Peranan Literasi Digital Pada Teknik Penulisan Konten dengan Menggunakan Website Digital di Samura Kecamatan Kabanjahe Kabupaten Karo

Karisma Erikson Tarigan

Abstract


Abstract: English learning activities for school-age children could not be separated by game methods that made a child learned to explore, discovered, expressed feelings, be creative, increased the activity of new thinking patterns, and provided opportunities to socialize with their environment. One example of a game that was starting to develop and be used in all areas of English language skills was bingo. The purpose of this community service was to describe the ability to improve the English language of special school students at the Markus Foundation through bingo games and as a guide for the implementation of English learning. The method used was the training in the use of vocabulary and speaking English through cards and powerpoint. The result of this community service activity was that the students were able to increase their English vocabulary through the bingo game because the researcher provided pictures and asked them to talk about the activities in the pictures. Bingo card pictures were able to provide clues to introduce the use of words and students practice a lot of pronunciation techniques with other students which made learning activities more challenging, motivated, and increased self-confidence. The existence of this training activity was expected to be able to develop the use of English as a foreign language in the context of the learning model of children with special needs in the form of interesting games and it required the responses of other students as a stimulation of the development of affective, cognitive, and psychomotor intelligence.

 

Keywords: Bingo Games; English Speaking Ability; English Vocabulary

 

 

Abstrak: Ide penyebaran konten positif dalam gerakan literasi digital belum dipahami dengan baik di kalangan anak muda. Hal ini diperkuat oleh fakta yang menyatakan bahwa tidak ada konsensus tentang definisi sebenarnya dari konten positif. Data menunjukkan bahwa konten positif lebih bermanfaat daripada konten negatif. Nilai konsumen yang informatif dan menginspirasi adalah contoh konten positif. Hasil observasi di lapangan menunjukkan bahwa literasi digital dan sosialisasi berbagai jenis konten positif masih diperlukan agar ide ini lebih diterima dan disebarluaskan. Tujuan penulisan artikel ini adalah untuk memberikan alternatif model pembelajaran yang dapat digunakan oleh para penggiat literasi untuk menumbuhkan dan mengembangkan budaya literasi digital dengan membuat konten digital sehingga generasi muda dapat membentuk etika digital dalam penggunaan media digital dan internet. Saat menulis artikel, metode studi literatur digunakan. Penelitian ini menggunakan metode deskriptif kualitatif. Sampel diambil dari 20 orang usia muda yang berumur 18-23 tahun di Samura, Kecamatan Kabanjahe, Kabupaten Karo.

 

Kata kunci: Konten  website digital; Media digital; Literasi menulis


Full Text:

PDF

References


Boutot, E. A., Guenther T., Crozier, S. (2005). Let’s Play: Teaching Play Skills to Young Children with Autism. New York: Education and Training in Developmental Disabilities.

Bragg, L. (2003). Children’s perspectives on mathematics and game playing. Dalam Mathematics Education Research: Innovation, Networking, Opportunity, Proceedings of the 26th Annual Conference of the Mathematics Education Research Group of Australasia, held at Deakin University. N.S.W.: MERGAInc., Pymble, 160-167.

Coco, A, Ian W., Kirstyn S., Alex C., Gillian L., & Andrew A. G. (2001). Bingo for beginners: a game strategy for facilitating action learning, Teaching Sociology, 29(4), 1-12.

Crookall, D. (2010) Serious games, debriefing and simulation/gaming as a discipline. Simulation & Gaming, 41(6), 898-920.

Egenfeldt-Nielsen, S. (2006). Overview of research on the educational use of video games. Nordic Journal of Digital Literacy, 3. Diambil dari: http://www.idunn.no/ts/dk/2006/03/overview_of_research_on_the_educationaluseof_video_games

Franklin, S., Peat, M., & Lewis, A. (2003). Non-traditional interventions to stimulate discussion: the use of games and




DOI: https://doi.org/10.54314/jpstm.v1i2.823

Article Metrics

Abstract view : 315 times
PDF - 88 times

Refbacks

  • There are currently no refbacks.


slot online