Putu Dian Danayati Degeng
Universitas Brawijaya

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Developing Board Game to Improve Students’ Grammar Mastery of The Eleven Grade Students of SMKN 4 Malang Moh Mario Alvin Supandhi; Putu Dian Danayati Degeng; Hasbulah Isnaini
Jurnal Pendidikan : Riset dan Konseptual Vol 6 No 3 (2022): Volume 6, Nomor 3, Juli 2022
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.148 KB) | DOI: 10.28926/riset_konseptual.v6i3.556

Abstract

A board game is a type of play where participants follow defined rules. A board games as the utilization of games to support teaching and learning grammar. Board games that incorporate curriculum content or other educational material are referred to as educational games (Michel, 2016). Educational games can be considered as an example of these fun-based teaching methods. This study uses Research and Development (R&D) design, it develops supplementary material for helps students to learning grammar. The product was designed through adopted stages of development from Akker (1999). The researcher found every aspect of the board game in this research then can be used as upplementary material for students have more knowledge on how to arrange a word by word to make a apropriate sentence, how to learn about tenses, how to make a teamwork with partner, how to handle certain situation and also how to develop themselves better as a student will be. In this addition, the researcher discussed the material of the the product. The first step was preliminary stage the researcher used SMKN 4 Malang as a place of observation. Second, the formative evaluation phase or analysis stage, the researche was interviewing a english teacher in SMKN 4 Malang to know the problem of students to learning grammar. The third step was prototyping. In this step, the researcher design the product (TANGAMES board game) An expert give the feedback to product. The product is validated by expert to make sure that the product meets the requirements needed as a proper teaching media that can be used in teaching process. After feedbacks received, the product then will be tested in SMKN 4 Malang. Next stage is interviewing, Some students will be interviewed by the research to know the effectiveness of the product. Last stage, product will be revised and adjusted as needed.
Students’ Perception on The Use of WhatsApp for Learning Writing During Covid-19 Pandemic: A Case Study Elvira Rosalinda; Hamamah Hamamah; Putu Dian Danayati Degeng
Jurnal Pendidikan : Riset dan Konseptual Vol 6 No 3 (2022): Volume 6, Nomor 3, Juli 2022
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (315.562 KB) | DOI: 10.28926/riset_konseptual.v6i3.557

Abstract

Writing skill is a complex skill that cannot be learned independently. Although students learn from home, they need a comprehensive understanding of theories and practical guidance from the teacher. Therefore, teachers use many media and applications that can support this online learning with various considerations. This research is conducted to find out the nine-grade students’ SMPN 04 Pare perception of the use of WhatsApp groups for learning writing. This research used a case study to identify students’ perceptions in the IX C class of SMPN 4 Pare. There were 31 students responded to the questionnaire. In analyzing the data, descriptive statistics were used. The writer used mean as the measurement to determine the percentage of students’ perception. The result shows that students have posiive responses to the use of WhatsApp in learning writing. The students show strong interest in the usage of WhatsApp for learning writing platform and the learning activities that were done through WhatsApp.