Ni Putu Dilia Dewi
ITB STIKOM BALI

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MULTIMEDIA IN PICTURE SERIES AS TEACHING STRATEGY IN ENCOURAGING ENGLISH LEARNING MOTIVATION TO BENGKALA ELEMENTARY STUDENTS Ni Putu Dilia Dewi; Dadang Hermawan; Dian Rahmani Putri
Yavana Bhasha : Journal of English Language Education Vol. 5 No. 2 (2022): Volume 5, Issue 2 (2022)
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1459.568 KB) | DOI: 10.25078/yb.v5i2.1160

Abstract

This research focuses on using the strategy of multimedia in picture series to encourage elementary students’ motivation in learning English. The motivation and excitement of students in learning English at the elementary school specifically at SD Inklusi still lack excitement. Find out how does multimedia work to increase the students' learning excitement in English lesson. This study uses a qualitative method. The data source will be conducted for the grade 5th in SD No.2 Inklusi Desa Bengkala Buleleng. Methods of data collection using direct observation and interviews. Direct observation can be used in two months to learn more about the process of teaching and learning English by using multimedia in picture series. The data analysis techniques proposed by Miles and Huberman include data reduction, data presentation, and conclusions or verification. There are three points in this research method. The first point is how data is collected, the second point is how data is analyzed, and the third is how data analysis is presented. The results of this study indicate that using multimedia by picture series can increase students' learning desire and motivation with excitement which is reflected in their active response in a class by raising their hands trying to speak and expressing their ideas and thoughts automatically.
WORDY CARD FOR AN INNOVATIVE TEACHING METHOD FOR LEARNING ENGLISH Ni Putu Dilia Dewi; Dian Rahmani Putri; Dadang Hermawan
Indonesian Journal of Educational Development (IJED) Vol. 4 No. 2 (2023): August 2023
Publisher : Lembaga Pengembangan Pembelajaran Penelitian dan Pengabdian Masyarakat Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/ijed.v4i2.2823

Abstract

The foundation of learning a new language is vocabulary. Teaching vocabulary has been done in conjunction with teaching other language skills. Due to their little language knowledge, students continue to have trouble speaking. Meanwhile, senior high school students must get ready for either further education or the realm of industrial job. To address this issue, innovative teaching strategies in English are required. In this study, How Wordy card games can be used as innovative teaching tools to help kids in senior high school develop their vocabulary. Students in classes X, XI, and XII at SMK TI Bali Global Denpasar and SMK Negeri 2 Denpasar are the data sources. Techniques for gathering data that involve both direct observation and interviews. Data are analyzed using a descriptive qualitative approach, and they are then presented in a narrative format. The R&D procedures were modified from Borg and Gall's (1983) ten-cycle method of creating wordy cards. This study created a special card game that can be played at all educational levels and is particularly beneficial to teachers in their vocabulary instruction.
English: English Ni Putu Dilia Dewi; Dian Rahmani Putri; Ida Ayu Maharani
RETORIKA: Jurnal Ilmu Bahasa Vol. 11 No. 1 (2025)
Publisher : Program Studi Magister Ilmu Linguistik Universitas Warmadewa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22225/jr.11.1.2025.322-331

Abstract

The rapid advancement of digitalization presents challenges for English as a Foreign Language (EFL) students in developing speaking skills. The widespread use of online games often leads to passive behavior, limiting opportunities for oral communication practice. In an increasingly competitive world, proficient speaking skills combined with critical thinking are essential for effective communication and problem-solving. To address this gap, the card game "The Witchy" was developed as an innovative, interactive solution. The game provides an engaging platform for students to practice communication while enhancing critical thinking skills. This study adopted the Research and Development (R&D) model by Borg and Gall (1983) to design, test, and refine the game. Data were collected through classroom observations, pre-tests, and post-tests to evaluate improvements in fluency, vocabulary usage, and sentence structure.The findings revealed three key outcomes: (a) "The Witchy" positively impacted students’ speaking fluency, vocabulary, and sentence structure by offering dynamic and practical learning opportunities; (b) the game effectively promoted critical thinking and communication skills by requiring students to strategize and articulate their ideas; and (c) its motivational aspects fostered long-term engagement and active participation in English learning. Qualitative data, including classroom observations and student interactions, further supported the game’s effectiveness.This study demonstrates the potential of game-based learning in language education, offering a practical approach to improving speaking skills and fostering higher-order thinking in EFL students.