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Analysis of Commissive, Directive and Expressive Speech Acts in the Film the God Father Director Francis Ford Coppola Rendi Marlianda
The Future of Education Journal Vol 3 No 1 (2024)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v3i1.132

Abstract

The God Father is a 1972 American crime film, directed by Francis Ford Coppola and with a screenplay by Mario Puzo and Coppola. The aim of this research is to describe commissive, directive and expressive speech acts in the film The Godfather. The research method uses a qualitative descriptive method. The data collection technique used is documentation technique. Data analysis techniques include description, classification, analysis, data interpretation, evaluation and conclusion stages. The results of this research show that there were 9 types of commissive speech acts found in the film The God Father, 5 in promising utterances, and 4 in swearing utterances. In the directive speech in the film The God Father, 26 types of speech were found, 7 in pleading speech, 2 in demanding speech, 10 in suggesting speech, and 7 in challenging speech. In the expressive speech in the film The God Father, 20 types of speech were found, 10 were praise speech, 4 were thanking speech, 3 were criticizing speech, and 3 were complaining speech.
The Effect of The Teams Games Tournament (TGT) Learning Model on Students' Learning Results in Mathematics Subjects For Class III Primary School Students Aprimadedi Aprimadedi; Rendi Marlianda; Verliana Verliana
The Future of Education Journal Vol 3 No 4 (2024)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v3i4.153

Abstract

This research is motivated by the learning process that has not shown interesting progress and has yet to encourage active participation from students. This situation directly negatively impacts students' academic performance in mathematics, which remains relatively low. Therefore, there is a need for efforts to develop more effective and engaging learning methods to improve students' learning outcomes in this subject. This study aims to obtain information on the extent of the influence of the Teams Games Tournament (TGT) learning model on the mathematics learning outcomes of third-grade elementary school students. This research is an experimental study using a quasi-experimental design, specifically a Posttest Only Control Design. The research was conducted at SDN 20 Sitiung, Sitiung District, Dharmasraya Regency. The sample consisted of 49 students, representing all students in grade III. The data collection instrument used was a 20-item multiple-choice test that has been tested for validity and reliability. The results showed that the average posttest score for the experimental class was 73.54, while the control class had an average posttest score of 44. Data analysis of the posttest results, using an Independent Sample Test, indicated a significance value of 0.000 < 0.05. Based on the criteria, if the significance is < 0.05, then H0 is rejected and Ha is accepted. Thus, it can be concluded that there is a significant effect of the application of the Teams Games Tournament (TGT) learning model on the mathematics learning outcomes of third-grade students at SDN 20 Sitiung
The Effect of Flashcard Usage on English Vocabulary Comprehension of Second-Grade Students at SD Negeri 10 Sitiung Martiya Nurni Khairita; Rendi Marlianda; Anindhea Berliana
The Future of Education Journal Vol 4 No 7 (2025): Continued
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.826

Abstract

The problem of this research is the low ability of students to comprehend English vocabulary, which was identified through observation and interviews with the English subject teacher at the school. The purpose of this study is to determine whether there is an effect of using flashcard media on vocabulary comprehension in the second-grade English class. This research uses an experimental method with a pre-experimental design. The study was conducted at SD Negeri 10 Sitiung during the second semester of the 2025/2026 academic year. The sample consisted of 17 students. The results of the independent sample t-test showed a significance of (0.000 < 0.005). It can be concluded that the use of flashcards has an effect on English vocabulary comprehension. Based on the pretest and posttest results, the use of flashcard media had a positive impact on vocabulary comprehension. Flashcards can be used by educators as one of the supporting media in the teaching and learning process and can increase student enthusiasm in participating in lessons.
PENGARUH PENGGUNAAN MEDIA VIDEO ANIMASI TERHADAP KETERAMPILAN MENULIS TEKS CERITA PENDEK SISWA KELAS VII SMP NEGERI 2 RANTAU PANDAN Toni Edison; Rendi Marlianda; Aprimadedi
PENDIS (Jurnal Pendidikan Ilmu Sosial) Vol. 5 No. 2 (2026): Juni
Publisher : Yayasan Insan Cipta Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61721/pendis.v5i2.869

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media video animasi terhadap keterampilan menulis teks cerita pendek siswa kelas VII SMP Negeri 2 Rantau Pandan. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi-experimental yang melibatkan kelas VII A sebagai kelompok eksperimen dan kelas VII B sebagai kelompok kontrol. Sampel penelitian berjumlah 38 siswa yang dipilih menggunakan teknik purposive sampling. Pengumpulan data dilakukan melalui tes menulis teks cerita pendek, observasi, dan dokumentasi. Keterampilan menulis dinilai berdasarkan aspek struktur teks, isi cerita, penggunaan bahasa dan gaya, serta pengembangan cerita. Data dianalisis menggunakan statistik deskriptif, uji normalitas, uji homogenitas, Independent Sample t-Test, dan perhitungan effect size Cohen's d. Hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelompok eksperimen sebesar 78,00, sedangkan kelompok kontrol sebesar 63,33. Hasil Independent Sample t-Test memperoleh nilai t = 4,441 dengan signifikansi 0,000 < 0,05, sehingga terdapat perbedaan yang signifikan antara kedua kelompok. Nilai effect size Cohen's d sebesar 1,44 menunjukkan kategori efek besar. Temuan tersebut menunjukkan bahwa penggunaan video animasi memberikan pengaruh yang signifikan dan kuat terhadap keterampilan menulis teks cerita pendek. Media video animasi dapat memberikan stimulus visual dan auditori yang membantu siswa mengembangkan ide, memahami unsur cerita, menyusun alur, serta menuangkan gagasan secara lebih terarah. Dengan demikian, video animasi dapat menjadi salah satu alternatif media pembelajaran Bahasa Indonesia untuk mendukung peningkatan keterampilan menulis teks cerita pendek siswa SMP.
PENGEMBANGAN MEDIA KARTU KATA BERBANTUAN CANVA UNTUK MENINGKATKAN KETERAMPILAM MEMBACA PERMULA PADA SISWA KELAS II SDN 10 PULAU PUNJUNG Ratul Munawaroh; Rendi Marlianda; Melisa Anggrayni
PENDIS (Jurnal Pendidikan Ilmu Sosial) Vol. 5 No. 2 (2026): Juni
Publisher : Yayasan Insan Cipta Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61721/pendis.v5i2.884

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterampilan membaca permulaan peserta didik kelas II SDN 10 Pulau Punjung yang belum mencapai Kriteria Ketuntasan Tujuan Pembelajaran (KKTP). Peserta didik masih mengalami kesulitan membedakan huruf, mengeja suku kata, dan menyusun kalimat. Kondisi tersebut dipengaruhi oleh penggunaan media pembelajaran yang kurang menarik sehingga minat dan kemampuan membaca peserta didik masih rendah. Penelitian ini bertujuan menghasilkan media kartu kata berbantuan Canva yang valid, praktis, dan efektif untuk meningkatkan keterampilan membaca permulaan. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Subjek penelitian berjumlah 20 peserta didik kelas II SDN 10 Pulau Punjung. Data diperoleh melalui lembar validasi, angket respons guru dan peserta didik, serta hasil belajar, kemudian dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan media kartu kata sangat valid dengan persentase kelayakan 75%–86%, sangat praktis berdasarkan respons guru sebesar 90% dan peserta didik sebesar 89,9%, serta efektif dengan ketuntasan belajar mencapai 80%. Dengan demikian, media kartu kata berbantuan Canva dinyatakan valid, praktis, dan efektif untuk meningkatkan keterampilan membaca permulaan peserta didik kelas II SDN 10 Pulau Punjung.