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Write-Up - Edu711 - Apriliska Hesvi Dwi (2022626436)
Write-Up - Edu711 - Apriliska Hesvi Dwi (2022626436)
Nowadays, English language is one of the skills that needed. In Indonesia, English is one of
the fundamental subjects for students, which means they need to be familiar with the English
language in order to communicate widely global. Based on the Indonesian curriculum,
English language is learned starting from primary to high level. In fact, the student ability to
speak English has become an individual competition among students which proposed the
organization held English competitions to increase students' interest and enthusiasm in
learning English (Sri Handayani and Salija, 2022). But, the stereotype of English is difficult
influence the students’ motivation in learning English. Because of their motivation is low, the
parents of students decide to send their children to academy or English camp to support them.
This issue is affecting the parents’ perspective about the capability of English teachers in
schools. So, the teachers need to design interactive learning to gain students’ motivation in
learning English.
In Learning English, the students need to be familiar or know the language components such
as four skills (listening, reading, writing, and speaking) and grammar to support the skills.
Grammar is one aspect of language taught to every language learner. It is important because
if the knowledge of grammar is good, this influences the students’ confidential in using
English to speak or to write. Ur (1988) says that there is no doubt that knowledge implicit or
explicit of grammatical rule is essential for the mastery of a language; you cannot use the
words unless you know how they should be put together.
This courseware focuses for learning tenses, especially Past Tense by adopting ASSURE
model of instructional design model learning. This model was developed by Robert Heinich
and Michael Molenda in 1999. This model well known instructional design guide that used
the constructivist perspective, which integrates multimedia and technology to enhance the
learning environment. In other words, teachers or trainers can design and develop the most
appropriate learning environment for their students. This model has a six-step process that
demonstrates how to select, use, and evaluate technology and instructional resources as
important parts of a design process. ASSURE stand for:
This lesson is designed using autoplay as the slide presentation based on the
ASSURE model. The teacher set several activities divide into four.
1. Introduction: this step covers the stage of utilizing the technology, media,
and materials. The teacher will prepare the students by explaining the
lesson, learning objectives, and the rules, including an explanation of how
the lesson is conducted during 45 minutes period.
2. Material: there are two types of material such as video and audio-visual.
This video contains the material for giving directions such as public place
names, prepositions, and direction vocabularies, in this step, the teacher
will guide the students. Meanwhile, audiovisual material is containing a
video explanation with audio to improve the listening skills of the students.
3. Pair activity: practice activities divide into two activities, the first is the
teacher will play game-based learning by using Baamboozle. So, the
students need to pair in two so they can play the game. The second is the
teacher will play a role-play activity to let the students have a simulation of
real conditions, this activity to improve their speaking skills.
4. Evaluation: teacher will set tests by using hot potato application and live
worksheet.
6. Evaluation
The teacher personally, evaluate the overall class based on the feedback from the
students, and also will address any discrepancy that the teacher sees lacking and need
improvement. However, it is hoped that in a way, this courseware has helped the
students in any way to make them understand the Simple Past Tense.
CONCLUSION
This courseware adopted ASSURE Model design. ASSURE model has six stages, to make
sure the media and technology that chosen by the teacher is suitable for the students. The
courseware aims to gain students’ motivation in learning English by using interactive learning
and instructional model learning. The courseware created by utilizing Autoplay as the tools in
showing the material.
REFERENCE
Sri Handayani, U., & Salija, K. (n.d.). The Difficulties of High School Students in Learning
Tenses in Bone District Pinisi Journal Of Art, Humanity And Social Studies (Vol. 2,
Issue 1).
Ur, Penny. (1988). Grammar Practice Activities: A Practical Guide for Teacher. United
Kingdom: Cambridge University Press.