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Journal : Comment: an International Journal of Community Development

Hands-on Training: Improving Speaking Skills through Games for Students and Care Takers of Panti Asuhan Sentosa, Belitung Darat, Banjarmasin Murtiningsih, Tenny; Kailani, Ahmad; Farid, Rezqan Noor
Comment: an International Journal of Community Development Vol. 1 No. 2 (2019)
Publisher : Comment: an International Journal of Community Development

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Abstract

Speaking is one of the four macro skills of English. It is also a productive skill that requires language learners to gain much exposure to use it. Accuracy and fluency are two elements to be used as parameters of speaking ability for foreign language learners. Apart from this, language learners still find it hard to express out their speaking ability in front of classroom as well as outside the class. Lack of self confidence, limited vocabulary acquisition, and English grammar have become obstacles for learners to develop their speaking ability. Through this hands-on workshop, we introduced three educational games, namely, hot seat, comic strip, and that’s an unusual view to students and teachers at panti Asuhan Sentosa Banjarmasin. These games are intended to make learning english more fun, to help students gain self confidence to use the language, and to boost cooperative work between students and teachers. The participants responded positively to the ideas and they would use those games as learning media.
Workshop on Game Mediated Language Teaching for English Teachers of Senior High Schools in Amuntai, Hulu Sungai Utara Regency Kailani, Ahmad; Rafidiyah, Dina; Farid, Rezqan Noor
Comment: an International Journal of Community Development Vol. 1 No. 2 (2019)
Publisher : Comment: an International Journal of Community Development

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Learning English is indispensable from the use of games as one of the teaching media. Even, in traditional classes, where teachers are the center of information, games are sometimes introduced and played to make the classroom atmosphere more fun. Now, as the rapid growth of information technology. The forms and types of games have also evolved significantly. This is like two sides of the coin which has both positive and negative impacts on students’ learning motivation. However, this community service report just looks at the benefits of the game in the English classroom and its feasibility to be used as a catalyst to make students engaged in learning English grammar. This community service was conducted in SMAN 1 Amuntai as the host. Teachers of English from around Amuntai regency were invited to come and introduced to use Kahoot as a learning tool. They were taught how to design quizzes and exercises about grammar using this game application. The participants enjoyed it and would plan to use it as learning media for their English classes.