Claim Missing Document
Check
Articles

Found 2 Documents
Search

THE STUDENTS’ RESPONSES TOWARD THE IMPLEMENTATION OF PICTIONARY GAME IN TEACHING VOCABULARY TO THE SEVENTH GRADE STUDENTS IN ONE OF JUNIOR HIGH SCHOOL IN CIMAHI Indri Kartini; Evie Kareviati
PROJECT (Professional Journal of English Education) Vol 4, No 3 (2021): VOLUME 4 NUMBER 3, MAY 2021
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/project.v4i3.p375-383

Abstract

This study is aimed to find out the students’ responses toward the implementation of Pictionary game technique in teaching English vocabulary to the seventh-grade students. The study was conducted at SMP Dharma Kartini. The students of VII C  class that consists of 38 students were selected as the participants of the research. The research used descriptive qualitative method. The data of the research was obtained from observation during the implementation of Pictionary game in the class and from the students’ interview that has conducted to 5 students. The result showed that Pictionary game technique is useful to draw the students’ motivation in learning English vocabulary. From the data of observation showed that the Pictionary game made the students more active to get involved in teaching and learning process actively. The students also showed good responses from the data of interview, they stated that learning by using Pictionary game was fun but also challenging which make them motivate in learning English. Thus, it can be concluded that Pictionary game is an attractive technique that can be used to motivate students in learning vocabulary and make the students to learn English vocabulary in a more fun and creative way.   Keywords:  Pictionary game, Vocabulary
Pengembangan media pembelajaran e-flashcard melalui pendekatan konstruktivisme untuk meningkatkan keterampilan membaca permulaan pada siswa kelas II Sekolah Dasar Indri Kartini; Sri Nurhayati; Agni Muftianti
COLLASE (Creative of Learning Students Elementary Education) Vol. 9 No. 4 (2026)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v9i4.31536

Abstract

Abstract This research is based on low initial reading skills in lower elementary school grades. Therefore, the study aims to develop E-Flashcard learning media through a constructivist approach to improve these skills. The research utilizes the Research & Development method with Sugiyono’s design. The population consists of second-grade students at SDN Gunung Geulis, Kutawaringin with 10 students for limited trials and 27 for wide trials. Data collection techniques include interviews, action tests, expert validation sheets, questionnaires, and field notes, analyzed through qualitative and quantitative techniques. Expert validation for media and materials reached 100% (highly feasible). Teacher response reached 100%, while student responses were 89% (limited trial) and 87% (wide trial), categorized as highly practical. The limited scale N-Gain test yielded 87.6% (effective), while the wide scale test reached 71% (moderately effective). In conclusion, E-Flashcard media through a constructivist approach significantly improves beginning reading skills. Abstrak Penelitian ini didasari oleh rendahnya keterampilan membaca permulaan pada kelas rendah tingkat sekolah dasar. Berdasarkan hal tersebut, tujuan dari penelitian ini yaitu untuk mengembangkan media pembelajaran E-Flashcard melalui pendekatan konstruktivisme sebagai salah satu dari upaya untuk meningkatkan keterampilan membaca permulaan. Metode yang digunakan dalam penelitian ini yaitu metode Research & Development dengan desain Sugiyono. Populasi dalam penelitian ini yaitu siswa kelas II SDN Gunung Geulis Kec. Kutawaringin dengan subjek uji coba terbatas sebanyak 10 siswa dan subjek uji coba luas sebanyak 27 siswa. Teknik pengumpulan data yang digunakan dalam penelitian ini yaitu wawancara, tes perbuatan, lembar validasi ahli dan media, angket, dan catatan lapangan dengan teknik analisis data kualitatif dan kuantitatif. Hasil validasi ahli media dan materi mendapatkan persentase sebesar 100% yang berarti sangat layak. Hasil angket respon guru mendapatkan persentase sebesar 100%, sedangkan hasil respon siswa mendapatkan 89% untuk uji coba terbatas dan 87% untuk uji coba luas yang berarti sangat praktis. Pada uji N-Gain skala terbatas, diperoleh persentase 87,6% yang berarti efektif. Sedangkan pada uji N-Gain skala luas diperoleh persentase 71% yang berarti cukup efektif. Dengan demikian, dapat ditarik kesimpulan bahwa terjadi peningkatan keterampilan membaca permulaan setelah penggunaan media E-Flashcard melalui pendekatan konstruktivisme dalam proses pembelajaran.