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Nahar Nurun Nafi'

Saturday, March 31, 2018


Summary of TPACK-related journal (2)

Title                            : Creating a Content Strategy for Mobile Devices in the Classroom
Author                        : Karen Mahon
Year                            : 2014
Publisher                    : Center on Innovations in Learning, Temple University
Source                        www.eric.com


Students’ massive expenditure on mobile phone grow vastly. This causes the question and challenge whether the administrators and stakeholders of school or institution is ready or not to welcome such students. After conducting the research, the Writer tries to compose a suggestions and recommendations which are able to be used by practioners at school to manage the usage of mobile devices for learning. There are four main content strategies which should be considered in managing mobile devices in the classroom. Those are instructions, creativities, tools, and books.
Instructions on mobile devices can be seen in the game DragonBox Algebra 5+, Learn with Homer, and Letter School. This feature teaches new instruction skill for the students. And for creativities, it can be found in game Explain Everything, Toontastic, and Story Creator. Meanwhile tools are the apps which students can refer to for more information relevant to the topic of their studying. There are many useful apps such as dictionaries, calculators, and periodic tables. And the second one is the books. The phenomenon of digibook and e-book has been popular. This can be utilized as example in the classroom to discuss a story in language teaching.

Friday, March 30, 2018


Summary of TPACK-related journal (1)

Title                            : Smartphones Promote Autonomous Learning in ESL Classrooms
Author                        : Viji Ramamuruthy and Srinivasa Rao
Year                            : -
Publisher                    : Malaysian Online Journal of Educational Technology
Source                        www.eric.com

The vast development of technology has caused many changes in lots of aspects. It is included in education. The model of teaching language has changed. Formerly teacher-directed learning, communicative language teaching and silent learning were so popular to use. But in many classrooms, students nowadays often focus on their smartphones instead of paying attention to the teacher’s explanation. This kind of phenomenon then becomes a big question whether the learning process can happed in such class. By this backround, the researchers (Viji Ramamuruthy and Srinivasa Rao) conducted a research to answer these following questions; What type of learning skills are gained by using smartphones in ESL classrooms? Does smartphone use promote the autonomous learning process? To what extent do learners rely on the lecturers in addition to the usage of smartphones? What are the learning satisfactions gained by ESL learners using smartphones? The reasearhers used qualitative study which involved around 70 smartphone users in the age range around 18-26 years old. The questionaires digging information about respondents’ demography, learing skills, and learning satisfaction were distributed to the randomly selected samples. in addition, the reseacrhers used SPSS version 16 to analyse the data.
The results were found that smartphone usage was able to enhance students’ critical thinking, creative thinking, communication and collaboration skills. Moreover, the language learners felt satisfied when they could use smartphone in the learning process. Eventhough the students seemed to be aoutomous learners but the teacher’s direction were also essential.


Wednesday, March 21, 2018


The Summary of I Tell Conference 2018
i-Tell Conference 2018
“CALL and MALL to Enhance Thinking Skills”
March 13th – 14th 2018, Best Western Premiere, Solo Baru.
Hosted by Universitas Sebelas Maret

A.    Parallel Sessions
1.      Paskalina Widiastuti Ratnaningsih
“Students’ lived Experience of Using Seesaw Class Application in English Class”
The research applied pedagogy-based approach which was used in an accounting English class. In addition, the methodology used by the researcher to obtain the data was obervation and in-dept interview. Triangulation was also used by the researcher to make sure the validity of data. Somehow like other researches,  this research has several advantages and disadvantages. Two of advantages are; the usage of this app is able to increase the students’ confidence because the activities were conducted through smartphone without meeting in person.  Another advantage is most of the students felt happy when doing the instruction using the app. For the barriers, this method of learning cannot be done by old-type smartphone and the maximal upload of data for this app is just 50 MB.

2.      Lina Herlina and Kartika Tarwati
“Improving students’ speaking achievement by integrating the use of smartphone application as model of teaching”
This research is conducted by the following reasons; speaking is a priority and students are anxious to speak up. The researcher used CAR (Classroom Acion Research) applying mobile video story to teach speaking class. Firstly, the students were divided into several groups, students then  made and edit video based on the given script. After video was created, the students uploaded it. The comparison of scoring cycle is really incredible. The grades increased after using the app. Cycle 1, the score was around 65. For cycle 2, the score was 70. The final cycle, the score was 75.



3.      Rodiyah Fitria and Inggy Yuliani Pribady
“The Use of Writing Generator to Encourage Students’ interest in Narrative Writing”
The aim of this research is to catch the students’ interest in writing. The researcher used RPG app which stands for Random Plot Generator. One of the main function of this app is to make a story line for the students. Students can access writingexcercise.co.uk to participate in this learning. The focus of researcher using this app is to increase the students’ ability especially in Narrative Text.

4.      Itje Khodijah
“Tape Me and I Learn More”
The title probably seems query but the content served is really awesome. This research is carried out because of the following background; 1. Unsatisfied time allocation for public speaking, 2. Various level of competences possessed by the students, 3. Low students’ motivation to learn speaking. The two main purposes for this reasearch The steps of learning is started from the recording. Anykind of conversation activities such as discussion and chatting were recorded. The students learnt some criques and suggestions from the facilitator who is the teacher. Time after time, the students made improvements in their speaking. During the project process, the teacher should always pay attention on the objectives which want to be achieved. Some teachers may be carried away by the technologies.

The purpose of the project is to give more time for students to practice speaking and to develop digital literacy and critical thinking. Students learnt and improved after making mistakes. In the end, the students finally obtain some benefits as follows; 1. Students control their body language, 2. Students eliminate their shyness, 3. Students control their time when talking, 3. Students correct their language mistakes, 4. Students control their own progress.

5.      Suhartini Syukri, Isna Humaerah and Sarjania Zur
“Flipped Classroom: Creating Teaching Media in Islamic Instructional Context”
The reasons why this reasearch was conducted was because the oberved class just had very little time to learn English. In contrast, the target of their graduates must be able to teach using English language. Flipped classroom combined two important aspects which were media for teaching islamic context and the students’ perception. For the method, the resaerchers used obervation and questionaire in the frame of blend theory approach. After all, the students finally reached the expected targets which one of them was being able to implement islamic values in the context of learning English.

B.     Workshop
1.      Grace Nathania Clara Sabandar and Yessy Zakaria
“Kahoot!: Bring the Fun into the Classroom!”
One of the main backrounds of this research is the boredom experienced by students in the classroom. With the little and tricky modification of a teacher, this game is able to appear as a solution to bring the fun into the classroom. The game is in the form of questions which need to be answered by the students thorugh online smartphone or personal computer. The students just need to sign in then log in in Kahoot.it. To make the game fun, the teacher can make a group containing three people. A group just needs an online gadget so if the class conssists of 10 groups, it will require 10 gadgets.

The reason why it becomes fun is the competition among the groups. After all of the students log in and  the teacher shows kahoot app in the big screen which is able to be noticed by the students, the questions then are displayed. The fastest group which is able to answer the question is the winner. Besides the fun offered, this app obliges the group to provide a smartphone which sometimes is expensive.

2.      Made Hery Santosa
“Virtual Reality: Enhancing Thinking Skills of Generation Z in the Age of Digital Distraction”
There are lots of learning theories introduced by philosophists. This project opts to use connectivism in maximizing the learning process in the classroom. The researcher focussed on the VR (Virtual Reality) to present the real experience of learning. Mr. Hery, as the researcher, adopted the Kathy Schrock’s learning model; SAMR which stands for Class Task, Substitution, Augmentation, Modification, Redefinition. The usage of VR in the context of critical thinking skills appears as the tangible-feeling experience for the students to enjoy the learning process such as history and science. In history lesson, the students can feel the experience of seeing the pyramid directly. For science students, they can also witness the obvious experience of seeing the Milky Way. With little touch by teacher using SAMR, usage of VR is useful to enhance the critical thinking.

C.     Keynote Speaker
1.      Dr. Gumawang Jati
“From Resources to Thinking Skills”
Mr. Gumawang Jati firstly explained the history of i-TELL which was commenced at Christian University of Satya Wacana (UKSW) in Salatiga in 2016. Two following years then the conference was repeated but in different place which was Sebelas Maret University Solo. I-Tell itself stands for Indonesia Technology Enhanced Language Learning. Mr. Gumawang emphasized that learning model should follow the development of technology which grew faster that was why using technology to enhance language learning was important.

Furthermore, Mr. Gumawang introduced some useful websites and apps which supported learning activities. The interactive learning such as kahoot.it, edpuzzle.com, and onlinequizcreator.com were presented in front of the audiences. He added some sites for Artificial Intelligence (AI) apps such as cymath.com and integral-calculator.com which could be used for speaking practice.

In the end, from what had been explained by Mr. Gumawang, the main point was that utilizing technology for English teacher was totally a must because students developed and teacher should not be left behind in technology.

D.    Plenary Speaker
1.      Dr. Nur Arifah Drajati
“TPACK (Technological Pedagogical and Content Knowledge): The Concept and Practice in the Classroom”
The development of technology made some inovations and adjustments in teaching and learning process. TPACK is knowledge of using various technologies to teach, represent, and facilitate knowledge creation of specific subject content. There were three aspects which were interconnected in TPACK. Those were how technology was used, how the teacher taught, and how the students learnt. But before TPACK is really applied in the classroom, both teacher and students should possess technological knowledges. Those technological knowledges are how to use technological tools, select-use-integrate into curriculum, and new insight for students in learning.

2.      Riezky Novyana
“Cyber Bullying and Child Protection”
The surprising presentation from Mr. Riezky about cyber abuse really shocked the whole audiences. Mr. Rizky divided the level of internet users into three. Those were clearnet, deep net and dark net. Clearnet is public-internet facilities which can be enjoyed by all of level of societies. The examples of clearnet are google search, thejakarta post, BBC, and etc. Meanwhile the deep net is more private. The user must use pasword or code to use it. The examples are facebook, BBM, What’s App, and etc. and the last one is dark net. It is the the most private site which often is used for crime such as drugs transaction, terrors, and etc.

Mr. Riezky also displayed the abuse of internet use toward a girl namely Amanda Todd. She committed suicide because of being depressed of being bullied by people. She was treatened and terrorred by a stranger from internet. Since then, the terrors by the stranger used to come until it caused the people around her going away. She finally ended her life in the age of 15 years old. This shaked the world attention to care more about cyber bullying.