Promoting EFL Young Learners’ Higher Order Thinking Skills (HOTs) through Interactive Digital Storytelling: A Breakthrough to Face Industrial Revolution 4.0 in Indonesia

Dian Setiawati, S. Setyarini
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引用次数: 3

Abstract

The Curriculum 2013 consists of four agendas, namely: Literacy, Character Education, 4C (Collaborative, Communicative, Critical Thinking, and Creativity), and Higher Order Thinking Skills (HOTs) as realization of Industrial Revolution 4.0 in Indonesia. Dealing with HOTs implementation, it has not shown optimal result due to problems faced by the teacher particularly learning strategies. Therefore, this paper presents the research findings on how Interactive Digital Storytelling was implemented to promote EFL young learners’ HOTs. The design of this study is Classroom Action Research with three instruments to collect data, such as classroom observation, interview with teacher and students, and document analysis. One teacher and one class of 7 graders were involved as the subject of this study. The collected data were analysed based on the principles of Bloom's Taxonomy and Interactive Digital Storytelling theoretical frameworks. The result of data analysis reveals that the students’ HOTs were promoted although in the level of analysis and evaluation. In terms of analysis, the students could identify and guess what happened to the next story when the teacher paused the video. Meanwhile, the evaluation level was seen from their arguments of the strength and weaknesses of the characters. Creating level was not clearly found since the students were still confused to give solution if they face the same problems with the character in the story. Being HOTs through learning experience give the students exposures to face industrial revolution 4.0. However, to implement this strategy, the teacher faced problems in providing appropriate digital facilities.
通过互动式数字讲故事提升青少年英语学习者的高阶思维技能:印尼面对工业革命4.0的突破
2013年课程包括四个议程,即:识字,品格教育,4C(协作,沟通,批判性思维和创造力),以及作为印度尼西亚工业革命4.0实现的高阶思维技能(HOTs)。在实施HOTs的过程中,由于教师面临的问题,特别是学习策略的问题,并没有显示出最优的效果。因此,本文提出了交互式数字讲故事如何促进年轻英语学习者的hot的研究结果。本研究的设计是课堂行动研究,通过课堂观察、师生访谈和文献分析三种工具来收集数据。本研究以一名教师和一个七年级的班级为研究对象。根据布鲁姆分类法和交互式数字故事理论框架对收集到的数据进行分析。数据分析结果表明,虽然在分析和评价层面,学生的hot得到了提升。在分析方面,当老师暂停视频时,学生可以识别并猜测下一个故事发生了什么。同时,从他们对人物优缺点的论证中可以看出评价水平。由于学生们在面对同样的故事角色问题时仍然困惑于给出解决方案,所以他们并没有清楚地发现如何创造关卡。通过学习体验,让学生接触到工业革命4.0。然而,为了实施这一策略,教师在提供适当的数字设施方面面临着问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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