PEDOMAN PENILAIAN STANDAR KOMPETENSI KOMPETENSI DASAR INDIKATOR

b. Media Belajar

 Katru yang terlampir.  White board  Marker  Artis Pictures

XI. PENILAIAN

a. Teknik : Tes Bicara

b. Bentuk : Lisan

XII. PEDOMAN PENILAIAN

Lisan No Aspek Point 1. 2. 3. 4. 5. Grammar Vocabulary Pronunciation Fluency Comprehension 1 – 5 1 – 5 1 – 5 1 – 5 1 – 5 Skor maksimum = 25 Nilai siswa = Skor perolehan x 100 Skor maksimum Mengetahui Jakarta, 31 Maret 2011 Observer Researcher Misbahuddin, S. Pd Musrifatul Khairiyah Lampiran: Lembar kegiatan matching game Berbicara OPINION POLL JUSTINE BIBER UGLY NIKITA WILY BEAUTIFUL SULE CUTE JUSTINE BIBER GOOD VOICE NIKITA WILY BEAUTIFUL SULE SWEET JUSTINE BIBER AWFUL NIKITA WILY PRETY SULE GOOD VOICE JUSTINE BIBER HANDSOME NIKITA WILY ATTRACTIVE SULE UGLY JUSTINE BIBER SEXY NIKITA WILY NICE SULE HANDSOME JUSTINE BIBER FUNNY NIKITA WILY BEAUTIFUL SULE COOL JUSTINE BIBER HANDSOME NIKITA WILY CUTE SULE SEXY JUSTINE BIBER NICE NIKITA WILY SEXY SULE SWEET JUSTINE BIBER CUTE NIKITA WILY SEXY SULE FUNNY JUSTINE BIBER CUTE NIKITA WILY SWEET SULE ATTRACTIVE JUSTINE BIBER HANDSOME NIKITA WILY SWEET SULE AWFUL JUSTINE BIBER GOOD VOICE NIKITA WILY NICE SULE UGLY RENCANA PELAKSANAAN PEMBELAJARAN RPP SPEAKING IDENTITAS Satuan Pendidikan : SMP YMJ Ciputat Mata Pelajaran : Bahasa Inggris Kelas Semester : VII Tujuh 2 Tema : Famous things Pertemuansiklus : 2 I Aspek Skill : Berbicara Alokasi Waktu : 2 x 40 menit Jenis Games : Guessing Game Tahun Pelajaran : 2010 2011

I. STANDAR KOMPETENSI

Berbicara 9 Mengungkapkan makna dalam teks percakapan transaksional dan interpersonal sangat sederhana untuk berinteraksi dengan lingkungan terdekat.

II. KOMPETENSI DASAR

Berbicara 9.1 Mengungkapkan makna dalan percakapan transaksional to get things done dan interpersonal bersosialisasi sangat sederhana dengan menggunakan ragam bahasa lisan secara akurat, lancar, dan berterima untuk berinteraksi dengan lingkungan terdekat yang mellibatkan tindak tutur: meminta dan memberi pendapat

III. INDIKATOR

1. Menyatakan pendapat 2. Merespon secara interpersonal 3. Bediskusi melalui permainan 4. Berkompetisi melalui grup 5. Bertanya dengan menggunakan YesNo question

V. TUJUAN PEMBELAJARAN

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