An Fauzia Rozani Syafei
Universitas Negeri Padang

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Journal : Journal of English Language Teaching

Using Anime Noises Game in Teaching Animal's Name to Kindergarten Students Manissha Juliati Jhoni; An Fauziah Rozani Syafei
Journal of English Language Teaching Vol 7, No 4 (2018)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (825.495 KB) | DOI: 10.24036/jelt.v7i4.101737

Abstract

This paper’s aim is to explain how to use Anime Noises Game in teaching Animal’s name for kindergarten students (young learner). Teaching vocabulary to young learner is different from high school students, because young students have different characteristics and learning style. Anime Noises Game is one of the way of teaching that can be used by the teacher to overcome the problems. Anime Noises Game helps students to learn Animal’s name comprehension that have been learned before. The steps in using Anime Noises Game are brainstorming, discussing about the material, and playing the Anime Noises Game. In brainstorming, teacher shows several pictures related to the material along with general questions about the pictures after that. The next step is discussing about the material, teacher teach students name of animal and sound of animal. The next step Anime Noises Game, teacher will guide the students in playing this game that will help them in learning Animal’s Name that has been taught. And the last steps is concluding. In this step, the teacher make the conclusion about the material.
USING ONE MINUTE LIFE STORY FOR TEACHING SPEAKING TO SENIOR HIGH SCHOOL STUDENTS Mela Ismi; An Fauzia Rozani Syafei
Journal of English Language Teaching Vol 7, No 4 (2018)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (728.823 KB) | DOI: 10.24036/jelt.v7i4.101328

Abstract

This article discusses about the use of One Minute Life Story in teaching speaking to senior high school students. Speaking is one of the four main skills in language that should be mastered by the students especially in English. To support and increase students’ speaking ability, teacher can use One Minute Life Story as an activity in the classroom. One minute life story is a part storytelling activity but it has the difference which is limited by the time. In this paper, the way of using it may be different because English is a foreign language in Indonesia. So that, one minute time is extended and become five minutes, by using One Minute Life Story it is expected that students can practice and increase their speaking ability with a different way.
USING CARTOON FILM SERIES “SHAWN THE TRAIN” AS MEDIA IN TEACHING VOCABULARY TO YOUNG LEARNERS Wafiq Aziza; An Fauzia Rozani Syafei
Journal of English Language Teaching Vol 7, No 1 (2018)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (954.475 KB) | DOI: 10.24036/jelt.v7i1.9718

Abstract

Teaching vocabulary to young learner is different and it has its own difficulty. Teacher needs good teaching skills, creativity, preparation, and patience in order to make young learners understand and comprehend each of the vocabulary given. By implementing media, teacher can create an enjoyable situations and fun activities in the classroom. Media is needed to support their activities to be interesting. Media that can be used in teaching vocabulary to young learners is cartoon film series “Shawn the Train”. Shawn the Train is a media English learning which can be implemented by teacher in teaching vocabulary to young learners around age of 5 until 9 years. Students will learn number, colors, shapes, sizes, left and right, seasons and traffic sign. Teacher begins activity by watching the cartoon film series “Shawn the Train” together with students. Then, the teacher will replay and pause the film. The teacher can pause it after Shawn tells about the vocabulary and ask the students to repeat what Shawn says in order to make the students had more practices, so that they could pronounce word correctly and  remember easily.
Using Bandits and Sheriffs Game in Teaching Reading for Young Learners Yudita Maharani; An Fauzia R. Syafei
Journal of English Language Teaching Vol 1, No 1 (2012): Serie A
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (219.929 KB) | DOI: 10.24036/jelt.v1i1.391

Abstract

Based on observations in the field, in the process of learning some students had difficulty in reading texts in English. Especially for elementary schools, they are not really interested and bored reading in English due to the lack of creativity of teachers in creating interesting activities, so that students have difficulty learning English and boredom. To solve the above problems, then there is some activity of which can be applied. One of these activities is a Bandits game and Sheriff. Bandits and Sheriff game appropriate to teach reading to elementary school students. The game is in accordance with the provisions of the Education Unit Level Curriculum (SBC) (2006), which requires learning to read at elementary students focus on reading aloud a word, phrase, clause, and sentence is very simple. In this game, the teacher divides students into two groups: the Bandits group and Sheriffs groups as well as giving the same number to each member of the group. The game begins when the teacher mentioned a thing to be taken as well as the serial number of the Bandit Sheriff. Bandit and Sheriff who are called must get the object and match the object with the words contained in the right side of the table. Once successful, they have to read it and spell it.AbstrakBerdasarkan pengamatan dilapangan, dalam proses belajar mengajar sebagian siswa mengalami kesulitan dalam membaca teks dalam bahasa Inggris. Khususnya bagi sekolah dasar, mereka tidak begitu tertarik dan merasa bosan membaca dalam bahasa Inggris dikarenakan kurangnya kreativitas guru dalam menciptakan kegiatan yang menarik,sehingga siswa mengalami kesulitan dan kebosanan belajar bahasa Inggris. Untuk mengatasi permasalahan diatas, maka ada beberapa kegitan yang dapat diterapkan. Salah satu kegiatan tersebut adalah permainan Bandits and Sheriff. PermainanBandits and Sheriff sesuai untuk mengajarkan membaca pada siswa sekolah dasar. Permainan ini sesuai dengan ketetapan Kurikulum Tingkat Satuan Pendidikan (KTSP) (2006) yang mewajibkan pembelajaran membaca pada siswa dasar berfokus pada membaca lantang kata, frasa, clausa, dan kalimat sangat sederhana. Dalam permainan ini, guru membagi siswa ke dalam kedua kelompok yaitu kelompok Bandits dan kelompok Sheriffs serta memberikan nomor urut yang sama untuk setiap anggota kelompok. Permainan dimulai ketika guru menyebutkan sebuah benda yang harus diambil serta nomor urut Bandit dan Sheriff. Bandit dan Sheriff yang terpanggil harus mendapatkan benda tersebut dan mencocokan benda dengan tulisan yang terdapat di sisi kanan meja. Setelah berhasil maka mereka harus membaca tulisan tersebut serta mengejanya.   Keywords/Kata Kunci : Bandits and Sheriffs game, reading words, matching words and sound out
USING SCRATCH TO CREATE MULTIMEDIA-BASED MATERIAL IN TEACHING ENGLISH Arini Kumala Sari; An Fauziah Syafei
Journal of English Language Teaching Vol 1, No 2 (2013): Serie A
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1147.804 KB) | DOI: 10.24036/jelt.v1i2.1168

Abstract

The purpose of this article is to explain how to use Scratch  program to develop material of a descriptive text to Junior High School students. Material have a crucial rule for learning process. There are two ways to develop material: traditional and related to technologies. The lack of technology used for developing material is caused by the lack of knowledge and updated of the teacher for the use of new technologies, and the extremely hard of designing process. In contrast, there are some advantages for developing material that engage with new technologies. Learners tend to interest with pictures, animation and video that united with technology. So, learners can be attracted with entertainment atmosphere and activities while studying. It means teachers have opportunities to provide materials to learners for use outside the classroom and to learners who are otherwise unable to attend classes. Technologies may make possible to reduce the overall costs of developing language learning materials. Multimedia is a way to develop material through technology that can be engaged by video, sound, graph, animation and text. This paper will be focused to explain how to use Scratch to create multimedia-based material in listening, reading, speaking and writing a descriptive text to Junior High School students. The use of Scratch for developing material can be increased the learner’s interest to follow the learning process. Abstrak Tujuan penulisan artikel ini adalah untuk menjelaskan bagaimana cara menggunakan program Scratch dalam mengembangkan materi pembelajaran descriptive text kepada siswa SMP. Materi punya peranan penting dalam proses pembelajaran. Materi dapat dikembangkan secara tradisional dan berkenaan dengan teknologi baru. Kurangnya pengetahuan guru tentang penggunaan teknologi baru dan tidak ada nya pembaharuan guru tentang teknologi serta proses perancangan yang agak sedikit rumit menyebabkan kurangnya pengembangan materi pembelajaran yang berkenaan dengan teknologi ini. Padahal pengembangan materi dengan menggunakan teknologi punya banyak keuntungan. Salah satu nya dapat meningkatkan ketertarikan siswa melakukan aktivitas di dalam proses pembelajaran. Selain itu, guru juga punya kesempatan untuk mengembangan materi yang bisa digunakan di dalam kelas dan juga di luar kelas. Biaya yang digunakan untuk memperbanyak cetakan materi yang dibuat secara tradisional juga dapat dipangkas. Multimedia merupakan salah satu cara untuk mengembangkan teknologi dalam pembelajaran yang digabungkan dengan video, suara, grafik, animasi dan text. Salah satu software yang dapat menciptakan multimedia  adalah Scratch. Makalah ini membahas tentang cara mengembangkan materi menggunakan Scratch dalam kemampuan mendengar, berbicara, membaca dan menulis sebuah teks deskriptive untuk siswa SMP. Penggunaan Scratch dalam mengembangkan materi diharapkan dapat meningkatkan ketertarikan siswa dalam mengikuti proses pembelajaran.
An Analysis of English Teachers’ Code Switching and Code Mixing in Classroom Instructions at SMA Pembangunan Laboratorium UNP Winda Elva Yuanita; Ratmanida Ratmanida; An Fauzia Rozani Syafei
Journal of English Language Teaching Vol 8, No 3 (2019)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (966.904 KB) | DOI: 10.24036/jelt.v8i3.105640

Abstract

An article entitled “An Analysis of English Teachers’ Code Switching and Code Mixing in Classroom Instructions at SMA Pembangunan Laboratorium UNP” aims at determining codes mostly used by the English teachers and the functions of classroom code-switching and code-mixing. To meet the need of this research, the subject of this research was 3 English teachers at SMA Pembangunan Laboratorium UNP. The data of this research was the English teachers’ utterances which contain code-switching (CS) and/or code-mixing (CM). The instrument used was an audio-video recorder which recorded the classroom conversation. To know the codes mostly used by the English teachers, the data were analyzed to see the what codes occur in teachers’ utterances. Moreover, the data were analyzed using 3 categories of functions of classroom CS and CM proposed by Ferguson (2003) to determine the functions of classroom CS and CM. The results showed that the code mostly used by the English teachers in delivering lesson was Bahasa Indonesia. Then, the other dominant codes were English, switching and/or mixing English – Bahasa Indonesia, and switching and/or mixing Bahasa Indonesia – English. In addition, the functions of classroom CS and CM were for curriculum access, classroom management, and interpersonal relation, in which classroom CS and CM for curriculum access was dominantly found in the teachers’s CS and CM. The finding of this research was the English teachers did more code-switching and code-mixing than target language in delivering the lessons, since the classroom activities’ purpose was to transmit subject content not to develop linguistic skills.
Using Beetle Drive Game in Teaching Listening for Young Learners Bimbi Lastri Prima; An Fauzia R. Syafei
Journal of English Language Teaching Vol 1, No 1 (2012): Serie A
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (210.958 KB) | DOI: 10.24036/jelt.v1i1.345

Abstract

The special characteristics having by young learners require the teacher to create an atmosphere where children engage to the lesson without forgetting that the children’s world full of joy in teaching English as “Local Content” for young learner in Elementary school. Related to this condition, the proper activity to teach young learners is by having games. One examples of game for teaching listening related to instruction around the classroom in fourth grade of elementary school students is Beetle Drive Game. this game will train students’ ability in listening by giving respond toward the instructions given. The most suitable material for this game is “decorating classroom”. The instructions are  “glue the ornaments, hang the maps, stick the posters, turn left, turn right, go ahead, down, up, below, left and right.”.Karakteristik khusus anak - anak dan kondisi pembelajaran bahasa Inggris di sekolah dasar sebagai muatan lokal,  mengharuskan guru untuk menciptakan  kegiatan pembelajaran yang bisa membuat anak-anak untuk tetap belajar  tanpa melupakan dunia permainan mereka.  Sehubungan dengan hal ini, belajar sambil bermain adalah sebuah kegiatan yang paling cocok untuk digunakan. Salah satu contoh permainan yang bisa digunakan untuk mengajarkan kegiatan mendengar pada pembelajaran bahasa Inggris untuk mengajarkan instruksi – instruksi berkaitan dengan lingkungan kelas di kelas empat SD adalah Beetle Drive Game. Kemampuan mendengar siswa akan dilatih dengan memberikan respon terhadap instruksi-instruksi yang ada dalam permainan ini. Materi ajar yang cocok untuk permainan ini yaitu “decorating classroom dengan instruksi : “glue the ornaments, hang the maps, stick the posters, turn left, turn right, go ahead, down, up, below, left and right.”. Media yang diperlukan adalah“ornaments, posters, map and location map”.   Kata Kunci: Beetle Drive game, Instruction, decorating classroom
USING ROSETTA STONE AS LEARNING MEDIA TO INCREASE SPEAKING SKILL FOR JUNIOR HIGH SCHOOL STUDENTS Peby Yurdean; An Fauzia Rozani Syafei
Journal of English Language Teaching Vol 5, No 1 (2016): Serie E
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (517.014 KB) | DOI: 10.24036/jelt.v5i1.7337

Abstract

English teaching is increasingly growing as time advances. Using new technologies are already widely used in teaching, but there are still some obstacles often encountered. Using the same method or media in learning English is still used by teachers because of the limited knowledge of other methods or media. This makes learning look stiff and unattractive, students became bored in the learning process, especially in the teaching of speaking. To resolve this issue, teachers need to require alternative solutions to overcome those difficulties. One of them is uses technology-based teaching that called CAI. This paper describes about the use of Rosetta Stone, one tool of CAI. Rosetta Stone is an interactive software for teaching foreign languages to beginners. This software can be used as a medium by teachers in teaching English to Junior High School students in enhancing the ability of Speaking. This program does not use the idea or concept to use a translation to remember a new language. Instead itcombine words, sounds and images from real life to provide information about the new language without translation. 
REPARING ELIADEMY FOR E-LEARNING MEDIA IN ENGLISH LANGUAGE TEACHING Yongki Perwonegoro; An Fauzia Rozani Syafei
Journal of English Language Teaching Vol 5, No 1 (2016): Serie D
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (451.71 KB) | DOI: 10.24036/jelt.v5i1.7316

Abstract

Most of people like technology, especially for children even we life in needing technology the most era. Most of children think that study is the most boring thing. Demanded by the reason above, by using technology can enhance students’ interest to study. One of the appropriate technology is e-learning, using Eliademy. By using Eliademy, can also enhance students’ interest and ability in English. In using Eliademy as e-learning media only need personal computer and internet connection. Teacher and student have different account with different goal. Teacher prepares the course and the tasks that will be done by students. The students do the activity that is commanded by teacher. Students are demanded to read to complete the tasks. Students can also do discussion and seminar in some menus which are available in Eliademy.
AN ANALYSIS OF THE ACTIVITIES IN BAHASA INGGRIS TEXTBOOK FOR GRADE 10th STUDENTS PUBLISHED BY THE INDONESIAN MINISTRY OF EDUCATION AND CULTURE Intan Permata Sari; An Fauzia Rozani Syafei; Sitti Fatimah
Journal of English Language Teaching Vol 7, No 3 (2018)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (903.528 KB) | DOI: 10.24036/jelt.v7i3.100375

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This research is an descriptive research that aimed to analyze the quality of the English textbook in term of the activities provided by this book. The object of this research was the Bahasa Inggris textbook for 10th grade students published by the Indonesian Ministry of Education and Culture. This research used an analysis format as the instrument to guide the researcher in analyzing the English textbook. The analysis format contained of six categories which was made based on the principles of good textbook proposed by the experts; the categories are providing the information and opinion gap activities which require the learners to communicate each other, asking the students to make up or write a story, asking the student to make grammatical discoveries from a simple drill, providing readiness activities, providing activities enable the students to recognize language input consciously and subconsciously, and providing activities stimulate the use of both right and left-brain. The result of this research showed that this English textbook can be categorized as good textbook since only one category that was rarely found in this textbook; asking the student to make grammatical discoveries from a simple drill. However, the other criteria had enough number as the activities provided by this book.
Co-Authors Abdullah Azzam An-Nashir Afila Teddy Defri Alisya Isra Belinda Ana Sakinah Anggraini, Yola Anisa Wahyuni Annisa Erma Annisa Fitri Irwan Antoni Suhermanto Apri Yayat Susendi Arini Kumala Sari Aulia Fransischa Ayu Efta Febriani Bambang Triyono Bimbi Lastri Prima Chairunnisa Maulana Fitrah Chintya Virqi Prayetno Desri Wahyuni Desvalini Anwar Desy Jumiarti Dini, Vioren Dodi Zuyandi Elza Netri Fadhil Muhammad Hafizul Alimi Ifani Ramadhani Indah Afriani Inessa Laurie Intan Permata Sari Irawati Irawati Irma Permata Irza Ade Suarni Ismaweni Isman Ito Wardiah Junia Dwipa Arza Kurnia Ningsih Kurnia Ningsih Kurnia Ningsih Leni Marlina Lukman Nul Hakim M. Zaim Maharani Deta Putri Maharani, Puja Manissha Juliati Jhoni Mela Ismi Melani, Yultri Meli Aslina Mella Wiani Putri Muhammad Satria Mulia Tina Nentis Nentis Nofita Yola Norma Yuliansyah Nurul Huda Oktaria, Rinda Oktavia Oktavia Peby Yurdean Peragita Agdia Rakhmi Amini Rangga Fajriya Tanamal Rani Febrina Rasyidah Elqayyimah Ratmanida, Ratmanida Refnaldi Refnaldi Reidha Mahaesti Reisha Rahma Agus Ridho Yosfika Rio Agustianto Rusdi Rusdi Rusdi Thaib S.Pd, Zulfadli Sabrina Khairissa Selvi Maharani Sinamo, Frilance Siska Aris Nita Sitti Fatimah Sitti Fatimah Suci Ayu Andari Suci Mei Khelly Suci Nazira Tania Musmita Tesalonika Tesalonika Titi Pani Naskah Try Ulva Yeni Ulva Khairani Vischa Mansyera Pratama Wafiq Aziza Wanda Rifani Astuti Nst Welly Ernando Sihombing Widya Wati Putri Winda Elva Yuanita Winda Rawilta Putri Yoffi Boni Adha'fri Yoga Prihandika Yongki Perwonegoro Yudita Maharani Yuri Hardianti Zikriyati Zikriyati ZK Abdurahman Baizal Zul Amri