Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : ACITYA Journal of Teaching

Guessing Game on Teaching Vocabulary for Intermediate Language Learners Lea Octavia Dewi; Halimah Halimah; Nia Kurniawati
Acitya: Journal of Teaching and Education Vol 3 No 2 (2021): Acitya: Journal of Teaching and Education
Publisher : Universitas Muhammadiyah Kalimantan Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (507.23 KB) | DOI: 10.30650/ajte.v3i2.2265

Abstract

This study aims 1) to find out the effectiveness of Guessing Game implementation on teaching vocabulary, and 2) to find out the students’ perceptions of Guessing Game on teaching vocabulary. This study applied pre-experimental research method with one-shot case study design, where in this study the researcher only have one group without any control groups to make a comparison. The participants of this study are the entire students of the second grade in SMK PGRI 1 Pariwisata Cianjur consist of 58 students. Meanwhile in this study the researcher took the sample from the second grade of Banking Class in SMK PGRI 1 Pariwisata Cianjur that consists of 12 students. In collecting the data, the researcher used two instruments; test and close-ended questionnaire. The study conducted two times and ended by giving a test. Then, the result of the test showed that students’ average score is 81. It indicates that Guessing Game is effective on teaching vocabulary because the score is upper than the minimum completeness criteria (KKM). In addition, from the result of questionnaire the researcher categories the questions into three categories related to the implementation of Guessing Game; 1) Guessing Game is a joyful teaching technique, 2) Guessing Game is able to increase students’ confidence, and 3) Guessing Game is able to assist students memorize the vocabulary in longer time. Then, the result showed 100% students agree about that. Therefore, those data indicates that Ha of this study is accepted that Guessing Game is effective to increase students’ vocabulary mastery.
Virtual Reality-Supported Drilling Strategy In Teaching English Vocabulary To Young Learners Halimah Halimah; Vina Nurviyani; Asep Saepulah; Jauhar Helmie; Rahmi Wulandari Wandawati; Siti Mutiah
Acitya: Journal of Teaching and Education Vol 4 No 1 (2022): Acitya: Journal of Teaching and Education
Publisher : Universitas Muhammadiyah Kalimantan Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (476.628 KB) | DOI: 10.30650/ajte.v4i1.3195

Abstract

This present research intent to discover the implementation of Virtual Reality (VR) media in supporting drilling strategy to teach English vocabulary to young learners modeled by a current teacher who is taking Independent Learning-Campus Merdeka (Merdeka Belajar-Kampus Merdeka or MBKM) as the participant of this study. She is holding a responsibility to teach English lesson to a school partnership. The school that is in partnership is Trikarya Public Elementary School of Cipanas district. This research collected the data through observation on teaching praxis using VR media. As the data were collected, the writer analyzed them. There were six steps in analyzing the data; (1) preparing the data to be analyzed, (2) reading or viewing all data, (3) coding the data, (4) generalizing the code, (5) creating tables based on the data code, and (6) interpret the data code. Over the observation the writers found a new procedure on implementing VR media in teaching English vocabulary to elementary students. There are three stages in this procedure that is called PMP. PMP stands for Pre-Activity, Main Activity, and Post-Activity. Furthermore, there are four activities in the main stage; Watch, Collect, Sharing, and Practice and hereafter is called WCSP. The last finding uncovers that the teacher is using drilling as the teaching strategy to activate the students.