Claim Missing Document
Check
Articles

Found 12 Documents
Search

Application Of Role Play Method To Improve Students' Speaking Ability In Learning English Primatur Riyanai; Bradhiansyah Tri Suryanto; Rizki Rinayah Rora
Journal of Innovative and Creativity Vol. 6 No. 1 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

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

Abstract

This Classroom Action Research (CAR) aims to find real solutions in improving the speaking skills of 5B grade students of MI Nurul Mun'im. The main problem identified is low speaking skills with an average Pre-Cycle score of only 62.5 and a classical completion rate of 21.05%, which is caused by high speaking anxiety and limited fluency. The chosen methodological intervention is the Role Play Method in the context of functional buying and selling material ('How much is it?'). This study involved 19 students and was carried out in two cycles, with success indicators of KKM ≥ 75 and classical completion ≥ 80%. The results showed a significant increase. The average class score increased from 62.5 (Pre-Cycle) to 72.1 (Cycle I), and reached 81.0 in Cycle II. Classical completion increased to 89.47% in Cycle II. It was concluded that the application of effective and structured role-playing methods was able to overcome students' anxiety problems and improve their speaking skills at the basic level.
Improving Students’ Participation In English Learning Through Flashcards: A Classroom Action Research At Mi Nurul Mun’im Nurfitriani Nurfitriani; Bradhiansyah Tri Suryanto; Siti Umniatul Khoiriyah
Journal of Innovative and Creativity Vol. 6 No. 1 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v6i1.8107

Abstract

Low student participation, with only 51% of 33 students actively involved, was a primary challenge in English learning for Class 3B at MI Nurul Mun'im. This Classroom Action Research (CAR) aimed to enhance student participation through the implementation of interactive flashcards. The study adopted the Kemmis and McTaggart model, conducted over two cycles, each comprising planning, acting, observing, and reflecting. Cycle I focused on using basic flashcards for guessing games and reading aloud activities with the theme "daily activities." Based on the reflection from Cycle I, Cycle II developed the use of flashcards by integrating games involving physical movement, such as "find your pair" and "flashcard race," with the theme " mealtimes, foods and drinks." Data were collected through student participation observation sheets, field notes, and photo/video documentation, then analyzed quantitatively and qualitatively. The results indicated a significant improvement in student participation. In Cycle I, participation increased to 75%. Following the implementation of Cycle II, student participation successfully reached 94%, exceeding the predetermined success indicator of 90%. The enhancement was evident not only in physical aspects (such as responding to questions and coming to the front of the class) but also in emotional (enthusiasm and confidence) and mental (focus and attention) aspects. This study concludes that flashcards, when used variably and contextually, are an effective medium for creating a dynamic learning environment, reducing student anxiety, and significantly boosting active participation in English learning at the elementary level. These findings recommend that teachers utilize flashcards in interactive learning activities to optimize students' basic learning processes.