Wahyu Pramudita, Wahyu
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STUDI PENGUASAAN MATEMATIKA DAN BAHASA INGGRIS MAHASISWA PROGRAM STUDI PENDIDIKAN GURU SEKOLAH DASAR (PGSD) Pramudita, Wahyu; Anugraheni, Indri
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 7, No 1 (2017)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (112.709 KB) | DOI: 10.24246/j.scholaria.2017.v7.i1.p70-82

Abstract

This research was a descriptive non-experimental (field study) that attempted to describe the level of students’ mastery on the primary teachers education’s student of Atma Jaya Catholic University, specifically the cognitive aspects of basic mathematic and English language referred to curriculum of 2008. This study aimed to 1) mapping of the students’ mastery of mathematics and its relevancy, 2) mapping of the students’ mastery of English Language and its relevancy. The respondents of this study were 56 students of 2010-2012 batches. The results of this study indicated that the mathematical ability of students was considered good and the English language ability was sufficient.
NON-DIGITAL LANGUAGE GAMES TO CREATE MEANINGFUL LEARNING EXPERIENCE FOR ADULT LEARNERS Sastrikirana, Anastasia; Pramudita, Wahyu
Journal of English Educational Study (JEES) Vol 7, No 2 (2024): November Edition
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jees.v7i2.4031

Abstract

Civil servants are expected to be professional and competent because they have to be able to work well and to tackle challenges in VUCA conditions. To improve their competitiveness, opportunities to continue to higher level of education are given. Those who take these opportunities should attend TOEFL Preparation classes held by the Language Training Center of the National Institute of Public Administration. In order to help them learn TOEFL, three non-digital language games were developed and applied in the classroom to help them learn. To obtain data whether these games could create meaningful learning this research was conducted. Data were gathered from online questionnaire whose questions were revolved around five attributes of meaningful learning and also from classroom observation. The results showed that all attributes of meaningful learning which were active, constructive, intentional, authentic, and cooperative were achieved. The games enabled them to actively and enthusiastically played the non-digital language games with their classmates. They also shared common knowledge that they could use to answer Structure and Written Expressions questions. They also mentioned that the games helped them construct their initial knowledge and the new knowledge they learnt in the classroom. They also agreed that the games enabled them to obtain a clear description of the real TOEFL Structure and Written Expressions.Keywords: non-digital language games; meaningful learning experience; adult learners