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Designing English Module for Guides of Museum Pustaka Lontar, Karangasem, Bali Dika Pranadwipa Koeswiryono; I Wayan Suadnyana; Ni Luh Supartini
Jurnal Kajian Bali (Journal of Bali Studies) Vol. 13 No. 1 (2023): Volume 13 No 1 April 2023
Publisher : Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JKB.2023.v13.i01.p11

Abstract

Museum Pustaka Lontar in Karangasem, Bali, has preserved and promoted lontars, the manuscripts that carried the ancient texts of Balinese tradition. This research and development study constructed an English module for the local guides at the lontar museum. The needs analysis derived from the observation of the museum, and interviews with the guides, investigated the guides’ necessities, lacks, and wants in learning English. The result showed that the local guides needed modules where the materials correspond to the guiding sequences of the museum. The materials had to also accommodate the translation of museum lontar-specific terms into English. Conversation-based materials were the most requested, as it resembled their daily interaction with visitors. These findings served as the base for the material development of the English module. Guides, language learners, and teachers in the tourism field might source their learning from the module.
Sosialisasi penggunaan Permainan Edukatif dalam Meningkatkan Penguasaan Kosakata Bahasa Inggris Siswa Kelas 2 Sekolah Dasar 01 Pandak Bandung, Tabanan Suadnyana, I Wayan; Koeswiryono, Dika Pranadwipa; Darmayanti, Putu Sri; Rahayu, Ni Made Sri; Kuntariati, Utik
Jurnal Pengabdian kepada Masyarakat Radisi Vol 6 No 1 (2026)
Publisher : Yayasan Kajian Riset dan Pengembangan RADISI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55266/pkmradisi.v6i1.655

Abstract

English language learning at the elementary school level, particularly in vocabulary acquisition, still faces several challenges, including low student motivation and the use of conventional, less interactive teaching methods. This community service program aims to improve the English vocabulary mastery of second-grade elementary school students through the implementation of educational game-based learning. The method was carried out through five stages: preparation, socialization, instructional implementation, monitoring and evaluation, and reflection and follow-up. The core activities involved vocabulary instruction using visual media and educational games such as bingo, flashcard games, and guessing games. The results indicate a significant improvement in students’ vocabulary mastery, increasing from an average of 5–10 words to 15–20 words used actively. Additionally, there was an increase in student engagement and learning motivation, as well as improved teacher competence in applying interactive teaching methods. Therefore, educational game-based learning is proven to be effective in enhancing the quality of English vocabulary instruction at the elementary school level.