Articles
Gerakan literasi di Sekolah Dasar
Sri Winarsih;
Marni Bawawa
Musamus Journal of Language and Literature Vol 2 No 2 (2019): Musamus Journal of Language and Literature
Publisher : Universitas Musamus Merauke
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DOI: 10.35724/mujolali.v2i01.2418
Penelitian ini bertujuan untuk mengetahui gambaran rintisan Program Gerakan Literasi Sekolah (GLS) di SD Al-Khodijah Merauke. Gambaran tersebut dibagi menjadi dua yakni potensi yang dikembangkan dan kendala dalam penerapan dalam implementasi program GLS. Melalui observasi terus terang dan interview kepada para pendidik di SD Al-Khodijah Merauke diperoleh data-data yang kemudian dianalisis melalui tahapan reduksi, display, dan verifikasi. Hasil penelitian menunjukkan 3 potensi yang dapat dikembangkan; 1) Mading sebagai media literasi melatih semangat berkompetisi positif, 2) Pengembangan bahan bacaan siswa yang mengusung kearifan lokal dan pemanfaatan IT, dan 3) Membaca Al-Quran dan terjemahan setiap Jumat sebagai identitas karakter sekolah. Sedangkan kendala-kendala yang dihadapi dalam pengimplementasian GLS adalah; 1) Faktor keamanan lingkungan sebagai alasan utama sulitnya penerapan Lingkungan Kaya Teks, 2) Pelibatan publik masih sangat minim.
IMPROVING STUDENTS’ VOCABULARY COMPREHENSION IN LEARNING ENGLISH THROUGH PICTURES
Marni Bawawa;
Sri Winarsih
Musamus Journal of Language and Literature Vol 3 No 1 (2020): Musamus Journal of Language and Literature
Publisher : Universitas Musamus Merauke
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DOI: 10.35724/mujolali.v3i1.2934
The objective in the research are to find out whether teaching vocabulary through pictures can improve the students’ vocabulary comprehension, and are the students’ interest in learning vocabulary through pictures at SMP Negeri 3 Merauke and the subject in this research was eight grade students B and C in SMP Negeri 3 Merauke. The research method using divided into quasi-experimental research. This sample of the research consisted of 40 students divided into two groups namely: 20 students to experimental group and 20 students to control group and conclude the data using two instruments; the vocabulary test for the students’ vocabulary achievement was analyzed used SPSS and the questionnaire was used to see students' interest in English learning vocabulary. To the result indicated that the through pictures media improves the vocabulary of the eight grade students in SMP Negeri 3 Merauke. It was proven by the mean score of posttest of experimental group which higher than the mean score of control group in vocabulary test (81.5>51.7) and the difference was statistically significant based on the result of the t-test of posttest indicated the probability value is smaller than alpha value (0.00<0.05). It means that, the use of pictures media was more effective to improving students vocabulary comprehension of the eight grade Students of SMP Negeri 3 Merauke than without using pictures media and the students also more interested in learning English vocabulary by using picture media than without using pictures media. As indicated by the results score of the questionnaire, namely there were twelve students or 60% to score are the strongly interested classification and eight students or 40% are the interested classifications. It means that, most of the students were interested in English learning vocabulary through pictures media in learning process. Keywords: improving; vocabulary; comprehension; pictures
IMPROVING STUDENTS’ INTEREST IN LEARNING ENGLISH BY USING CREATIVE NARRATIVE FLASH CARD
Ranta Butarbutar;
Marni Bawawa
Musamus Journal of Language and Literature Vol 3 No 1 (2020): Musamus Journal of Language and Literature
Publisher : Universitas Musamus Merauke
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DOI: 10.35724/mujolali.v3i1.2935
Interesting is an essential thing needs for optimal achievement in learning English. Good interesting surely creates motivation well. As an English creative teacher is being expected familiar to using media for stimulate pupils’ Interesting, to enumerate, flash card. This paper addresses the issue of experience in using narrative flash card can be used as a media to work-up learners’ interested into learn English language. Henceforth, descriptive qualitative is a design to analysis data, whereas getting data, it used observation, interview for students and teacher. And, the results showed (1) the using of narrative flash card absolutely increasing students’ interesting to learn English significantly, (2) balancing cognitive development (3) stolen-technique to motivate learners, (4) welcoming socioaffective, (5) narrative flash card as role-play media and the lastly, gadget acquisition vocabulary. Keywords: interesting; narrative-flash card; stolen-technique
Navigating Cultural Bridges: Enhancing Intercultural Competence through Democratic Dialogue in Elementary Education
Winarsih, Sri;
Bawawa, Marni;
Anggawirya, Arin Mantara
Utamax : Journal of Ultimate Research and Trends in Education Vol. 6 No. 2 (2024): Utamax : Journal of Ultimate Research and Trends in Education
Publisher : LPPM Universitas Lancang Kuning. Pekanbaru. Indonesia
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DOI: 10.31849/utamax.v6i2.19593
This study explores the unique approach of utilizing democratic dialogue to enhance intercultural competence and cultural literacy among elementary school students in Merauke Regency, addressing a critical gap in the literature on effective methodologies for fostering these competencies in young learners. The research employs a pre-experimental design with pre-test and post-test measurements involving 20 purposively sampled students, using a 21-item questionnaire to assess empathy, inclusion, and tolerance. Findings reveal significant increases in these competencies, with inclusion showing the highest improvement (1.5 points), followed by empathy and tolerance (each 1.3 points). The results underscore the effectiveness of democratic dialogue in creating a more inclusive and empathetic classroom environment by promoting openness and acceptance among students from diverse cultural backgrounds. However, the study acknowledges limitations, including the small sample size and lack of a control group, suggesting that further research with larger and more diverse samples is necessary to validate these findings. The implications of this study extend beyond the immediate educational context, proposing democratic dialogue as a powerful tool for cultivating global citizenship and empathy, thereby contributing to the broader goal of fostering intercultural understanding in an increasingly interconnected world.
The Effectiveness of Blindfold Games in Teaching Vocabulary at English Education Department
Bawawa, Marni
KOLONI Vol. 1 No. 1 (2022): MARET 2022
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/koloni.v1i1.159
The study attempted to reveal the effectiveness of using the Blindfold game in affecting the students' vocabulary enrichment. The pre-experimental design with one group pre test and post test design quantitatively was used in this research. Students of the English Education Department, Musamus University, Academic Year 2020/2021 were chosed as the population, and the sample was 22 participant students of a class that had an average score in the vocabulary course. The researcher used vocabulary tests to determine students' vocabulary enrichment in pre test and post test. The results of the study show that a a significant difference between the mean scores of the pre test and post test, the mean score for the pre test was 30.909, and the post test was 69.318. Moreover, the paired sample t-test showed the sig 2 tailed value of 0.000 and less than 0.005. To sum up, the results indicate that the Blindfold game effectively affects the students' vocabulary enrichment. Keywords: effectiveness, blindfold games, vocabulary enrichment
English Teachers’ Perception of Using Technology in Teaching English in Merauke
Bawawa, Marni
KOLONI Vol. 1 No. 3 (2022): SEPTEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/koloni.v1i3.236
The advance in technology has brought changes to every aspect of life including education. Various technology appliances and applications offer many helpful resources and techniques for teachers and learners to choose from in assisting their teaching and learning processes. Not only that it helps teachers to become more creative, it also encourages more motivation for the learners. The successful of its application closely related to the way it is perceived by the users. In this sense, the teachers’ perceptions as the facilitator of knowledge in the class are worth exploring. This study therefore, investigated the perception of English teachers in Merauke in teaching English using technology. The data were obtained from six English teachers from four different junior high schools in Merauke through questionnaire and interview. The perceptions were categorized based on four acceptance aspects in the use of technology (UTAUT), performance, effort, and social expectations and facilitating conditions. The findings showed positive responses from the teachers regarding the use of technology in English teaching and learning. Pedagogical implications and suggestions for further study are discussed as well. Keywords: teachers’ perception, teaching English, technology, UTAUT
Development of A Basic English Board Game on Local Culture as An Interactive Learning Media for Elementary Students in Rural Papua
Marni Bawawa;
Ratna Purwanti;
Sri Ananda Pertiwi
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 11, No 1 (2025): March
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)
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DOI: 10.33394/jk.v11i1.13635
This study aims to develop a board game as an interactive English learning media for elementary school students in rural Papua. At the elementary level, English has been mandated as a compulsory subject; however, interest and motivation to learn remain low in the rural regions of Papua. The availability of English teaching media that is relevant to the local context of Papua's children is still limited. This research employed the research and development method with the Plomp model, which includes investigation, design, realization, evaluation and revision, and implementation phases. This study involved 15 elementary indigenous Papuan students and 2 teachers. Validation sheets, learning tests, and interview serve as the research instruments. The data were analyzed using descriptive statistics. The results indicate that the board game is feasible to use as an English introduction media for elementary school students in the rural Papua region, especially South Papua. Media validity tests show a score of 84.25%, while practicality validation indicates 76.5% both are in the high category. Additionally, learning outcomes demonstrate that 80% of students perform at a good level, confirming the media's effectiveness. It can be concluded that the Basic English Board Game is a valid and appropriate tool for introducing English to elementary students in the rural regions of South Papua.
Pelatihan Kreatif dengan Lagu Anak untuk Pengenalan Kosa Kata Bahasa Inggris di Sekolah Dasar Kampung Koa
Novi Indriyani;
Bawawa, Marni;
Uspayanti, Rezky
AKSELERASI: Jurnal Pengabdian Masyarakat Vol 2 No 3 (2024): AKSELERASI: Jurnal Pengabdian Masyarakat
Publisher : PT. Akselerasi Karya Mandiri
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DOI: 10.70210/ajpm.v2i3.102
Penguasaan bahasa Inggris telah menjadi kebutuhan mendasar dalam era globalisasi, termasuk didaerah-daerah terpencil Indonesia. Kegiatan pengabdian masyarakat ini bertujuan untukmeningkatkan kemampuan guru sekolah dasar di Kampung Koa, Distrik Animha, Kabupaten Meraukedalam mengajarkan kosa kata bahasa Inggris melalui penggunaan lagu anak. Metode pelatihan yangdigunakan meliputi workshop, demonstrasi, dan pendampingan praktik mengajar. Hasil pelatihanmenunjukkan peningkatan signifikan dalam pemahaman dan keterampilan guru dalam menggunakanlagu sebagai media pembelajaran bahasa Inggris. Para guru mampu mengintegrasikan lagu anakberbahasa Inggris ke dalam pembelajaran dan menciptakan suasana belajar yang lebihmenyenangkan. Kegiatan ini memberikan dampak positif dalam pengembangan metode pembelajaranbahasa Inggris di tingkat sekolah dasar di wilayah tersebut.
Pelatihan Penyusunan Bahan Ajar Online Interaktif Untuk Meningkatkan Kompetensi Profesional Guru MA Al-Munawwaroh Merauke
Reski, Andi;
Bawawa, Marni
ABDIKAN: Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi Vol. 1 No. 2 (2022): Mei 2022
Publisher : Yayasan Literasi Sains Indonesia
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DOI: 10.55123/abdikan.v1i2.302
21st century learning is about learning that integrates literacy skills, learning knowledge, and skills in mastering technology. Regarding the abilities, games and skills of the teacher, of course, in this case, we talk about competence. One of the most important competencies possessed by a teacher so that the learning process can run smoothly and optimally is professional competence. Therefore, the purpose of the Community Partnership Service activities carried out at MA Al-Munawwaro Merauke is to improve the professional competence of teachers. This activity is carried out in three forms, namely socialization, training and mentoring, and evaluation. The activity stages are in the form of socializing the use of Microsoft PowerPoint in the preparation of online teaching materials, training and assistance in the preparation of online teaching materials with Microsoft PowerPoint, as well as evaluating activities to determine the increase in the professional competence of MA Al-Munawwaro Merauke teachers. Indicators of increasing competence are marked by the ability of teachers to develop materials creatively and also the ability of teachers to utilize information and communication technology to produce interactive online teaching materials.
Development of A Basic English Board Game on Local Culture as An Interactive Learning Media for Elementary Students in Rural Papua
Bawawa, Marni;
Purwanti, Ratna;
Pertiwi, Sri Ananda
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika
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DOI: 10.33394/jk.v11i1.13635
This study aims to develop a board game as an interactive English learning media for elementary school students in rural Papua. At the elementary level, English has been mandated as a compulsory subject; however, interest and motivation to learn remain low in the rural regions of Papua. The availability of English teaching media that is relevant to the local context of Papua's children is still limited. This research employed the research and development method with the Plomp model, which includes investigation, design, realization, evaluation and revision, and implementation phases. This study involved 15 elementary indigenous Papuan students and 2 teachers. Validation sheets, learning tests, and interview serve as the research instruments. The data were analyzed using descriptive statistics. The results indicate that the board game is feasible to use as an English introduction media for elementary school students in the rural Papua region, especially South Papua. Media validity tests show a score of 84.25%, while practicality validation indicates 76.5% both are in the high category. Additionally, learning outcomes demonstrate that 80% of students perform at a good level, confirming the media's effectiveness. It can be concluded that the Basic English Board Game is a valid and appropriate tool for introducing English to elementary students in the rural regions of South Papua.