'interactive story reading' Search Results
Impact of the Interactive Story Reading Method on Receptive and Expressive Language Vocabulary of Children
interactive story reading vocabulary receptive language expressive language...
This study aims to review the impact of the interactive story reading method on 48-72 month children’s vocabulary based on receptive and expressive language. The study group is 52 children in the 48-72 months age group at the nurseries of primary schools at Ankara province. The research employed a combined pattern analyzing both quantitative and qualitative data. The data were collected via "General Information Form" ,"Expressive and Receptive Language Test in Turkish (TIFALDI)" developed under the leadership of Gul Guven and Berument The "Teacher Observation Form", the "Teacher Interview Form" and the "Family Interview Form". In conclusion of the study, a significant difference in favor of the experiment group in the posttest was observed with respect to average posttest scores of experiment and control groups, following the implementation of the Interactive Story Reading Program. The comparison of the follow-up test and pretest score averages revealed a significantly high value in favor of the total for the follow-up test for the children in the experiment group. The agreement among the forms filled out by two observers with reference to the results of the observation and video analysis regarding the implementation of the "Interactive Story Reading Method" by the teachers, was assessed to be good/very good agreement. In the light of these results it can be said that the interactive story reading method have a fundamental impact on receptive and expressive vocabulary knowledge of 48-72 months old children.
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Use of Instructional Technologies by Teachers in the Educational Process: Metaphor Analysis Study
computer internet metaphor smart board social media...
The aim of this research is to determine the thoughts of the teachers about the concepts of "Smart Board", "Computer", "Internet" and "Social Media" from the Instructional technologies of the secondary school teachers with different branches through metaphors. In the research, a qualitative research model was used to identify teachers' thoughts in metaphor analysis from various branches about the use of instructional technologies in the national field. Within the scope of the qualitative research model, the phenomenology design was used. In order to find out what kind of thoughts teachers have about teaching materials from the participants "Smart Board / Computer / Internet / Social Media is like / similar to…..; Because ..." they were asked to complete their covenants. As a result of the research, 25 valid metaphors belonging to the concepts of smart board, computer, social media and 27 of internet concept were obtained from secondary school teachers. The most book (f = 4) metaphor for smart board concept, brain and memory (f = 2) metaphors for computer concept, most air (f = 3) and medicine, ocean, water (f = 2) metaphors for internet concept and the drug and virus (f = 2) metaphors related to the concept of social media. The metaphors of the concept of smart board are classified into 5 conceptual categories with common characteristics related to each other, 6 categories with common features related to computer and internet concepts, and 7 conceptual categories with social media concept related to each other. In the research, it was reached that the secondary school teachers expressed positive opinions about the concept of smart board and computer, partially negative about the concept of the internet but more negative opinions about the concept of social media.
Social Studies Teachers’ Perspectives on the Advantages and Challenges of Interactive Whiteboard Application in Oman
interactive whiteboard social studies teachers oman advantages challenges...
The study investigates the views of social studies teachers (SSTs) about the advantages and challenges of interactive whiteboard application in social studies lessons. Data was gathered using a questionnaire consisting of 58 items. The sample comprised 483 male and female SSTs from different governorates of Oman who were provided with three training programs about using Interactive Whiteboard (IWB). Data were analyzed by using: Means, T-test and One Way ANOVA. The results indicated that they considered its effect to be significant in supporting students’ learning process by enhancing the quality of learning environment, excitement of use and importance of use in social studies lessons. It also showed that they used it widely in their lessons but they experienced moderate challenges, including related to technical support and the availability of IWB in all classes. The results also indicated that teachers’ gender and experience influenced their views. The study recommends the provision of more technical support to teachers.
The Development of Interactive E-Book of Local History for Senior High School in Improving Local Wisdom and Digital Literacy
e-book effectiveness local history local wisdom sdlc model textbook...
This study discusses students’ responses and perceptions on the e-book of Local History of West Java (Indonesia) developed by the researchers. It uses a Research and Development approach and experimental method. Data collection techniques used in this study are observation, interviews, and focus group discussions with interactive model data analysis. The research subjects were students and teachers of high schools in West Java. They were taken as the subjects as they can represent the region. The History E-book is, however, published on ebooksejarah.id page while the system was developed by using SDLC (Software Development Life Cycle) Waterfall model. The results of the study indicate that the components of the e-book on the aspects of the materials, presentation, and completeness are overall suitable to be used by students. The materials are considered to be still inapplicable and not contextual. Further, they are still lack of latest issues as well as photos/illustrations. The study of student responses on the e-book reinforces that the zoomers (those belong to Generation Z) prefer to digital learning media because their social life belongs to the online world. Local history e-books should better adapt to the learning style of Generation Z, who prefer visuals and hands-on experiences to reading texts. Thus, e-book development needs to be equipped with various learning media in short audios and video explainers, animations, and infographics.
Learning Materials and Their Prototypes for Academic Writing Skills: The Needs of Indonesian Lecturers in the Post-COVID-19 Era
academic writing skills learning materials lecturers’ needs post-covid-19 prototype...
This study aims to investigate lecturers' needs for academic writing learning materials and determine their prototypes. This study is qualitative research in the form of an exploratory case study. The research instruments were semi-open-ended questionnaires and unstructured and open-ended interview guides. The data were analyzed using content analysis. The results show that the developed learning material for academic writing skills contains seven needs for lecturers in the Department of Indonesian Language and Literature. Four of them have not been found by previous researchers. The results from this study provide new knowledge and contribution to the literature about the need to prototype the learning materials. The lecturers or other researchers can use these seven needs in prototyping learning materials for academic writing skills, such as the needs of learning materials, their forms, presentation system, language use, evaluation form, main menu design, and the way of creating learning materials.
Motivating Active Learning in Physical Education: Critical Thinking
elementary school hots motivation active learning physical education...
Motivation is essential in shaping how much a student is interested in learning and also affects how much students will learn from a learning activity or how much students' ability to capture the information presented by the teacher. Well-motivated students will produce a vibrant learning atmosphere and a better success rate. This research aims to determine whether the motivating active learning in physical education (MALP) model can help kids in elementary school develop their capacity for critical thinking. The design used is experimental. The research subjects were grade 6 elementary school students representing five sub-districts in the Tasikmalaya district. One elementary school was taken from each sub-district through a probability sampling technique using the cluster random sampling approach. The total sample taken was 137 people. The results of the study prove that applying the MALP model can greatly influence improving the critical thinking skills of elementary school students. The result of the study is proven by the significance test using the paired sample t-test; the results obtained from sig. (2-tailed) of .001< .05. So applying motivating active learning in the physical education model influences increasing elementary school students’ critical thinking skills.
Curiosity and Digital Stories: Exploring Preschoolers’ Behaviors
child-computer interaction curiosity measurement digital stories preschool age...
Given curiosity’s fundamental role in motivation and learning and considering the widespread use of digital stories as educational tools from the preschool age, we pursued measuring preschoolers’ curiosity when interacting with digital stories. Using 129 toddlers and preschoolers as a sample, three groups (one for each class) were given different versions of the same digital story to listen to: interactive, non-interactive, and animated. Toddlers' verbal and nonverbal behaviors were utilized to quantify curiosity as a condition brought on by the app. The participants' verbal and nonverbal behaviors were recorded during the digital reading aloud. Every child's data was encoded at one-minute intervals to examine concurrent behavior, and the results were then compiled. The findings show that interactive presentation formats encourage more touching and language use but less noise production and that interaction and the creative use of hot spots in digital illustrations are key elements in piquing viewers' curiosity while contributing to the strengthening of the engagement to the activity and the cultivation of critical thinking, creativity, and imagination.