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The Trade-Offs Cooperative Learning For English Acquisition Ningsih, Istiqomah Aprimargani Muliayu; Ayu, Luri Dini; Aulia, Halimatul; Maulida, Ema Riska; Jaelani, Selamet Riadi
Faidatuna Vol. 4 No. 3 (2023): Agustus : Jurnal Faidatuna
Publisher : STAI Denpasar Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53958/ft.v4i3.281

Abstract

This study is focused on exploring the strengths and weaknesses of the cooperative learning method in EFL classes according to 2 teachers' and 25 students’ perspectives. The data were collected from interviews, observation, and documentation. The interview data is collected by direct questioning. The findings were categorized into teachers' and students’ perspectives, which state that cooperative learning can facilitate teachers in teaching students effectively and make students able to gain self-confidence and motivation. However, the finding also revealed that cooperative learning is still lacking in managing the abilities of students who are not evenly distributed. The results showed that cooperative learning has both trade-offs in the classroom. Students feel more open to expressing their ideas, making the classroom atmosphere less monotonous and students more enthusiastic about learning. Teachers, on the other hand, feel helped when the material presented requires complicated explanations. Both students and teachers are more comfortable with a variety of methods, considering that cooperative learning has many different strategies that can be implemented by students. On the other hand, students and teachers also feel the problems of the method. It will be discussed further.
THE EFFECTIVENESS OF BIG DESCRIBER ONLINE GAMES IN VOCABULARY MASTERY Ningrum, Ari Prasetya; Aulia, Halimatul; Surayya, St. Ayu; Usuluddin, Usuluddin
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 4 (2024): Vol. 7 No. 4 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i4.32106

Abstract

Penelitian ini bertujuan untuk menemukan efektivitas penggunaan game online “Big Describer” dalam penguasaan kosakata dan tanggapan siswa dalam kosa kata pembelajaran. Penelitian ini menggunakan metode eksperimen dengan satu kelompok pre-tes dan desain post-tes. Contoh dari penelitian ini adalah kelas sebelas dari MTS NWDI Toya yang terdiri dari 20 siswa. Temuan tersebut mengindikasikan bahwa ada perbedaan signifikan antara siswa pre-test dan post-test ujian. Selain itu, nilai rata-rata dari pre-test adalah 39,5 sementara dalam post-tes adalah 80,5. Berdasarkan hasilnya, nilai Shapiro-Wilk dalam pre-tes dan post-test lebih tinggi daripada nilai pentingnya (p) => 0,05. Nilai Shapiro-Wilk dalam ujian pre-test adalah 0,088 sedangkan nilai pentingnya dalam ujian post-test adalah 0,210. Berdasarkan perhitungan perhitungan test sampel, nilai yang diperoleh adalah 0.00. Ini lebih rendah dari 0,05. Dapat disimpulkan bahwa hipotesis itu diaksesnya berarti bahwa penggunaan game online “Big describer” efektif dalam penguasaan kosakata siswa di kelas kesebelas yaitu MTS NWDI Toya, dan memiliki "respon "positif dari para siswa dalam kosakata pembelajaran.