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Development of Interactive Reading Multimedia Based on Educational Games for Grade I Students of Inpres Malakaya Elementary School, Gowa District 为戈瓦区 Inpres Malakaya 小学一年级学生开发基于教育游戏的互动阅读多媒体
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3816
Aliem Bahri, Febrianti, Encik Savira Isnah, M. Kharis
The development of interactive reading multimedia based on educational games for grade I students of SD Inpres Malakaya is motivated by students' issues, such as difficulty distinguishing similar letters and challenges in reading fluency and word formation. Teachers still rely on thematic books for teaching reading, which may lack student interest. This issue is exacerbated by the COVID-19 pandemic, preventing teachers from conducting direct guidance. This research is a Research and Development (R&D) study using the modified 4D model, encompassing three stages: define, design, and develop. The instruments include questionnaires for media and subject matter experts to assess product validity, and for students and teachers to evaluate product feasibility. Validation results by media experts yielded an overall score of 66, with a percentage of 88%, categorized as "highly Valid". Validation by subject matter experts resulted in an overall score of 65, with a percentage of 86.6%, also categorized as "highly Valid". Evaluation by grade I students of SD Inpres Malakaya yielded an overall score of 70, with a percentage of 93.3%, categorized as "Very Feasible". Meanwhile, the evaluation by the class teacher produced an overall score of 69, with a percentage of 89.3%, categorized as "Very Feasible". This demonstrates that interactive learning multimedia can be used as a teaching medium in the school and can be developed for use in various schools.
为马六甲特殊教育学校(SD Inpres Malakaya)一年级学生开发以教育游戏为基础的互动式阅读多媒体,是出于对学生问题的考虑,如难以区分相似字母、阅读流利性和单词构成方面的挑战。教师仍然依赖主题书籍进行阅读教学,这可能会缺乏学生的兴趣。由于 COVID-19 的流行,教师无法进行直接指导,从而加剧了这一问题。本研究是一项研究与开发(R&D)研究,采用修改后的 4D 模型,包括三个阶段:定义、设计和开发。研究工具包括针对媒体和学科专家的调查问卷,以评估产品的有效性,以及针对学生和教师的调查问卷,以评估产品的可行性。媒体专家的验证结果为 66 分,占 88%,被归类为 "高度有效"。主题专家的验证结果为 65 分,占 86.6%,也被归类为 "高度有效"。马六甲特殊教育学校(SD Inpres Malakaya)一年级学生的评估结果为 70 分,占 93.3%,被归类为 "非常可行"。与此同时,班主任的总体评价结果为 69 分,占 89.3%,被归类为 "非常可行"。这表明,交互式学习多媒体可用作学校的教学媒体,并可在不同学校开发使用。
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引用次数: 0
Utilizing Multimedia-Assisted Brain Techniques to Improve Short Story Writing Skills In 9th Grade 利用多媒体辅助大脑技术提高九年级学生的短篇小说写作能力
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3819
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引用次数: 0
BeBieF mit der Technologie: The Learning of German Speaking BeBieF mit der Technologie:德语口语学习
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3815
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引用次数: 0
Kresno Website: Development of BIPA Speaking Materials for Intermediate Level Kresno 网站:为中级水平编写 BIPA 演讲材料
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3809
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引用次数: 0
Navigating The Metaverse: Exploring Its Pedagogical Affordances in Language Learning 驾驭 "元网":探索语言学习中的教学功能
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3813
Finita Dewi
In the digital transformation era with abundant technological advancement, the Metaverse emerged in education, providing opportunities for language learning like never before. This study aims to navigate the potential of the Metaverse by exploring its pedagogical affordances in facilitating language learners, looking into the educators’ strategies in designing lessons for immersive language learning experiences and describing the perceived benefits and challenges of learning language within the Metaverse space fro m the students’ perspectives. Using qualitative research design, this study dives into the pedagogical affordances of the Metaverse, examining the extent to which Metaverse engages and motivates learners, enhances language acquisition, fosters collaboration, and immerses students in a culturally relevant context. Furthermore, this study intends to illustrate the learning environment created by educators in facilitating language learning through Metaverse. Finally, students’ voices were generated to examine the practical implications of Metaverse-based language learning. This study contributes to the broader discourse on digital education by synthesizing the findings related to these research questions. It offers insights that can inform the future of language learning, aligning pedagogy with the possibilities of the Metaverse.
在技术不断进步的数字化转型时代,教育领域出现了 "元世界"(Metaverse),为语言学习提供了前所未有的机会。本研究旨在通过探索元数据在促进语言学习者学习方面的教学能力,研究教育工作者在设计沉浸式语言学习体验课程时的策略,以及从学生的角度描述在元数据空间中学习语言的益处和挑战,从而挖掘元数据的潜力。本研究采用定性研究设计,深入探讨了 Metaverse 在教学方面的优势,研究了 Metaverse 在多大程度上吸引和激励了学习者,提高了语言习得能力,促进了合作,并使学生沉浸在与文化相关的语境中。此外,本研究还打算说明教育者在通过 Metaverse 促进语言学习时所创造的学习环境。最后,本研究还收集了学生的意见,以探讨基于 Metaverse 的语言学习的实际意义。本研究通过综合与这些研究问题相关的发现,为更广泛的数字教育讨论做出了贡献。它提供的见解可为未来的语言学习提供参考,使教学法与 Metaverse 的可能性相一致。
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引用次数: 0
Metaverse Broadcasting: Enhancing News Item Text Comprehension Among Twelfth Graders Metaverse 广播:提高十二年级学生的新闻文本理解能力
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3818
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引用次数: 0
Developing a Mobile Reading Comprehension Test for Junior High School Students by Using Ispring-Suite 利用 Ispring-Suite 开发面向初中生的移动阅读理解测试
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3806
Muttahidah
Online assessment has been largely used by EFL teachers in assessing students’ reading comprehension skill s. However, since not all schools are equipped with a good internet connection, a mobile test can be a solution. This paper aims to develop a mobile reading comprehension test for junior high school students by using iSpring-Suite. This mobile reading comprehension test can be used in online and offline settings. This paper employed a Research and Development (R&D) method which includes some stages, namely: Planning, Designing, and Development. The stages of test development were also designed using a criterion of the good test, such as practicality, validity, and reliability. The pilot testing was conducted in SMP N 1 Mauponggo Satap and twenty-four grade 8 students took the test. The teachers can directly set answer key and take the students’ score in using iSpring-Suite, so it was practical and effective to use. The validity score for all question items was between 0.6 and 0.8 which means that the items are in good categories or valid. Meanwhile, the realibility test result showed that the test items have a very high reliability with the Cronbarch Alpha value 0.613 or more than 0.6 which indicated that the items were reliable. It can be concluded that this mobile reading comprehension test has a high possibility to use. Due to its limitation, the next researcher can design the test with a larger scale with more participants to gain more valid and reliable result.
然而,由于并非所有学校都具备良好的网络连接,移动测试不失为一种解决方案。本文旨在利用 iSpring Suite 为初中生开发一个移动阅读理解测试。该移动阅读理解测试可在在线和离线环境下使用。本文采用了研究与开发(R&D)方法,包括几个阶段,即规划、设计和开发:计划、设计和开发。测试开发阶段的设计还采用了良好测试的标准,如实用性、有效性和可靠性。试点测试在 SMP N 1 Mauponggo Satap 进行,24 名八年级学生参加了测试。教师在使用iSpring-Suite时可以直接设置答案和学生的分数,因此使用起来非常实用和有效。所有题项的效度得分都在 0.6 至 0.8 之间,说明题项属于良好类别或有效。同时,信度测试结果表明,测试项目的信度非常高,Cronbarch Alpha 值为 0.613,大于 0.6,表明项目是可靠的。由此可以得出结论,该移动阅读理解测试具有很高的使用可能性。由于其局限性,下一步研究人员可以设计规模更大、参与人数更多的测试,以获得更有效、更可靠的结果。
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引用次数: 0
BRIX: A Gamified Application-Based Platform in German Language Learning for Beginners BRIX:初学者德语学习的游戏化应用平台
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3803
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引用次数: 0
ChatGPT: Empowering Self-Directed Writing Through Mind Mapping and Ai-Assisted Composition ChatGPT:通过思维导图和 Ai-Assisted Composition 增强自主写作能力
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3804
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引用次数: 0
Gamification Through Genially Enhanced Generation Alpha in-Class Chinese Language Learning Engagement 通过 "阿尔法一代 "游戏化提高课堂中文学习的参与度
Pub Date : 2024-01-12 DOI: 10.11594/nstp.2024.3808
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引用次数: 0
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