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Problem Cased (Permasalahan) Dalam Pembelajaran Bahasa Inggris di Sekolah Uzer, Yus Vernandes; Uzer, Yuspar
Madani: Jurnal Ilmiah Multidisiplin Vol 3, No 4 (2025): May
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.15342775

Abstract

English learning at an Elementary school in Indonesia has undergone a significant and very rapid revolution. In conducting learning English definitely problems arises, and the problems of English learning is actually long before the curriculum changes until the implementation of curriculum 2013. The strategy used in this study is classroom action research strategy with measures to hold action planning, observation or observation, carry out analysis and reflection. Data collection techniques used to obtain data in this study, among other tests, as well as direct observation. From the results of these studies concluded that learning by using the method of administration tasks can increase the activity of students in learning English, and learning outcomes in students of Class VI of SDN 93 Palembang to provide reinforcement and allow more students to participate in learning English.
Artificial Intelligence in Smart Classrooms: An Investigative Learning Process for High School Nasar, Ismail; Uzer, Yuspar; Aisyah; Ridayani; Purwanto, Muhammad Bambang
Asian Journal of Applied Education (AJAE) Vol. 2 No. 4 (2023): October 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajae.v2i4.6038

Abstract

This study identifies instances of technological advancement where AI was used in an intelligent classroom. A learner is more likely to learn concepts via a visual medium than from a literary one, such as smart classrooms and virtual reality programs. The inability to collaborate in education utilizing AI to create a smart classroom for increasing student learning and developing achievements was one of the new technologies' shortcomings. The idea behind that is to teach the learner through visual materials that are significantly easier for them to understand and retain than text-based lessons. The smart classroom makes decisions about how measurement data and classes of elegant class features can contribute to and lead to implementing training methods for manageable improvement in the act of authentic teaching forcefully. This study's methodology focuses on providing a review of the various types of smart classroom technologies that are now available. The outcome demonstrates the considerable influence and suggests improving additional technologies utilized in smart classrooms. The Smart level demonstrates how 3D symbolism and learning techniques are used to study and understand various concepts. This article offers a thorough analysis of the smart classroom and how it can significantly advance the utilization of technology development approaches
IMPROVING ENGLISH SPEAKING SKILL BY USING ROLE-PLAY METHOD THROUGH MULTIMEDIA DEVICES IN CLASS X STUDENTS (CLASSROOM ACTION RESEARCH AT SMAN 1 PRABUMULIH) Uzer, Yuspar; Uzer, Yus Vernandes; Hidayad, Ferri
Holistics (Hospitality and Linguistics) : Jurnal Ilmiah Bahasa Inggris Vol. 14 No. 2 (2022): HOLISTICS JOURNAL: HOSPITALITY AND LINGUISTICS
Publisher : Politeknik Negeri Sriwijaya

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

Abstract

transfer their ideas to other people. One of the difficulties faced by English learners is the inability to engage in conversation. Some students neglect to speak because they are too shy or because they have a high level of anxiety about talking. In this case, the researchers used Role- Play as a method in teaching and learning process to solve the students’ problem. The objective of the research was to describe how can role-play method improve English speaking skill through multimedia devices in class X students of SMAN 1 Prabumulih. This research was conducted at tenth grade of SMAN 1 Prabumulih. It used classroom action research (CAR) divided into two cycles. The result of the first cycle showed the mean score was 63.5%, which meant there were only six students who passed the target score of 70. Whereas the result of the second cycle was 75, it meant that the students had improved their score in speaking. Therefore, it could be concluded that there was an improvement in students' speaking skills after using role-play through multimedia devices. Keywords: Multimedia devices, speaking, role-play method