Developing Interactive Technology-Based Supplementary Reading Materials for the Tenth Graders of Software Engineering in Vocational High Schools
Main Author: | Margarette Narlita Isoya; Mahasiswa |
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Format: | PeerReviewed |
Bahasa: | ind |
Terbitan: |
, 2014
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Subjects: | |
Online Access: |
http://karya-ilmiah.um.ac.id/index.php/sastra-inggris/article/view/34164 |
Daftar Isi:
- The compelling need of English for Vocational High School in reading skills related to their real-life situation workplace is crucial. However, the limited time allotment in the school requires efficiency and effectiveness in teaching and learning English. It is a challenge for the teachers in applying Curriculum 2013 for tenth graders students of Software Engineering. The interactive technology-based supplementary materials are developed in order to equip Software Engineering students reading materials related to real-life situation. The purpose of this study is how to develop interactive technology-based supplementary materials for Software Engineering in the teaching and learning process of tenth graders Software Engineering at SMK Negeri 5 Malang. The design used in this study was the Research and Development (R & D) designed by Borg and Gall (1979) consists of preliminary research, development of the product, continued into validation phase which consists of two stages that were, expert validation and the try-out. After being revised in the validation phase, the final product was developed. The final product in this study is interactive technology-based supplementary materials using Flash with into 5 sections which consist of Starter, Gathering Information, Reading Activity, Language Focus and Words of Banks and Glossary. Teacher’s validation during the try-out showed that the appropriateness of the Flash for tenth graders of Software Engineering program, the design, the layout, the coherence of the content and the user-friendliness of the Flash, were satisfactory. Thirty-nine students of tenth graders of Vocational High School in Software Engineering Program were involved in the try-out. It was found out from the in-depth questionnaire that the results showed that more than twenty (50%) students mentioned that the given guidance was clear, the layout, the comic strips and the video were interesting, the font was readable and interesting, the contents of the materials were coherent, and the materials were easy to use. The final products of this study were interactive technology-based reading materials for the tenth graders in Software Engineering program and the user manual for the products. Based on the findings after the try-out, the products were found applicable for the students. Related to the study, some suggestions are given as follows: English teachers are suggested to use the materials in the classroom to support teaching and learning English; the future researchers who would like to conduct research on English for Specific Purposes are suggested to develop Flash which is targeted to students in different grades, different program, covering certain topics or variety of topics and different skill.
- ABSTRAK Isoya, Margarette Narlita. 2013. Developing Interactive Technology-Based Supplementary Reading Materials for the Tenth Graders of Software Engineering in Vocational High Schools. Sarjana’s Thesis. Department of English Education, Faculty of Letters, State University of Malang. Advisor: Dr. Emalia Iragiliati Sukarni, M.Pd. Key words: ESP, preemployment VESL, Software Engineering, Vocational High School students The compelling need of English for Vocational High School in reading skills related to their real-life situation workplace is crucial. However, the limited time allotment in the school requires efficiency and effectiveness in teaching and learning English. It is a challenge for the teachers in applying Curriculum 2013 for tenth graders students of Software Engineering. The interactive technology-based supplementary materials are developed in order to equip Software Engineering students reading materials related to real-life situation. The purpose of this study is how to develop interactive technology-based supplementary materials for Software Engineering in the teaching and learning process of tenth graders Software Engineering at SMK Negeri 5 Malang. The design used in this study was the Research and Development (R & D) designed by Borg and Gall (1979) consists of preliminary research, development of the product, continued into validation phase which consists of two stages that were, expert validation and the try-out. After being revised in the validation phase, the final product was developed. The final product in this study is interactive technology-based supplementary materials using Flash with into 5 sections which consist of Starter, Gathering Information, Reading Activity, Language Focus and Words of Banks and Glossary. Teacher’s validation during the try-out showed that the appropriateness of the Flash for tenth graders of Software Engineering program, the design, the layout, the coherence of the content and the user-friendliness of the Flash, were satisfactory. Thirty-nine students of tenth graders of Vocational High School in Software Engineering Program were involved in the try-out. It was found out from the in-depth questionnaire that the results showed that more than twenty (50%) students mentioned that the given guidance was clear, the layout, the comic strips and the video were interesting, the font was readable and interesting, the contents of the materials were coherent, and the materials were easy to use. The final products of this study were interactive technology-based reading materials for the tenth graders in Software Engineering program and the user manual for the products. Based on the findings after the try-out, the products were found applicable for the students. Related to the study, some suggestions are given as follows: English teachers are suggested to use the materials in the classroom to support teaching and learning English; the future researchers who would like to conduct research on English for Specific Purposes are suggested to develop Flash which is targeted to students in different grades, different program, covering certain topics or variety of topics and different skill.