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Journal : Academia Open

There Is Any Effect Of Board Games For Teaching Reading Second Grade At Junior High School Hanindya Navita Rahma; Yuli Astutik
Academia Open Vol 6 (2022): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5628.064 KB) | DOI: 10.21070/acopen.6.2022.2276

Abstract

Game is one of the supporting media in classroom learning. In general, learning media refers to everything that is used to convey messages from the sender of the message to the recipient of the message that can increase or develop the horizons of thinking, feeling, and learning interest of students or students. The purpose of this study was to determine the effect of board game learning media in the classroom when applied as a support for continuous learning. This research was conducted in class VIII SMP PGRI 8 Sidoarjo. The findings of this study use quantitative methods, there are two instruments used by researchers, namely the results of the LKS taken twice. For this reason, the use of board games learning media can help teachers and students to facilitate access to learning media assistance in the form of board game media.
Guessing Games: Enhancing English Speaking Skills in Secondary School Wega Dhea Agnesia; Yuli Astutik
Academia Open Vol 8 No 1 (2023): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1059.141 KB) | DOI: 10.21070/acopen.8.2023.4707

Abstract

This study investigates the effectiveness of incorporating guessing games as an English learning strategy, specifically focusing on improving students' speaking skills. Many students face challenges in speaking English due to perceiving it as a difficult language to learn, resulting in a lack of mastery. To address this issue, a quantitative approach was employed, involving a sample of 33 students from an eighth-grade class at SMPN 2 Gempol. Data collection included a pre-test and post-test, with the analysis conducted using the T-paired Test. The results revealed that the t-test value (16.369) exceeded the critical t-table value (2.036). Thus, the null hypothesis (H0) was rejected, and the alternative hypothesis (H1) was accepted, indicating a significant positive impact of guessing games on English speaking skills. The findings suggest that teachers can effectively utilize guessing games as an engaging instructional tool to enhance students' proficiency in spoken English. Highlights: Utilizing guessing games as an instructional strategy for English learning. Assessing the effectiveness of guessing games on students' speaking skills. Significant positive impact of guessing games on English speaking proficiency. Keywords: Guessing games, English learning, Speaking skills, Quantitative method, Secondary school
Student Reception of English Learning through Animated Videos in Sidoarjo Elementary Schools Areta Daffara Prameswari; Yuli Astutik
Academia Open Vol 8 No 1 (2023): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1437.157 KB) | DOI: 10.21070/acopen.8.2023.5499

Abstract

This study aims to determine how students respond in learning English using animated videos in grade I SD PLUS FATIMAH AZ – ZAHRO' Sidoarjo. This research is a qualitative research in which the data is taken from the analysis of direct observation and interviews with English class teachers. Collecting data in this study using documentation and interviews. The data analysis technique uses data reduction, data presentation, and drawing conclusions. The results of this study indicate that student responses are divided into three components, namely cognitive, affective, and conative. This study also shows that students in one class are divided into three parts in the ability to understand English learning, namely the competent level, medium level, and low level. Lack of interest in learning English and internal and external factors such as family background and students' skills or abilities are one of the causes of students' lack of response to learning English. Highlights: The study focuses on understanding student responses in learning English using animated videos in a specific grade and school in Sidoarjo. The research employs qualitative methods, gathering data through direct observation, interviews with English teachers, and documentation. The study identifies three components of student responses: cognitive, affective, and conative, and highlights the varying levels of English understanding among students. The lack of interest and external/internal factors also affect students' response to English learning. Keywords: English learning, Animated videos, Student responses, Grade I, SD PLUS FATIMAH AZ – ZAHRO' Sidoarjo