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MODEL RENCANA PEMBELAJARAN BERBICARA BERBASIS KONTEKSTUAL UNTUK MAHASISWA PENDIDIKAN GURU SEKOLAH DASAR Dayu Retno Puspita; Nuruddin Nuruddin; Zainal Rafli
Pedagogi Vol 9, No 2 (2022)
Publisher : UNIKU PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/pedagogi.v9i2.6816

Abstract

Rencana pelajaran adalah komponen penting dari pengajaran. Dosen bahasa Inggris harus terampil, kreatif, dan inovatif agar mahasiswa dapat menyerap ilmu pembelajaran bahasa dengan mudah dan efektif. Dalam mengajarkan keterampilan berbicara bahasa Inggris di kelas, dosen perlu persiapan yang matang dengan merancang rencana pembelajaran sebagai arahan atau roadmap seluruh kegiatan yang dilakukan dosen dan mahasiswa di kelas untuk mencapai kompetensi yang tepat dan efektif sehingga tercipta pengajaran yang menyenangkan dan menarik. Mahasiswa di pendidikan guru sekolah dasar diberikan mata pelajaran bahasa Inggris sebagai bekal yang akan ditawarkan di sekolah dasar untuk membantu kinerja mereka sebagai calon guru sekolah dasar dalam mengajar bahasa Inggris. Kemampuan berbicara adalah salah satu keterampilan yang harus dimiliki mahasiswa yang mengejar gelar sarjana pendidikan guru sekolah dasar untuk menguasai kemampuan berkomunikasi dalam bahasa Inggris lisan. Tujuan dari makalah ini adalah untuk memberikan informasi tentang perencanaan pembelajaran berbicara bahasa Inggris berbasis kontekstual. Proses pengembangan model RD berbicara berbasis kontekstual menggunakan metode penelitian dan pengembangan pendidikan (RD). beberapa instrumen yang digunakan yaitu wawancara, observasi kelas, dan dokumen. Studi ini dapat bermanfaat bagi dosen dan peneliti bahasa Inggris sebagai panduan untuk mengajar berbicara bahasa Inggris dengan menggunakan pendekatan kontekstual. Makalah tinjauan ini menggali tubuh penelitian tentang istilah masalah keterampilan berbicara bahasa Inggris dalam pendidikan guru sekolah dasar, rencana pelajaran, aspek rencana pelajaran, aktivitas dalam pengajaran berbicara, siklus pengajaran, dan contoh prosedur rencana pelajaran menggunakan pengajaran berbicara. berdasarkan pendekatan kontekstual. Semakin banyak dosen merencanakan, akan semakin baik.
Optimizing The EFL Learning Through Individualized Education Programs for Intellectually Disability Students Rosnaningsih, Asih; Ina Magdalena; Sumiyani; Dayu Retno Puspita; Ratih Ayu Wulandari; Haryati
Journal of English Education and Teaching Vol. 7 No. 4 (2023): Journal of English Education and Teaching
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jeet.7.4.1101-1113

Abstract

This research aims to describe the English language learning process using Individual Education Program (IEP) in inclusion classes at elementary school level. This research used a qualitative approach with two students with special needs with intellectual disabilities (ID) as the subjects of this research. Three types of data collection techniques used were structured observation, structured interviews and document study. The result of this research indicated that even though the two research subjects have intellectual disability, they can still participate in learning with certain terms and conditions. Every class teacher and special assistant teacher must pay attention to students’ learning needs that supports their learning development which must be in accordance with curriculum objectives. Therefore, teachers must be able to develop the Individualized Education Program (IEP) according to the special needs of students and carry out teaching according to plans that have been made previously. Keywords: Individualized Education Program, Intellectual Disability, students with special needs
Pengembangan Media Audio Visual Berbasis Aplikasi Canva pada Pembelajaran Bahasa Inggris Menggunakan Ispring Quiz untuk Siswa Kelas IV di SDIT Ashibgoh Anida Zahranisa; Dayu Retno Puspita; Een Unaenah
Jurnal Masharif al-Syariah: Jurnal Ekonomi dan Perbankan Syariah Vol 10 No 1 (2025)
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jms.v10i1.25471

Abstract

Tujuan penelitian ini adalah untuk menghasilkan sebuah produk audio visual melihat hasil pengembangan media ini dapat bernilai, praktis, dan valid untuk dapat mengakomodasi penggunaaan media audio visual berbasis aplikasi canva dalam pembelajaran bahasa Inggris dengan Ispring Quiz. Media pembelajaran dirancang untuk menunjang atau melengkapi saluran informasi, yang dapat meningkatkan kemampuan kognitif, minat, dan kesenangan siswa dalam proses pembelajaran. Metode dalam penelitian yang digunakan adalah penelitian Research and Development (R&D).yang dapat menghasilkan produk baru, atau pengembangan produk yang sudah ada dan perlu untuk dikembangkan dengan baik. Model pengembangan yang peneliti gunakan adalah model penelitian ADDIE yang digunakan untuk perancang instruksional pengembang pelatihan yang dinamis. Berdasarsakan hasil penelitian dan pengembangan media pembelajaran audio visual berbasis canva pada pembelajaran Bahasa Inggris menggunakan Ispring Quiz. Berdasarkan validasi Ahli media telah memperoleh nilai “Setuju Baik” dengan skor 4,37. Sedangkan ahli materi memperoleh nilai “Baik “ dengan skor 4. Kemudian respon guru bidang bahasa Inggris memberikan nilai “Baik” dengan skor 4, Adapun pengujian yang telah dilakukan dengan tahap uji coba produk terhadap skala kecil yang memperoleh penilaian produk menggunakan angket mendapatkan nilai “ Sangat Baik“ dengan skor 5. Sedangkan pengujian yang telah dilakukan dengan tahap uji coba produk terhadap skala besar yang memperoleh penilaian produk menggunakan angket mendapatkan nilai “Baik “ dengan skor 4,46. maka dapat disimpulkan bahwa pengembangan media pembelajaran audio visual berbasis canva dapat digunakan dalam pembelajaran Bahasa Inggris untuk peserta didik kelas IV SD dengan penambahan menggunakan Ispring Quiz ini bertujuan agar dapat digunakan sebagai evaluasi membuat soal-soal untuk peserta didik.
English for Children: Teaching Material Model for Students of Primary School Teacher Education Dayu Retno Puspita; Asih Rosnaningsih
Jurnal Pendidikan Bahasa Inggris undiksha Vol. 12 No. 1 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbi.v12i1.80938

Abstract

To improve the quality of English learning in English courses for children, students need learning resources that can improve language skills in accordance with the characteristics and needs of students as prospective English teacher in Primary School. The research aims to develop a model of teaching materials for the English for Children course in accordance with the needs of students in the Primary School Teacher Education Study Program. The research was designed using an R&D development model. This research used test subjects by carrying out validity tests on teaching materials experts, material experts, the responses of ten students in small group trials and twenty-five students in large group trials. Data was collected using a questionnaire instrument and analyzed descriptively, quantitatively and qualitatively. The research shows that the teaching material products from chapters 1 to chapter 8 are sequentially: 1) English theoretical concepts related to teaching children; 2) the concept of developing an English learning plan for children; 3) the concept of children's characteristics in learning English; 4) the concept of teaching four English skills (listening, speaking, reading, writing); 5) the concept of teaching through songs; 6) the concept of teaching through stories; 7) the concept of teaching through games;  and 8) the concept of technology-assisted teaching. The results of the validator of teaching material experts, material experts and the results of student responses in small and large group trials are categorized as very valid so that English for Children teaching materials are suitable for use.
Development of Bamboozle Media for English Language Learning in Elementary School Siti Hanifah Rizkiyah; Dayu Retno Puspita; Ferry Perdiansyah
International Journal of Technology and Education Research Vol. 3 No. 03 (2025): July - September, International Journal of Technology and Education Research (
Publisher : International journal of technology and education research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63922/ijeter.v3i03.2049

Abstract

This research aims to develop an interactive learning media using Baamboodzle games for English subjects in the 3rd grade of SDN Pabuaran 2 Kota Tangerang. The research method applied is Research and Development (R&D) using Sugiyono’s development model, which includes potential and problem analysis, data collection, product design, design validation, design revision, product testing, and product revision. The results show that Baamboodzle media can enhance students' learning interest, activeness, and vocabulary comprehension in English. Expert validation in media and content stated that the product is feasible for use with minor revisions. This media is expected to be an innovative alternative for English learning in elementary schools.
PEMANFAATAN QUIZIZZ DALAM DIGITAL GAME BASED LEARNING PADA MATA PELAJARAN BAHASA INGGRIS KELAS 5 SD NEGERI CIPONDOH 2 KOTA TANGERANG Nanda Citra Kumarani; Dayu Retno Puspita; Asih Rosnaningsih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.33425

Abstract

The Use of Quizizz in Digital Game-Based Learning in English Lessons for Grade 5 Students at SDN Cipondoh 2 in Tangerang City. This study describes the use of the Quizizz application for Digital Game-Based Learning in fifth-grade English classes at SDN Cipondoh 2, Tangerang City. The research background highlights a problem of low student interest and enthusiasm in learning English due to the use of conventional teaching methods. This study uses a descriptive qualitative approach with the researcher as the key instrument and was conducted at SDN Cipondoh 2, Tangerang City. Data was collected through triangulation techniques, including interviews, observations, and documentation, focusing on extracting meaning from objective conditions in the field. The subject of this study was the fifth-grade English teacher.The results show that using Quizizz as a Digital Game-Based Learning tool successfully created a more interactive, engaging, and enjoyable learning atmosphere. The advantage of Quizizz is that it functions not only as an evaluation tool but also as an interactive learning medium. Its ease of access and features allow students to focus on the material. The study also identified a weakness: for students who were slow to understand or master the educational game, the teacher adjusted the method by presenting simplified, easy-to-understand material relevant to daily life and using concrete examples.
PEMANFAATAN QUIZIZZ DALAM DIGITAL GAME BASED LEARNING PADA MATA PELAJARAN BAHASA INGGRIS KELAS 5 SD NEGERI CIPONDOH 2 KOTA TANGERANG Nanda Citra Kumarani; Dayu Retno Puspita; Asih Rosnaningsih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.33425

Abstract

The Use of Quizizz in Digital Game-Based Learning in English Lessons for Grade 5 Students at SDN Cipondoh 2 in Tangerang City. This study describes the use of the Quizizz application for Digital Game-Based Learning in fifth-grade English classes at SDN Cipondoh 2, Tangerang City. The research background highlights a problem of low student interest and enthusiasm in learning English due to the use of conventional teaching methods. This study uses a descriptive qualitative approach with the researcher as the key instrument and was conducted at SDN Cipondoh 2, Tangerang City. Data was collected through triangulation techniques, including interviews, observations, and documentation, focusing on extracting meaning from objective conditions in the field. The subject of this study was the fifth-grade English teacher.The results show that using Quizizz as a Digital Game-Based Learning tool successfully created a more interactive, engaging, and enjoyable learning atmosphere. The advantage of Quizizz is that it functions not only as an evaluation tool but also as an interactive learning medium. Its ease of access and features allow students to focus on the material. The study also identified a weakness: for students who were slow to understand or master the educational game, the teacher adjusted the method by presenting simplified, easy-to-understand material relevant to daily life and using concrete examples.