15 research outputs found

    Seeing Beyond Words : An investigation of student’ opinions on interactive murals for vocabulary teaching

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    This study investigates the ways in which students view interactive murals as part of the vocabulary teaching and learning process in the classroom. A qualitative methodology and survey were administered to 22 elementary school students. The three components of the questionnaire were as follows: the pedagogical content of the feature of interactive mural, and motivation in using the murals. The questionnaire was administered to a research sample of 22 students who were specifically selected for the study. With a coefficient of scalability (CS) of at least 0.60 and a coefficient of reproducibility (CR) of at least 0.90, the data were deemed to meet the unidimental and cumulative features after being analyzed using the Guttman scale. The results revealed that the mean CS score was 0.91, indicating that the coefficients of scalability were deemed good, and the mean CR score from the three indicators was 0.90, indicating that the CR results were valid. Considering the mean recapitulation rate among the students was 16,33%, the students’ perception was positive. The results, which showed that students’ perceptions of the interactive smural’s use as a technology in the classroom were positively correlated with their use of learning resources. It was possible for the students to acquire new teaching tools, such as interactive murals. Murals werehave been suggested as a potentially engaging substitute for traditional classroom media, particularly when teaching vocabulary. In summary, by documenting the diverse perspectives, this research not only sheds light on the perceived advantages of interactive murals but also emphasizes how these visual aids can be utilizedused to create captivating and productive vocabulary learning opportunities. The findings have implications for teachers, curriculum developers, and legislators who want to improve vocabulary instruction in the classrooms by incorporating interactive and visually appealing elements of murals

    PEMBERI MAKAN OTOMATIS PADA KUCING MENGGUNAKAN RASPBERRY PI BERBASIS ANDROID

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    Keep a pet at home takes time and effort. For people who have very dense flurry of activity certainly keep a pet such as a cat would be very hard to do. A Raspberry Pi microcontroller is designed for the purpose of automatic feeding so it is easy to use. The workings of the tool are automatic scheduling using an Android-based smartphone so that the servo motor will open and close so that the cat food is taken out into the food container that has been provided. By using an Android-based smartphone, the feeding schedule can be set by the hour for each funnel. Equipped with a buzzer as a reminder of cat owners if the available food stock is low and must be immediately refilled. The programming language used is Python language. Based on testing and performance of "Automatic Cat Feeding Using Raspberry Pi Android Based" has shown results in accordance with the design that is able to open and close the funnel that fills the cat food container with a servo motor automatically by setting a predetermined time

    Aplikasi Layanan Informasi Absen dan Nilai Berbasis SMS Gayeway Menggunakan Php pada Smk Taruna Persada Dumai

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    Pengelolaan informasi data Absen dan Nilai Di SMK Taruna Persada Dumai masih menggunakan Microsoft excel dan word yang membutuhkan waktu yang lama, Selain itu masih belum adanya sistem khusus informasi dari pihak sekolah kepada orang tua atau wali siswa mengenai informasi absen dan nilai siswa. Dengan demikian dirancanglah sebuah aplikasi informasi absen dan nilai berbasis SMS Gateway untuk mengirimkan informasi berupa dalam bentuk sms dan menyediakan informasi kepada orang tua atau wali siswa mengenai informasi Absen dan Nilai berbasis SMS Gateway. Dengan adanya aplikasi layanan informasi absen dan nilai berbasis SMS Gateway ini sistem bisa memberikan informasi berupa absen dan nilai siswa kepada para orangtua melalui sms yang diharapkan dapat mengatasi masalah yang ada pada sekolah ini

    Words And Bots : An Emprical Experiment Vocabulary Mastery With Robotics In Young Children

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    This study aims to determine the impact of educational robot on increasing English vocabulary as a foreign language. Pre-experimental research design was conducted with 35 first grade junior high school students as sample. The pre-post English vocabulary test was given to the sample and the research were done in eight meetings. In the control class there was no action treatment and did not use robots in learning but in the treatment class, researchers used educational robots, namely the Evoce robot in learning. From the comparison between the two classes both the control class and the treatment class from the pre and post English vocabulary tests, the result finding showed in the t-test score based on the value of df = 35-1 = 34 at a significant level of 5%, a ttable of 1.0691 is obtained and at a significant level of 1%, a ttable of 2.441 is obtained. With a tcount of 9.899, which means that it is greater than ttable at a significance level of 5% and 1%, (1.0691 2.441) then Ho is rejected and Ha is accepted. In summary, the Evoce robot has given contribution in young learners’ English vocabulary. It recommended that the educational robot may become one of alternative media to be used for recent days for English vocabulary clas

    Innovations In The English Classroom : The Students’ Perceptions Toward Robot Media

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    This study sought to pinpoint key requirements for incorporating technology into education. A survey of junior high schools was used in the study which took a qualitative approach. A research sample of 35 students who were chosen purposively for the study were given the questionnaire as a data gathering tool with three components; the utility/feature of usage, the interest, and the pedagogical content of the Evoce robot. The data was analyzed by using the Guttman scale has a CS of at least 0.60 and a CR of at least 0.90, it was considered to meet the unidimental and cumulative features. The findings showed the mean of CR from three indicators was 0.908, which means the result of CR was valid while the mean score was CS was 0.798, which means that the coefficients of scalability were considered good. Based on the result findings students' opinions about the usage of the Evoce robot as technology in the learning process were inversely correlated with their usage of learning media was helping them in attaining new media of teaching was the Evoce robot. It recommended that robots might give an alternative interesting media in class, especially for teaching vocabulary

    Evoce Robot : Developing Prototypes and Teaching Young Learners English Vocabulary

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    This study aimed to fnd out the prototype of an EVOCE robot that gave impact of students’ English vocabularies enhancement. In this study, the authors used two types of research design, namely, prototyping method and experiment research design. Te mixed method is applied in this research qualitatively and quantitatively. Both vocabulary tests and observational methods of pro�totyping data collection were employed. Te robot prototype used in the class as a tool to examine how was the efect of this media helped young learners in acquiring basic English vocabulary. Te prototype has been through the test and the result showed that it suited with the needs for young learners. Nonprobability sampling was the technique used. A total of 40 students from two classes made up the research sample. Te vocabulary score achievement pre and post test using EVOCE robot was compared with data analysis and t-test. Te fndings of value of t-stat > t-table at the signifcant level of 5% (1,679 > 1,328) meaning that the robot helped students become better acquisition in getting new vocabulary and infuenced their level of vocabulary score. As the result,this research therefore has consequences for the teacher’s understanding that the usage of robots can both increase students’vocabulary and also have an impact on their level of English profciency

    Pelatihan Pemrograman Robot EVOCE di SMP Negeri 37 Pekanbaru

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    This community service activity at SMP Negeri 37 Pekanbaru aims to provide education on educational robot programming as a renewable learning media discovery. This activity introduces interactive learning media to meet the problems faced by young learners. This educational robot programming education provides students with experience in introducing educational robots. The positive impact on community service activities is that educational robots are an alternative means of learning for children by inviting them to collaborate and prepare a series of instructions. This community service activity was carried out at SMP Negeri 37 Pekanbaru. Activities help train children's logical thinking and awaken their love for learning foreign languages
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