20 research outputs found
Pelatihan Keterampilan Komunikasi Kelompok Sadar Wisata (Pokdarwis) Dalam Mengembangkan Pariwisata di Desa Panji
This community services program aims tofacilitate tourism awareness groups (Pokdarwis) in improving English language skills and the ability to guide tours in Panji Village and increase the tourist attraction in Panji Village by helping the tourism awareness group in making tour packages in the form of brochures. In the current pandemic conditions, tourism in Bali is experiencing a decline in the level of visits due to social restrictions imposed by the Government. Therefore, in order to revive the enthusiasm of tour guides, especially in Panji Village, this training is expected to be able to improve the quality of human resources to be better in preparing for the new normal era.
The participatory approach method was used where the participants will later be actively involved in this service activity. This program was implemented succesfully, the participants were very cooperative and active in delivering the material.The results of this program had a positive impact on the participants. It is hoped that in the next, this program can continue to be implemented to monitor the development of English language skills of the participants.
Keywords: Tourism awareness group, Tourism, Englis
THE EFFECT OF GAMIFICATION BASED ON BALINESE LOCAL STORY
This research aimed to know the significant effect of Gamification based on Balinese Local Story toward students’ listening comprehension. The implementation of one group pretest posttest was a design for collecting the data. The pretest and posttest was in the form of multiple choice tests. The research population consisted of 164 students of SD Negeri 2 Anturan. Then, the research sample was 5th grade students who consisted of 21 students. The result of the data presented that, there was significance different score between pretest and posttest. The mean score of pretest was 43.37. In contrast, the mean score of posttest was 79.74. Based on the results, the mean score of posttest was higher than pretest. The result of effect size was 3.190 that means to large effect. The result of effect size showed Gamification based on Balinse local story could improve students’ listening comprehension.
 
The Effect of Online Gamification Quiz Application on Vocabulary Mastery for Young English Learners
Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh Kahoot pada penguasaan kosakata untuk pelajar bahasa Inggris usia muda. Penelitian ini menggunakan metode kuantitatif dengan desain Pre-experimental One Group Pre-test and Post-test. Instrumen yang digunakan pada penelitian ini adalah tes kosakata yang terdiri dari 20 item dalam pengumpulan data. Data dianalisis menggunakan statistik deskriptif dan inferensial. Partisipan penelitian ini adalah siswa kelas IV SD Dana Punia Singaraja. Temuan penelitian ini membuktikan bahwa terdapat pengaruh signifikan yang terdapat pada pada penguasaan kosakata untuk pelajar muda bahasa Inggris dengan efektivitas kategori sedang. Lebih Lanjut, penerapan Kahoot sebagai gamifikasi dalam pembelajaran kosa kata sudah tepat dalam meningkatkan penguasaan kosakata pelajar muda.Abstract: This research aimed to investigate the effect of Kahoot on vocabulary mastery for young English learners. This research utilized the quantitative method with Pre-experimental One Group Pre-Test and Post-Test Design. The instrument used to collect the data was vocabulary test that consisted of 20 items. The data were analyzed using descriptive and inferential statistics. The participants of this study were fourth-grade students of SD Dana Punia Singaraja. The findings proven there was a significant effect on vocabulary mastery for young English learners with a moderate effect of effectiveness. Furthermore, the implementation of Kahoot as gamification in English learning was precise in improving young learners' vocabulary mastery
Powtoon: Does It Promote Primary Students’ Autonomous Learning?
Implementing appropriate teaching media results in effective teaching and promote students to be more responsible for their learning through autonomous learning. This study aimed (1) to discover a significant difference between the students who learned by using PowToon videos and those by YouTube videos; (2) to investigate the responses of the students learned autonomously by using PowToon video. This research employed Explanatory Sequential Mixed Method Design consisted of quantitative and qualitative data obtained at a private kindergarten in Singaraja. The data were gained through post-test, interview, and questionnaire. The results showed that there was a significant difference between students who used PowToon and those by YouTube since the former average score reached 91.67. According to the result of interview and questionnaire, it was found good responses from the students and could help them learn English with greater passion and autonomously. Thus, utilizing proper media lead to the students’ independent learning. 
Gamified Balinese Local Stories Effect As A Teaching Media Towards Young Learners’ Speaking Skill
Abstrak: Penelitian ini bertujuan untuk mencari tahu efek dari gamifikasi cerita lokal Bali sebagai media belajar terhadap keterampilan berbicara Bahasa Inggris untuk pelajar usia dini. Kuasi-eksperimental dengan desain one group pre-test post-test diterapkan sebagai metode penelitian. Seluruh siswa SD Negeri 4 Kaliuntu menjadi populasi penelitian ini sedangkan sampelnya yaitu 38 siswa kelas 5 pada tahun akademik 2019/2020. Adapun 3 instrumen yang digunakan meliputi gamifikasi berdasarkan cerita lokal Bali sebagai instrumen perlakuan, tes keterampilan berbicara sebagai instrumen pretest-posttest dan rubrik penilaian berbicara. 5 dimensi keterampilan berbicara dijadikan landasan pembuatan rubrik penilaian. Pretest dan posttest diberikan kepada grup eksperimental sebanyak 6 kali secara berulang. Setelah diberikan perlakuan, skor rata-rata posttest siswa lebih tinggi (79,95) dibandingkan skor rata-rata pretest (69,97). Hasil dari paired sample t-test menunjukkan bahwa Sig (2-tailed) adalah .000 yang menunjukkan adanya efek signifikan dari penggunaan gamifikasi cerita lokal Bali sebagai media pengajaran pada keterampilan berbicara pelajar usia dini.Abstract: This study was aimed to find out the effect of gamified Balinese local stories as teaching media towards young learners’ speaking skills in English. Quasi-experimental with one group pretest-posttest design was implemented as the method of this research. All of the students of SD Negeri 4 Kaliuntu became the population of this study, while the sample was 38 fifth grade students in the academic year of 2019/2020. There were three instruments in this research that included gamified Balinese local stories as the treatment instrument, speaking test as the pretest-posttest instrument, and speaking rubric. Five dimensions of speaking skills were inserted in the speaking rubric. Pretest and posttest were given to the experimental group for six times repeatedly. After being treated, the average score of students’ posttests was higher (79.95) than the average score of pretests (69.97). Also, the result of the paired sample t-test revealed that the value of Sig (2-tailed) is .000 which implied that there was a significant effect of gamified Balinese local stories as teaching media towards young learners’ speaking skills
Developing Authentic Assessment Rubric for Assessing 5th Grade Elementary School Students at Buleleng Regency
Abstrak: Penelitian ini bertujuan untuk mengembangkan rubrik penilaian otentik dengan mengadopsi beberapa metode pembelajaran yang bersesuaian dengan pembelajaran abad ke-21 menggunakan model Desain dan Pengembangan disertai tahapan ADDE. Subjek dalam penelitian ini adalah guru dan siswa kelas 5 SD di Kabupaten Buleleng. Terdapat beberapa jenis instrumen yang diterapkan dalam mengumpulkan data, yaitu observasi, wawancara, kuesioner, dan analisis dokumen, selanjutnya dianalisis dengan mixed method analisis data. Dari keseluruhan pengujian atau proses evaluasi diperoleh bahwa rubrik yang telah dikembangkan dinyatakan sebagai rubrik penilaian yang sangat baik oleh tiga ahli dan satu guru penilai, serta dikatakan baik oleh satu hasil evaluasi guru. Dengan demikian dapat disimpulkan bahwa rubrik yang telah dikembangkan layak digunakan untuk menilai proses belajar mengajar Bahasa Inggris kelas 5 SD baik dari segi proses, kinerja, maupun produk yang dihasilkan. Abstract: This study aimed to develop an authentic assessment rubric by adopting several learning methods that are appropriate to 21st century learning using the Design and Development model accompanied by the ADDE stages. The subjects in this study were teachers and students of grade 5 elementary school in Buleleng Regency. Several instruments were applied in collecting data, including observations, interviews, questionnaires, and document analysis, which were then analyzed using mixed method data analysis. The rubric developed was declared very good by three experts and one teacher assessor; and good by one teacher's evaluation results. Thus, it can be concluded that the rubric that has been developed is appropriate to be used to assess the teaching and learning process of 5th grade English in terms of process, performance, and the resulting product
The development of website games as learning media for 4th-grade elementary students
Abstrak:Â Penelitian ini bertujuan untuk mengembangkan game website sebagai media pembelajaran untuk siswa kelas 4 sekolah dasar pada semester dua. Metode penelitian yang digunakan dalam penelitian ini adalah desain dan pengembangan (D&D) oleh Richey & Klein (2007) dengan model ADDIE (analisis, desain, pengembangan, implementasi, dan evaluasi). Terdapat beberapa instrumen penelitian yang digunakan dalam proses pengambilan data, yang bernama panduan wawancara kepada guru bahasa Inggris, lembar observasi untuk mengobservasi proses pembelajaran di kelas, analisis dokumen dalam bentuk modul pembelajaran dan alur tujuan pembelajaran, lembar penilaian ahli untuk ahli pendidikan, dan lembar kuesioner pengguna untuk guru dan lima siswa sekolah dasar kelas 4. Hasil penelitian ini adalah prototype game website. Hasil dari analisis data menunjukkan bahwa prototype game website dikualifikasi sebagai media yang sangat valid. Oleh karena itu, game website ini layak untuk digunakan sebagai media pembelajaran untuk siswa kelas 4 sekolah dasar.Abstract:Â This study aims to develop a website game as learning media for 4th-grade elementary students in the second semester. The subjects of this study were 4th-grade elementary students and an English teacher. The research method used is design and development (D&D) by Richey & Klein (2007) using ADDIE (analysis, design, development, implementation, and evaluation) mode. Several research instruments were used in the data collection process, namely interview guides for English teachers, observation sheets to observe the learning process in the classroom, documents analysis in the form of teaching modules and objective learning flow, expert judgment sheet for the educational experts, user questionnaire sheet for the teacher and five 4th-grade elementary students. The outcome of this research is a website game prototype. The results of the data analysis show that the website game prototype qualified as a very valid product. Therefore, this website game is feasible to use as a learning media for 4th-grade elementary students
THE EFFECT OF GAMIFICATION BASED ON BALINESE LOCAL STORIES AS TEACHING MEDIA TOWARD FIFTH GRADE STUDENTS’ SELF REGULATION IN PRODUCTIVE SKILLS
This research aimed to investigate the effect of Gamification based on Balinese Local Story toward students’ self-regulation in productive skills. The design of this research was one group pretest-posttest. The research population consisted of 150 students of SD Negeri 1 Tukadmungga. Then, the research sample was the 5th-grade students consisted of 20 students. The result shows the writing mean score of the pretest was 0000 and writing mean score of the posttest was 0000. While speaking mean score of the pretest was 0000 and speaking mean score of the posttest was 0000 and the result of the effect size of both writing and speaking was 000 that was the large effect. The result of those analyses showed Gamification based on Balinese local story could improve students’ self-regulation in productive skills. This result also supports by the result of the questionnaire that the motivation of students was increased after implemented gamification in their learning process.
Investigating The Effect of Gamified Balinese Local Stories As A Teaching Media on Young Learners’ Writing Skill
Abstrak: Penelitian ini adalah penelitian kuantitatif yang memiliki tujuan untuk menginvestigasi efek dari gamifikasi berdasarkan cerita lokal Bali sebagai media belajar terhadap kemampuan menulis siswa kelas 5 SD. Desain yang diaplikasikan pada penelitian ini adalah kuasi-eksperimental dengan one group pre-test post-test. Penelitian ini dilaksanakan dalam 6 kali pertemuan di SDN 1 Banyuning yang berlokasi di Kabupaten Buleleng, Bali. Penelitian ini menggunakan siswa di SDN 1 Banyuning sebagai populasi dengan sampelnya adalah 31 siswa kelas 5 SD pada tahun akademik 2019/2020. Ada dua jenis instrumen yang digunakan yakni; instrumen perlakuan dan instrumen pretest posttest. Instrumen perlakuan yang digunakan yaitu gamifikasi itu sendiri, sedangkan instrumen pretest posttest yang digunakan adalah dalam bentuk tes menulis. Para siswa diberikan pretest dan posttest di setiap pertemuan. Hasil dari pretest dan posttest menunjukkan bahwa nilai rata-rata post-test siswa lebih tinggi dibandingan nilai rata-rata pre-test (85.39 > 51.73). Kemudian, hasil dari pengujian hipotesis dengan paired sampe t-test menunjukkan bahwa nilai t-hitung lebih besar dari t-tabel (13.533 > 1.796). Hal tersebut membuktikan bahwa terdapat efek yang signifikan dari penggunaan gamifikasi berdasarkan cerita lokal Bali sebagai media pengajaran terhadap kemampuan menulis siswa kelas 5 SD.Abstract: 21st century learning requires the implementation of digital-based teaching media. The study aimed at examining the effect of gamification based on Balinese local stories as teaching media on fifth grade students’ writing skill. Quasi-experimental research method with one group pre-test post-test was implemented. The study was conducted at SDN 1 Banyuning, Buleleng Regency, Bali. There were 31 samples of the fifth-grade students in academic year 2019/2020. Two instruments were administrated; treatment instrument (gamification based on Balinese local story) and pretest and posttest instrument (in the form of writing test). The students were repeatedly given six pre-test and post-test in the six meetings. The score of pre-test and post-test showed significant difference where post-test was higher than pre-test (85.39 > 51.73). The hypothesis testing result revealed that the tobs of the data was higher than the t cv (13.533 > 1.796) with (α = 0.05). This indicated that there was a significant effect of gamification based on Balinese local stories as teaching media on the fifth-grade students’ writing skill. Thus, Gamification based on Balinese local story is suggested to be used as teaching media to develop students’ writing skill
Developing Authentic Assessment Rubric for Assessing English Skill Of Grade 4: A Case Study in Buleleng
Abstrak:Â Tujuan penelitian ini untuk mengembangkan rubrik penilaian otentik kelas 4 berdasarkan sintaksis pembelajaran discovery, berbasis proyek, masalah dan berbasis tugas. Metode desain dan pengembangan digunakan dengan model ADDE. Subjek penelitian ini adalah guru bahasa Inggris dan siswa kelas 4 di dua sekolah di Buleleng. Wawancara, observasi, dan studi dokumen merupakan metode pengumpulan data. Hasil dari tahap analisis digunakan untuk merancang dan mengembangkan rubrik penilaian otentik. Ini dikembangkan berdasarkan silabus kelas 4. Rubrik didukung dengan sumber belajar mengajar, tabel perbandingan dan analisis. Ada empat jenis rubrik yang dikembangkan, yaitu rubrik untuk menilai proses dan hasil belajar siswa, rubrik penilaian diri terhadap proses dan produk atau kinerja belajar siswa. Berdasarkan hasil penilaian ahli rubrik yang dikembangkan layak digunakan untuk siswa kelas empat.Abstract: The purpose of this study is to develop an authentic assessment rubric for grade 4 based on the syntax of discovery learning, project based-learning, problem-based learning, and task-based learning. The design and development method was used with the ADDE model. The subjects of this study were English teachers and students of grade 4 in two schools in Buleleng. Interview, observation, and document study were the methods of data collection. Next, the result of the analysis phase was used to design and develop the authentic assessment rubric. It developed based on the grade 4 syllabus. The rubric supported with teaching and learning resources, a comparison and analysis table. There are four types of rubrics developed, rubric for assessing the process and students' learning performance or product, self-assessment on the process and on students' learning product or performance. Based on the result of evaluation phase the rubric was appropriate for students in fourth grade