THE EFFECTIVENES OF SPELLING CITY WEBSITE IN IMPROVING ENGLISH SPELLING SKILL IN WRITING AMONG NINTH-GRADE STUDENTS AT SMPN 10 BARRU.
DOI:
https://doi.org/10.33592/jipis.v34i1.6227Keywords:
blended learning, classroom action research, English spelling, Spelling City Website, writing skillAbstract
This study investigates the effectiveness of the Spelling City website in improving English spelling skills in writing among ninth-grade students at SMPN 10 Barru. Utilizing a Classroom Action Research (CAR) approach, the research was conducted over two cycles involving 27 students. Quantitative data were collected through pre-test and post-test evaluations, with improvements analyzed using N-gain scores. The findings reveal significant improvements in students' spelling skills, with average pre-test and post-test scores increasing notably between cycles. In Cycle I, students achieved a moderate level of improvement, while in Cycle II, more than 80% of students reached the desired competency level. This improvement highlights the potential of integrating technology-based tools, such as Spelling City, to create an engaging and interactive learning environment. Additionally, the study underscores the role of gamification, instant feedback, and adaptable word lists in motivating students and fostering sustained engagement. These elements not only enhance spelling accuracy but also contribute to better writing skills and greater learning enthusiasm. This research provides valuable insights into the use of web-based educational tools to address specific learning challenges, offering practical implications for teachers, policymakers, and developers of learning technologies.
References
Basri, W. S. (2024). Effectiveness of AI-powered tutoring systems in enhancing learning outcomes. Journal of Educational Technology, 19(1), 15-30. https://ejer.com.tr/manuscript/index.php/journal/article/view/1640
Beers, K. (2017). The importance of spelling in writing instruction. The Reading Teacher, 70(4), 427-431. https://doi.org/10.1002/trtr.1576
BECTA. (2004). The impact of technology on learning: A review of the evidence. Retrieved from https://www.becta.org.uk
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Acceptance of game-based learning and intrinsic motivation as predictors for learning success and flow experience. International Journal of Serious Games, 4(3). https://doi.org/10.17083/ijsg.v4i3.176
Bower, M., Lee, J., & Sweeney, R. (2014). Game-based learning: A review of the literature and its implications for education. Educational Technology & Society, 17(3), 1-13. Retrieved from https://www.jstor.org/stable/jeductechsoci.17.3.1
Cuban, L. (2001). Oversold and underused: Computers in the classroom. Harvard University.
Dawson, K. (2010). Technology and student engagement: The impact of technology on learning outcomes. Journal of Educational Technology Systems, 38(4), 353-367. https://doi.org/10.2190/ET.38.4.e
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum.
Dwi, R., & Hermawanto, H. (2021). Penerapan problem solving dalam pembelajaran matematika. UIN Mataram.
Gao, Y., Zhang, X., & Wang, Y. (2019). Digital game-based learning: Foundations, applications, and critical issues. In Earl Aguilera & Roberto de Roock (Eds.), Oxford Research Encyclopedia of Education. https://doi.org/10.1093/acrefore/9780190264093.001.0001
Gao, Y., Zhang, X., & Wang, Y. (2019). The role of technology in enhancing language learning: A meta-analysis. Educational Technology Research and Development, 67(5), 1257-1280. https://doi.org/10.1007/s11423-019-09724-9
Garrison, D. R., Anderson, T., & Archer, W. (2000). Critical inquiry in a text-based environment: Computer conferencing in higher education. The Internet and Higher Education, 2(2), 87-105. https://doi.org/10.1016/S1096-7516(00)00016-6
Graham, S., & Harris, K. R. (2005). Writing better: Effective strategies for teaching students with learning difficulties. Teaching Exceptional Children, 37(4), 36-42. https://doi.org/10.1177/004005990503700404
Hertzog, C. (2012). The effectiveness of Spelling City in improving elementary students' spelling skills. Journal of Educational Psychology, 104(1), 123-134. https://doi.org/10.1037/a0026008
Kim, H., & Kim, S. (2018). The effects of mobile applications on English language learning among secondary students: A case study in South Korea. Journal of Computer Assisted Learning, 34(5), 475-486. https://doi.org/10.1111/jcal.12263
Lin, C. (2014). Enhancing vocabulary and spelling skills through interactive websites: A case study of Spelling City. Computers & Education, 78, 1-12. https://doi.org/10.1016/j.compedu.2014.05.006
Machali, I. (2022). Bagaimana melakukan penelitian tindakan kelas bagi guru? IJAR: Indonesian Journal of Action Research, 317.
Mardapi, D. (2008). Teknik penyusunan instrumen tes dan nontes. Yogyakarta: Mitra Cendikia.
Mawarni, S., & Hartoto. (2022). The implementation of gamification method in blended learning. Indonesian Journal of Educational Studies (IJES, 25)(2), 1-10. https://doi.org/10.26858/ijes.v25i2.38631
Miller, D., & Hinz, L. (2016). Using Spelling City to improve writing skills and spelling accuracy in students: An exploratory study in an elementary school setting. Journal of Language and Literacy Education, 12(1), 1-20.
Miller, K., McGowan, J., & Smith, R. (2013). Understanding spelling difficulties: The influence of first language on English spelling among ESL learners in a bilingual context. International Journal of Bilingual Education and Bilingualism, 16(5), 568-586. https://doi.org/10.1080/13670050.2013.785632
Oleynick, F. L. (2021). The effect of the Vocabulary Spelling City app on student performance in spelling, vocabulary, and reading comprehension in grades 5-8 at Glenview Adventist Academy. Retrieved from https://dx.doi.org/10.32597/dissertations/1746
Pratiwi, Y., Shidqi, M. T., Wardhani, S. T., Ismail, J., & Syam, U. K. (2023). Penerapan model project based learning (PjBL) dalam pembelajaran bahasa Inggris terhadap siswa kelas XII MIPA 1 SMAN 9 Maros.
Rahayu, D., Marpaung, D. S., Fatimatuzzahrah, F., Khairunnisa, K., Prabu Ningrat, I. K., & Solihah, R. (2022). Efektivitas pembelajaran dengan metode blended learning terhadap hasil belajar mahasiswa. Retrieved from https://ejournal.undiksha.ac.id/index.php/IKA/article/download/44630/25408
Snow, C. E. (2010). Academic literacy development: The role of spelling in reading fluency and comprehension among middle school students: A longitudinal study. Reading Research Quarterly, 45(1), 90-115.
SPSS Indonesia. (2019). Cara menghitung N-gain score kelas eksperimen dan kontrol dengan SPSS. Retrieved from https://www.spssindonesia.com/2019/04/cara-menghitung-n-gain-score-spss.html
Stevenson, C., & Liu, M. (2016). Gamification in education: Enhancing student engagement through technology-based learning environments. Computers in Human Behavior, 57, 203-213.
Swartz, L., & Hall, T. (2018). Web-based applications for middle school English learning: The case of Spelling City. Journal of Educational Computing Research, 56(2), 245-263.
Trianto. (2018). Model pembelajaran terpadu, konsep, strategi dan implementasinya dalam KTSP. Jakarta: Bumi Aksara.
Yuliatin, Y. (2023). N-Gain: Pendekatan teori tes klasik. Eprints UAD.
Zhao, Y., Pugh, K., & Hubbard, L. (2005). Technology and education reform: A review of the research. Educational Technology Research and Development, 53(4), 3-14