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Assistance in Learning Activities Using Games and Songs Media to Increase Learning Motivation and English Vocabulary of Class 3 Students of SDN 3 Bebalang in 2023 Ni Kadek Napa Yanti; I Wayan Numertayasa; Putu Beny Pradnyana
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 3 No. 1 (2024): Indonesian Journal of E-learning and Multimedia (January 2024)
Publisher : Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v3i1.238

Abstract

English has become a globally dominant language that is widely used in various sectors of life. Its significance in international communication and its widespread use in various fields can emphasize the importance of acquiring English language skills for personal and professional growth.  This study aims to investigate efforts to improve motivation in learning English through songs and games on the topics of days of the week and parts of the body. This research adopts the Peer Assisted Learning Strategies (PALS) methodology, which involves (1) identifying the teacher's problems, (2) conducting a needs analysis to address the identified issues, (3) designing coaching and mentoring programs, (4) implementation, (5) monitoring and observing the activities, and (6) reporting and follow-up. The subjects of this study are 15 third-grade students from SDN 3 Bebalang. The focus of this research is on motivation and English vocabulary. The results of this study indicate an improvement in English vocabulary and student motivation, students are more actively engaged in the learning process and show enthusiasm for learning English. With the positive impact shown by this research, it can be concluded that the implementation of the mentoring method using English games and songs has succeeded in achieving the stated goals, namely increasing students' learning motivation and mastery of their English vocabulary.
Application of Game Based Learning Using Crossword Media in Improving English Vocabulary Ni Tagel Rahini; I Nyoman Sudirman; I Wayan Numertayasa
Aktual: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 1 (2024): Aktual: Jurnal Pengabdian Kepada Masyarakat January 2024
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/aktual.v2i1.117

Abstract

English has become an important international language in communication between countries, business, technology, and access to educational resources around the world. In this case, English language skills are not only a necessity, but also a competitive advantage in facing global competition. However, unfortunately, English learning for Selat village students is currently still not achieving maximum results due to the low interest in learning and motivation of students in learning English vocabulary. Therefore, this research was conducted with the aim of increasing children's understanding of basic English vocabulary in Selat Village through the application of Game Based Learning (GBL) with Crossword media. The method used is PALS (Participatory Action and Learning System), namely a participatory approach that involves students and teachers in planning, implementing and evaluating learning actions. Initial problem identification indicates low mastery of English vocabulary and lack of student motivation. The improvement plan is in the form of implementing Game Based Learning using crossword puzzles. The results showed a substantial increase in students' understanding and memorization of English vocabulary, with students' positive response and enthusiasm for this learning method. The conclusion of this research is that Game Based Learning using crossword puzzles is effective in increasing students' understanding of basic English vocabulary in Selat Village.