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The Use of Squid Game Simulation for Challenging Students' Vocabulary Mastery Chonnia, Irannia Uma; Izzah, Lidiyatul
Journal of Languages and Language Teaching Vol. 10 No. 4 (2022): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v10i4.6000

Abstract

Applying Squid game simulation is one of the effective techniques for English teachers who want to allow their students practice in the target language. This game allows students not only to practice English forms that they already acquired, but also allow them to improve new vocabularies and English structures. Therefore, this study aims to determine the improvement of students' vocabulary mastery skills in English lessons using a squid game simulation, namely Ddakji game simulation, and Green light Red Light game simulation. The game simulation is designed to enhance students’ vocabulary mastery at elementary schools. The subject of this research is a second grader at SDN Pondok Benda 01 at the academic year 2021/2022 consisting of 30 students. The method used in this study is a qualitative method with classroom practice. The results of this study indicate that there is an increase in students' vocabulary mastery skills. The achievements in the practice class are effective, students feel happy and feel challenged to want to learn more English. The squid game simulation improves the vocabulary mastery of students in second grade at SDN Pondok Benda 01.
Increasing the Students’ Speaking Ability through Role-Playing with Slovin’s Formula Sample Size Anugraheni, Tiara Djati; Izzah, Lidiyatul; Hadi, Muhamad Sofian
Jurnal Studi Guru dan Pembelajaran Vol. 6 No. 3 (2023): September - Desember 2023
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.6.3.2023.2825

Abstract

The ability to communicate is required at this time because it allows for effective communication of ideas, information, and other concepts. To enhance speaking skills, one must use the appropriate media, including flashcard learning media employing the role-playing method. The purpose of this study is to determine the extent to which the Role-Playing Card method with Slovin’s Formula as the sample size can increase students' speaking abilities. The purpose of this experimental study is to determine whether the use of Role-Playing Cards can assist students in developing their speaking abilities. This investigation employed a pre-experimental design. This study involved 42 eighth-grade students from SMPN 19 Kota Tangerang Selatan. Information gathered from the pre- and post-tests The results of the analysis indicate that the t-test value (12,195) is significantly greater than the t-table (23,190). This shows that the null hypothesis (H0) or negative hypothesis, namely that role-playing card methods cannot increase students' speaking ability, cannot be accepted, and the alternative hypothesis (H1) or positive hypothesis, namely that role-playing card methods can increase students' speaking ability, must be accepted. This research concludes, based on the results of t-test calculations, that the role-playing card method is an effective medium for helping students hone their speaking skills
The Effectiveness of Ledp Application on Students Listening Comprehension Monica, Elsa; Izzah, Lidiyatul
Modality Journal: International Journal of Linguistics and Literature Vol. 3 No. 2 (2023): December 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/mj.v3i2.6874

Abstract

This research was aimed to measure the effectiveness of Listen English Daily Practice (LEDP) application in the improvement of 8th graders’ listening comprehension skills. There were 34 students comprised in one class involved as the sample of this study. This research used quantitative method with experimental approach and one-group pretest post-test design. In collecting the data, 20 multiple-choice questions in the pre-test and post-test were used as the instruments after the students were instructed to listen to conversation videos taken from YouTube. Data analysis of paired sample test was used in analyzing the data. That data analysis showed that the average score gained by the students in the post-test (82.20) was higher than the one in the pre-test (49.70). Besides, the calculation by using paired-sample test revealed that the standard error mean made by the students in the pre-test was 1.606 while in the post-test was 1.371. These findings showed that the errors made by the students in the post-test was smaller than in the pretest. The correlations between LEDP application as variable X and students’ listening comprehension skills as variable Y computed through paired-sample correlations indicated significant value of 0.01 which was lower than 0.05 (Sig. 0.01<0.05); meaning that the two variables were correlated. Therefore, this research rejected H0 and accepted Ha. To conclude, LEDP was an effective application utilized in improving students’ listening comprehension skills. Keywords: LEDP application, listening comprehension, application as teaching media Abstrak   Penelitian ini bertujuan untuk mengukur efektivitas dari aplikasi Listen English Daily Practice (LEDP) pada peningkatan keterampilan pemahaman menyimak siswa kelas 8. Terdapat 34 orang siswa dalam 1 kelas yang dilibatkan sebagai sampel. Penelitian ini menggunakan metode kuantitatif dengan pendekatan ekperimen dan disain one group pre-test post-test. Dalam mengumpulkan data, 20 pertanyaan pilihan berganda pada pre-test dan post-test digunakan sebagai instrument dengan terlebih dahulu meminta siswa untuk menyimak topik percakapan yang peneliti ambil dari YouTube. Analisa data statistic paired-sample test digunakan dalam menganalisa data. Hasil Analisa tersebut menunjukkan capaian nilai rerata siswa pada post-test (82,20) lebih tinggi daripada nilai rerata pre-test (49,70). Selain itu, perhitungan menggunakan paired-sample test menunjukkan bahwa standar rerata kesalahan pada pre-test asalah 1,606, sedangkan pada post-test adalah 1,371. Hal ini berarti kesalahan siswa pada post-test lebih rendah daripada pre-test. Korelasi antara LEDP sebagai variabel X dengan keterampilan pemahaman menyimak sebagai variabel Y yang dihitung melalui paired-sample correlations menunjukkan nilai signifikan 0,01 lebih rendah dari 0,05 (Sig. 0,01<0,05) yang berarti terdapat korelasi antara kedua variabel tersebut. Dengan demikian, hasil penelitian ini menolak H0 dan menerima Ha. Sebagai kesimpulan, LEDP merupakan aplikasi yang efektif dalam meningkatkan keterampilan pemahaman menyimak siswa. Kata Kunci: aplikasi LEDP, pemahaman menyinak, aplikasi sebagai media ajar
UPHOLDING STUDENTS"™ SPEAKING SKILLS THROUGH VOGUE VIDEOBLOGS (VLOGS) Suwarjo, Salma Nafiza Rahma; Izzah, Lidiyatul
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 13, No 8 (2024): Agustus 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v13i8.83379

Abstract

This research aimed to investigate the effectiveness of Vogue vlogs used as media in teaching and learning English speaking skills. There were 36 students of grade XI Science occupied in one class, participated in this study as sample. The research was conducted at SMA Negeri 16, Bekasi Barat, West Java, in even semester of academic year 2023/2024. This study was mixed-methods research with explanatory sequential research design. The tools used to collect the data were tests and interview. The data were firstly analyzed quantitatively followed by qualitative data analysis. Quantitative data were analyzed by using paired sample t-test, while qualitative data were analyzed by using thematic analysis. Quantitative data analysis showed that students"™ speaking proficiency improved up to 19.58 points after they studied by using Vogue vlogs. Besides, the significance value (2 tailed) of 0.000 was lower than 𝛼 = 0.005, in the significance level of 5%. Meanwhile, qualitative analysis revealed that the students were getting more motivated and encouraged to practice their speaking through Vogue vlogs. These findings confirmed that Vogue vlogs were said to be effective to uphold students"™ speaking skills. This research, hence, rejected H0 and accepted Ha.
The Use of Mindo (Mini Panggung Dongeng) Media in Students Speaking Skills Kaffah, Silmi; Izzah, Lidiyatul
Indo Green Journal Vol. 1 No. 3 (2023): Green 2023
Publisher : Published by Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/green.v1i3.20

Abstract

The aim of this research is to examine the use of MINDO (Mini Panggung Dongeng) as a media in teaching students' speaking abilities at MTs Al Ma'Mur. This research focuses on the difficulties that the students encountered and the advantages in the implementation of MINDO. This research is qualitative research, with a descriptive qualitative approach to describe in detail about the use of MINDO in students’ speaking skill. In order to gather the data, the researcher conducted observation and interviews in the 8th grade of MTs Al Ma’Mur Tangerang. After gathering the data, the researcher analyzed the data qualitatively. The results of the research showed that the difficulties faced by MTs Al Ma’Mur students are the lack of time allocation, the preparation of the puppets, noises from the students during the storytelling due to their excitement, and the unequal comprehension of the students after the story being told. The advantages include the students’ attention that was centered to the MINDO, the increase of students’ motivation and confidence in speaking, the interesting and fun learning process, and also the active learning process. Further research can be carried out by using CAR (classroom action research) in order to find the improvement on the implementation of MINDO in speaking skills regarding to the future directions.
THE ROLE OF VOCABULARY IN IMPROVING STUDENTS’ READING COMPREHENSION THROUGH THE GAME Izzah, Lidiyatul; Febrian, Retno
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 3 (2024): Volume 7 No 3 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i3.27579

Abstract

Penelitian ini bertujuan untuk mengetahui apakah Peran Kosakata Melalui Permainan dapat meningkatkan pemahaman membaca siswa. Sampel dari penelitian ini adalah seluruh populasi siswa kelas VII di Sekolah Menengah Pertama Manaratul Ulum. Dalam penelitian ini digunakan metode pre-eksperimental one-group pretest-posttest. Penelitian ini menggunakan uji-t sampel berpasangan untuk menilai kemampuan membaca sebelum dan sesudah penerapan Vocabulary Through the Game pada siswa kelas VII. Setelah penerapan, siswa dikategorikan sangat baik (26%), mendapat nilai baik (37%), dan hasil yang cukup (37%). Pada uji paired samples t-test, terlihat bahwa nilai signifikansi (2-tailed) sebesar (<0.001) < a (0.05). Dalam hal ini, dapat disimpulkan bahwa perbedaan tersebut signifikan, dan terbukti bahwa Ho ditolak. Ha diterima, yang berarti ada signifikansi dalam pengajaran membaca menggunakan The Role of Vocabulary Through the Game, yang dapat meningkatkan pemahaman membaca siswa.
THE ROLE OF VOCABULARY IN IMPROVING STUDENTS’ READING COMPREHENSION THROUGH THE GAME Izzah, Lidiyatul; Febrian, Retno
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 3 (2024): Volume 7 No 3 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i3.29305

Abstract

Penelitian ini bertujuan untuk mengetahui apakah Peran Kosakata Melalui Permainan dapat meningkatkan pemahaman membaca siswa. Sampel dari penelitian ini adalah seluruh populasi siswa kelas VII di Sekolah Menengah Pertama Manaratul Ulum. Dalam penelitian ini digunakan metode pre-eksperimental one-group pretest-posttest. Penelitian ini menggunakan uji-t sampel berpasangan untuk menilai kemampuan membaca sebelum dan sesudah penerapan Vocabulary Through the Game pada siswa kelas VII. Setelah penerapan, siswa dikategorikan sangat baik (26%), mendapat nilai baik (37%), dan hasil yang cukup (37%). Pada uji paired samples t-test, terlihat bahwa nilai signifikansi (2-tailed) sebesar (<0.001) < a (0.05). Dalam hal ini, dapat disimpulkan bahwa perbedaan tersebut signifikan, dan terbukti bahwa Ho ditolak. Ha diterima, yang berarti ada signifikansi dalam pengajaran membaca menggunakan The Role of Vocabulary Through the Game, yang dapat meningkatkan pemahaman membaca siswa.