris direkomendasi untuk digunakan sebagai materi tambahan untuk menunjang kosakata kepada siswa kelas 7.
2017
The problems of this research were how to improve vocabulary using game application (COC) and how to motivate the students to apply it in their d English. The research was guided by a conceptual framework leading to the using game aplication through peer work to improve their motivation to speak English during the process of classroom communication interaction. The research type was an action research. The subject consisted of 20 students of the third grade of Islamic Elementary School Darut Taqwa in 2016-2017 academic years. The research data were collected using test (test after first treatment and test after the second treatment), observation for collecting data on the students’ motivation in improving vocabulary ability using series pictures. The Data on vocabulary ability using game application (COC) were analyzed using the descriptive and statistic analysis, to know the improvement in mean students after the first cycle and the second cycle. Based on the first cycle, the stude...
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