14,665 research outputs found

    The Effect of Popular English Song and English Movie on Students\u27 Pronunciation at MTsN 3 Jakarta

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    This research aims to discover whether the English popular songs and movies are an effective media in enhancing and improving students\u27 pronunciation. The subjects in the study were involving 62 students from grade 8 in MTsN 3 Jakarta and were divided into 2 groups. 31 students from class 8-2 involved in movie class while 31 students in class 8-3 have English songs popular class.The data are taken from the study of the accuracy of the student in pronouncing the words in a simple text at the beginning and end of the test in each experimental class. During the students read the text, the researcher recorded their voice to be analyzed for the pronunciation.In this research, it was found that students who have popular English songs and English movie in their class show progress in pronunciation. It was proved by the scores that they got when the post test after training, higher than pre tests before training. This suggests that both media are "effective" in improving students\u27 pronunciation. But, students in Popular English songs show better results than students in English movie

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings

    Preschool Oral Narrative Retell Intervention: A Contextualized Approach

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    The purpose of this study was to investigate the efficacy of a contextualized, explicit narrative intervention on oral narrative retell skills in typically developing preschoolers as a means for fostering the development of narrative structure, story comprehension, and narrative retell skills. Participants were recruited from the Childhood Development Laboratory preschool classrooms located in Buzzard Hall at Eastern Illinois University. Prior to intervention, participants\u27 core receptive and expressive language abilities were assessed using the Comprehensive Evaluation of Language Fundamentals-Preschool-2nd Edition (CELF-P-2), and oral narrative retells were analyzed for narrative complexity using the Test of Narrative Retell-Preschool Edition (TNR-P). The six weeks of narrative intervention consisted of explicit story grammar instruction and narrative retell practice. Participants\u27 oral narrative retells were reassessed using the TNR-P at week three, week six, and five weeks post intervention. The results of the study indicated that participants who received the experimental instruction demonstrated significant gains on narrative retell scores concluding the six-week intervention while their control group counterparts demonstrated no gains in narrative retell abilities. Likewise, experimental group participants demonstrated significantly higher skill maintenance five weeks post intervention compared to control group counterparts. Interestingly, participants\u27 core language abilities were inversely related to their TNR-P scores at baseline, while baseline sentence recall skills demonstrated a positive, linear relationship with narrative performance at the conclusion of intervention

    Preschool Oral Narrative Retell Intervention: A Contextualized Approach

    Get PDF
    The purpose of this study was to investigate the efficacy of a contextualized, explicit narrative intervention on oral narrative retell skills in typically developing preschoolers as a means for fostering the development of narrative structure, story comprehension, and narrative retell skills. Participants were recruited from the Childhood Development Laboratory preschool classrooms located in Buzzard Hall at Eastern Illinois University. Prior to intervention, participants\u27 core receptive and expressive language abilities were assessed using the Comprehensive Evaluation of Language Fundamentals-Preschool-2nd Edition (CELF-P-2), and oral narrative retells were analyzed for narrative complexity using the Test of Narrative Retell-Preschool Edition (TNR-P). The six weeks of narrative intervention consisted of explicit story grammar instruction and narrative retell practice. Participants\u27 oral narrative retells were reassessed using the TNR-P at week three, week six, and five weeks post intervention. The results of the study indicated that participants who received the experimental instruction demonstrated significant gains on narrative retell scores concluding the six-week intervention while their control group counterparts demonstrated no gains in narrative retell abilities. Likewise, experimental group participants demonstrated significantly higher skill maintenance five weeks post intervention compared to control group counterparts. Interestingly, participants\u27 core language abilities were inversely related to their TNR-P scores at baseline, while baseline sentence recall skills demonstrated a positive, linear relationship with narrative performance at the conclusion of intervention

    Dealing with abstraction: Case study generalisation as a method for eliciting design patterns

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    Developing a pattern language is a non-trivial problem. A critical requirement is a method to support pattern writers with abstraction, so as they can produce generalised patterns. In this paper, we address this issue by developing a structured process of generalisation. It is important that this process is initiated through engaging participants in identifying initial patterns, i.e. directly dealing with the 'cold-start' problem. We have found that short case study descriptions provide a productive 'way into' the process for participants. We reflect on a 1-year interdisciplinary pan-European research project involving the development of almost 30 cases and over 150 patterns. We provide example cases, detailing the process by which their associated patterns emerged. This was based on a foundation for generalisation from cases with common attributes. We discuss the merits of this approach and its implications for pattern development

    Designing Serious Games for Education: From Pedagogical Principles to Game Mechanisms

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    International audienceSGs represent an important opportunity for improving education thanks to their ability to compel players and to present realistic simulations of real-life situations. The scientific community is aware that we are just at the beginning of a proper use of gaming technologies for education and training and, in particular, there is a need for scientific and engineering methods for building games not only as more realistic simulations of the physical world, but as means that provide effective learning experiences. This requires an ever closer cooperation among the various actors involved in the overall SG life- chain, putting pedagogy in a central role, given the educational target of the SGs. This paper addresses the till-now inadequate integration of educational and game design principles and proposes techniques, methods and mechanisms that allow designers with different background to dialogue among each other and to define games that are able to integrate - by design - entertainment and educational features. In particular, the paper follows a design path that starts from the definition of reference frameworks and then analyses the typical categories of design patterns, before focusing on the user-interaction modalities - seen from a pedagogical point of view - given their relevance for the end-users. In the end, we discuss the sandbox serious game model, that looks suited to implement - by design - joint pedagogical and entertainment features. We believe that the indications provided in this paper can be useful for researchers and stakeholders to understand the typical issues in SG design and to get inspiration about possible solutions that take into account the need to implement tools that are effective both as an entertainment medium and as an education tool

    Digital Games and Second Language Learning among Tertiary-level EFL Learners: A Critical Review

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    Despite the increased interest in the possibilities of digital games in second language education, their use in higher education is a relatively uncharted territory. This review was carried out to examine how digital game-based language learning is used, and what its effects are on language learners at tertiary level in English as a Foreign Language (EFL) contexts. Twenty-seven studies were short-listed from academic literature and were analysed for research methodology, theoretical frameworks, research foci, game types and specifications, research results, and pedagogical implications. The research revealed six types of digital games, each with its own affordances that could enhance language learning. It was also found that these games increased vocabulary uptake and long-term lexical retention, enhanced L2 reading and listening comprehension, fostered writing ability and communicative competence, and increased motivation and willingness to communicate in the L2. Therefore, it may be deduced that digital games can be employed as a beneficial tool for the development of L2 competence and for the enrichment of the language learning experience. Suggestions for further research and educational implications have been provided
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