09 April 2009

GAME CARD-EDUTAINMENT

GAME CARD-EDUTAINMENT
English & Arabic Playing Card

By : KALAYO HASIBUAN

Pointers:
  1. This game card is aimed for Language Acquisition both English and Arabic. This card set has 60 pieces. The word printed both English and Arabic is not the word denoting the picture; the correct word for the picture is available in another card.
  2. This game starts with card a (assalamualaikum-arabic greeting), b (how are you), c (good morning).
  3. The number both in English and Arabic printed on the left side of the card is for counting from 1 to millions both for English and Arabic.
  4. This card set is provided with list of words appearing in each card both English and Arabic
  5. This card set has several kinds of games:
  • Chained matching (starting and ending with greeting)
  • Reach the star (collecting pints: 1 for circle, 2 for triangle, and 3 for square); the player with the highest points is the winner)
  • Smart Count
  • Grouping words (Arabic only) into the group of male (muzdakkar-hadza) and female (mu’annats-hadzihi).

Computer Technology in TEFL

Computer Technology in TEFL: The Application of Computer-Based Materials during CALL Course in the Department of English Language, UIN SUSKA Riau

By : Kalayo Hasibuan
Lecturer of Islamic University of Sultan Syarif Kasim Riau, Indonesia
Jl. K.H. A. Dahlan No. 94 Sukajadi, Pekanbaru, Riau – Phone: 0761 23175/Fax: 0761 21129,
MP: 08126860373 email:kalayoh@yahoo.com

Kalayo Hasibuan completed his M.Ed –TESOL from Monash University teaches English at the Department of English Study Program of Islamic University of Sulthan Syarif Kasim (SUSKA) Riau, Indonesia.

Introduction

Computer-based materials, the completed tasks by my teacher training students during CALL Course in the Department of English Language, UIN SUSKA Riau, serve as the application of CALL itself. The CALL course was taught for a two-credit subject. Based on the students who joined the CALL course, CALL offers support in the acquisition of knowledge about language and in the application of that knowledge both in discrete and in mixed skill activities. They also admitted that there are many advantages they got from computer-based materials during they studied CALL, which among others are:
  1. It is fun for the students.
  2. Teacher is only plays his role as a facilitator.
  3. Teacher can carry out the holistic or integrated in teaching all the language components and skills.
  4. Teacher can easily promote the students’ motivation.
  5. This kind of material can pay the role of entertainment in teaching and learning process.
  6. It can trigger the students to be creative trough their imagination from the Audio-Visual Material.
  7. It can help the students to interact with the others and teacher.
  8. The new atmosphere is created in the class room.
Therefore, they concluded that CALL can be used in creating fun and interesting class in which teacher can easily create such kinds of materials in order to take the students attention in following teacher’s explanation in the class room.

The work of the students about computer-based materials is intended for teaching and learning English in Teaching English as A Foreign language (TEFL) setting. Their work relates to both language components and language skills. The materials are designed for either classroom activities or for self-access learning.


CALL for Word-Web Basis Design

By :
1. Kalayo Hasibuan (Drs, M.ED-TESOL)
2. IBM Jaya Martha (Ir, MM, CMPM)

CALL for Word-Web Basis for Design is produced for the following purposes:
  1. It triggers language learning, especially vocabulary learning to become interesting for language learners.
  2. It introduces words from pictures and sounds.
  3. It offers vocabulary learning through word association by visual and sound recognition.
The development of vocabulary learning strategies is intended to create a non-threatening environment for language learners in a way that the material for vocabulary learning is real, interesting, concrete, and humanistic (RICH) that is as a virtual learning environment. Brewster, Jean and Ellis, Gail (2004: 87) mention that using technology is one of the demonstration techniques to introduce new vocabulary and convey meaning; and the use of technology can represent for the implementation of language learning stages, mainly for presentation and practice.

Therefore, this vocabulary learning tool is considered as a kind of vocabulary learning methodology in the form of visual tools (Microsoft visual basic & Text to Speech). The Visual Tools are designed as follows: a. The combination of Text, Pictures and Sound, b. Database of word-web, c. Games, d. Scoring – reflective self-assessment.

This program follows procedures: product specification and learning stages. The product specification includes:

1. Database of selected word
2. Pictures to all selected word
3. Text to speech
4. Reflective Review
5. Scoring.

The learning stages cover presentation (presenting meaning of a particular word through visual and sound) and practice comprises for comprehension of meaning and pronunciation and for feedback.