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PENERAPAN PEMBELAJARAN BERNUANSA “USEFUN” BAGI PARA SISWA DI SMP NEGERI 1 PULAU-PULAU ARU Nussy, Wenssy Steva; Patty, Jusak; Ulorlo, Yulia Josina
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 6 (2023): Volume 4 Nomor 6 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v4i6.23238

Abstract

Kemampuan berbahasa Inggris penting dimiliki oleh para siswa di mana saja, termasuk di Kabupaten Kepulauan Aru. Namun, sayangnya pelajaran ini dianggap susah oleh banyak siswa sehingga timbul rasa tidak suka. Oleh karena itu, Pembelajaran Usefun atau dalam bahasa Indonesia PAIKEM (Pembelajaran Aktif, Inovatif, Kreatif, Efektif, dan Menyenangkan) diterapkan agar para siswa di Kabupaten Kepulauan Aru menikmati proses belajar yang bermanfaat dan menyenangkan sehingga mereka tidak menganggap Bahasa Inggris sebagai mata pelajaran yang susah untuk dipelajari. Dengan metode yang useful dan fun, siswa diharapkan dapat lebih mudah menyerap pengetahuan dan keterampilan yang diajarkan. Selain manfaat bagi para siswa, para guru juga mendapatkan ide-ide segar lewat permainan-permainan baru dan juga lagu-lagu berbahasa Inggris yang dibawakan oleh tim PKM. Kegiatan pengabdian ini dilaksanakan secara tatap muka di SMP Negeri 1 Dobo dan dapat disampaikan bahwa siswa sangat menikmati pembelajaran bernuansa usefun.
Socialization of the Utilization of Gamma-App Technology as an Effective Strategy in English Learning at SMP Jejakaka in Dobo, Aru Islands Que, Stella R; Kahar, Siti Rahmawati; Ulorlo, Yulia Josina; Apalem, Corneles Rubenaser; Hasyim, Gama Rani; Gurguren, Jesica Mersiana; Sambonu, Sarti Leoni
Abdimas Indonesian Journal Vol. 4 No. 2 (2024)
Publisher : Civiliza Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/aij.v4i2.490

Abstract

The program aims to introduce the utilization of Gamma-App as an effective method of teaching English at SMP Jejakaka in Dobo, Aru Islands. The activity was carried out as a solution to barriers in learning English in isolated areas, which include the limitations of innovative learning media and the lack of motivation of students. This service involves training for teachers on how to use Gamma-App in the teaching process as well as evaluation of its implementation. The results of the activities showed a significant improvement in teachers' ability to use Gamma - App as an interactive learning medium, with an 85% increase in teachers' understanding. Through this dedication, the use of Gamma-App proved to be strategically innovative to improve the quality of English language learning in remote locations. It is hoped that this activity will serve as an example for other schools in applying technology to create inclusive, interactive, and effective learning.
Gamified Vocabulary Learning for Young English Learners Through Snowball Throwing Kahar, Siti Rahmawati; Aritonang, Parjolo; Ulorlo, Yulia Josina; Apalem, Corneles Rubenaser; Hasyim, Gama Rani
Abdimas Indonesian Journal Vol. 5 No. 1 (2025)
Publisher : Civiliza Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/aij.v5i1.715

Abstract

This community service program investigated the application snowball throwing as an instrument to augment English vocabulary acquisition among fifth-grade learners at SD Kristen 1 Dobo, situated in the Aru Islands. Teaching of English has some challenges, especially in primary school. The students do not speak English as their mother language; therefore, it is quite difficult for them to acquire English fluently particularly in rural areas. The program encompassed 29 participants and extended over three sessions, during which students engaged in cooperative gameplay that integrated written vocabulary, physical activity, and verbal expression. This approach facilitated students' comprehension and retention of vocabulary, provided them with lists of words, and instructed them on the accurate pronunciation of these terms through the use of engaging visuals and thematic content, while also modifying the classroom environment to enhance the learning process. The findings revealed a notable enhancement in vocabulary acquisition, heightened student motivation, and favorable teacher feedback. These results underscore the efficacy of embodied, game-based learning in fostering language development within an Indonesian primary educational context.