Using online computer games in the ELT classroom: a case study. The effectiveness of interactive multimedia courseware as instructional medium for teaching.
Helping prospective EFL teachers learn how to use songs in teaching conversational classes. Universal Journal of Education Research, 2(3), 230-238. Rujukan integratif dalm pelaksanaan pendidikan karakter di sekolah dasar. Niron, M.D., Budiningsih, C.A., & Pujiriyanto.Pengembangan dan implementasi kurikulum 2013. Paper presented at the New Directions in Celtic Studies Conference, Newquay. Linguistic relativity and linguistic determinism: idiom in 20th century cornish. Serious games: games that educate, train, and inform.
Internationa Journal of Teaching and Learning of Higher Education, 19 (1), 53-56. Games as an interactive classroom technique: perception of corporate trainer, college instructors, and students. Turkish Online Journal of Educational Technology, 10(4), 378-383. Using songs as audio material in teaching turkish as a foreign language. Kompetensi dasar sekolah dasar (SD)/Madrasah Ibdidaiyah (MI) Education games menjadi cerdas dan ceria dengan permainan edukatif. Paper presented on Seminar Nasional Informatika at UPN Veteran Yogyakarta in Yogyakarta Pengembangan game pembelajaran otomata finit. Learning vocabulary through games: the effectiveness learning vocabulary through games.
Jurnal Cakrawala Pendidikan, XXXIV (2), 309-319. Pengembangan pembelajaran berbasis nilai-nilai budaya yogyakarta di sekolah dasar.
Profile Issues in Teacher Professional Development, (7), 47-58. Songs in the english class: a strategy to encourage tenth graders’ oral production. TOJET: The Turkish Online Journal of Educational Technology, 9 (3), 76-84. Perseption of young adult on online games: implication for higher education. Astuti, I., M., Kristianti, W., & Adhalia, D.International Journal of Linguistics, 8(6), 133-153. Using song in teaching oral skills to young earners: Teacher’s view and attitudes. This learning media is considered appropriate because this media is very interesting and fun so that it can encourage students to learn English and make students enthusiastic in learning so that it gives good results. The results of both tests show that this model has proven to be effective in increasing the English competence of those students. Respondents of this study are 148 students of the 1 st grade elementary school in 17 elementary schools in Central Semarang.
The other method is the pre-test and post-test experimental design. Data collection methods are interview, observation, questionnaire, and literature study. Based on this, the purposes of this research are to fulfill the absence of English subject which has not been integrated thematically in 2013 curriculum and to examine the effectiveness of English learning model using local wisdom-based thematic integrative education games for the 1 st grade of elementary school students as well as to maintain local wisdom as a strategy to construct the character of youth nation. However, this curriculum does not include English as a means of mastering global knowledge. The 2013 curriculum at the elementary level emphasizes the competence of students focused on character education.