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Transformation of number head together method as adaptive way from COVID-19 effects Wulandari, Rossy; Dayana, Yuliana Fatima
ETUDE: Journal of Educational Research Vol 1, No 3 (2021): ETUDE: Journal of Educational Research Vol 1 No 3 March 2021
Publisher : CV. Mitra Palupi

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Abstract

Background:  COVID-19 affects education systems and leading to the closure of schools, universities and colleges. As the consequence, the learning process is done from home in which needs some adjustment on the delivery method of teaching-learning. To be specific, the teaching-learning process is about how teacher and students interact each other based on a certain method of learning.Purpose: This study aims to investigate to what extent the NHT method can be used for an alternative method in promoting teaching-learning process in COVID-19 era.Design and methods: The study used library research method which investigates data from the documents, such as articles, news, books etc. related to NHT. The findings are validated by using triangulation data source technique.Results: the study reveals Transforming the method of teaching from offline class to online class is a way to solve in transferring the knowledge to the students. NHT is one of the many methods can use the meetings conference platform.
Identifying The Criteria of Designing Augmented Reality for Vocabulary Learning in Primary School Santosa, Imam; Nurkhamidah, Neni; Wulandari, Rossy
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 5, No 4 (2021): JISIP (Jurnal Ilmu Sosial dan Pendidikan)
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jisip.v5i4.2634

Abstract

The ease of implementing Augmented Reality in the classroom makes AR as a useful learning medium for educators. AR can be used to be teaching media for vocabulary learning. The purpose of this study was to identify criteria in developing a prototype design for educational games based on AR for teaching English vocabulary for elementary school students. this research will also describe the procedures that are followed in designing the educational game design. This procedure is contained in a process called the successive approximation model (SAM). In order to identify the performance gap of present condition, three categories of questionaries were utilized; the activities used to teach vocabulary, the difficulties in teaching vocabularies, and the need and suggestion on teaching vocabulary. The participant of the study is 24 teachers of primary school in the Area of Jabodetabek. The findings of the research revealed that grammar translation method is the most activities used by teacher which indicated the teacher tranquil in the old method in teaching vocabulary. Moreover, the teachers mostly had difficulties on uninteresting activities and lack motivation by the student in learning vocabulary. Additionally, the result of the study emphasizes the need of criteria in choosing vocabulary inside the Augmented reality-based teaching media for vocabulary learning. There criteria of designing augmented reality for vocabulary learning are the use of approach that actively encourage the student to join the activity, which is communicative language teaching and the content of vocabulary in the augmented reality program based on the control of following measures; Word frequency, Structural value, Universality, Subject range, Definition words, Word-building capacity and Style of primary school level