Open Conference Systems, Language and Language Teaching Conference 2018

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A CASE STUDY OF CLASSROOM MANAGEMENT: THE IMPLEMENTATION OF LOGICO GAME FOR THE FOURTH GRADERS
Gatri Asti Putri Indarti

Last modified: 2019-03-04

Abstract


Teaching English to young learners is quite challenging since teachers need to create a meaningful learning process and make young learners fun of the activities. One of the ways is using games, especially LOGICO game. This kind of game can motivate young learners to solve the next tasks and check their understanding of English. By using LOGICO game, the researcher intended to analyze and describe the strategies the teacher handled the game, including giving instructions, organizing the classroom, playing the game, and playing the teacher’s role in the classroom. The data was from the video recording in 4B class of SD Kanisius Demangan Baru 1, Yogyakarta. In this classroom, there were 26 students. The English class observed was on Tuesday, September 15th, 2015. It started at 9.20 a.m. and finished at 10.50 a.m. The researcher observed and recorded the classroom activities focusing on the game. After getting the data, the researcher listened and watched the video, paid attention more on how the teacher handled the LOGICO game. The results show that the teacher handled the game well, but the teacher should pay attention on the language use, teach the students useful language, be consistent in using the game, and monitor the students in order to prevent them from cheating. The researcher expects that this research can be beneficial for teachers and other researchers to conduct better research in classroom management.

DOI: doi.org/24071/lltc.2018.05


Keywords


LOGICO, games, teacher’s role

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