Wiyanto, Muhammad Saibani
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GENDER DIFFERENCES OF STUDENTS’ WRITING ABILITY IN DESCRIPTIVE TEXT Wiyanto, Muhammad Saibani; Asmorobangun, Panji Wisnu
JOLLT Journal of Languages and Language Teaching Vol 8, No 2 (2020): IN PRESS
Publisher : UNDIKMA Mataram (Eks. IKIP Mataram)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v8i2.2314

Abstract

Language has an important role to a group of people. The connection between language and society is called sociolinguistic. Nowadays, sociolinguistic has involved many significant research topics. One of them is gender and language. Studies about gender differences have been done for many years in EFL context. The current article analyze gender differences in senior high school students writing ability. The purpose of this article is to find the linguistics features that male and female students tend to use and to find out the gender differences reflected on the students writing ability. The article used qualitative design and document analysis article as the approach based on Ary et al. (2010). The subject of this article was one class of X MIPA 2 at MAN 6 Jombang. The source of the data is students writing assignments, while the data is the word that were wrote by all of the students in class X MIPA 2 which is contain the types linguistics features based on Mulac theory. The article found 4 linguistics features use by students. The finding was most used linguistics features in their descriptive text is locative and reference to quantity. That the purpose was to show the location of the object and to show the amount of something.
The Archeology of Knowledge in Parikan of Kentrung Arts Maisaroh, Siti; Mu’minin; Dia, Eva Eri; Ahya, Akhmad Sauqi; Wahyuniarti, Fitri Resti; Wiyanto, Muhammad Saibani
KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya Vol. 10 No. 1 (2024): April
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kembara.v10i1.33038

Abstract

The research entitled Archeology of Knowledge in the Parikan of Kentrung Art that focused on the following three things: (1) knowledge of the structure of the Kentrung art shrine; (2) knowledge of the value or meaning content of the Kentrung art shrine; and (3) knowledge of the function of the Kentrung art shrine. The archaeological approach and theory of knowledge are used to view art (especially parikan structures) as a form of expression of cultural values and community concerns in the form of symbols that require interpretation, understanding, and explanation. This research employed both descriptive qualitative research methods and folklore research methods during the data collection phase. We use qualitative research methods to verbally describe the data, while we use folklore research methods to process the oral data found in Parikan of Kentrung Art. Both have three stages, namely data collection, data classification, and data analysis. The results of the data analysis concluded that (1) structure knowledge of the parikan of kentrung art includes: each stanza consists of 4 lines, 2 lines as sampiran, and the next 2 lines as content by empowering sound elements to create aesthetics. (2) knowledge of the content and meaning of the parikan in kentrung art in the form of satirical value for those who are in love or romance, social, economic, cultural, or artistic issues; there is even mystical and religious value. (3) Knowledge related to the function of parikan includes: the function of a means of entertainment; a means of love for local culture; a means of caring for social, environmental, and safety functions.
Grammatical Cohesive Devices of Students Writing Recount Text in Vocational High School Wiyanto, Muhammad Saibani; Brilianty, Annisa
Linguistics and ELT Journal Vol 13, No 1 (2025): June
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/leltj.v13i1.31805

Abstract

This study aims to identify the types and the meaning of grammatical cohesive devices in students’ recount texts. The object of the study was 26 recount texts written by tenth-grade students. Data were collected through documentation and analyzed using qualitative content analysis as proposed by Mayring (2014), involving categorization, abstraction, and coding based on Halliday and Hasan’s cohesion framework. The analysis revealed 590 instances of grammatical cohesive devices. Reference was the most frequently used, occurring 460 times, indicating students’ strong dependence on personal and demonstrative references to maintain coherence. Conjunctions were the second most common, with 129 instances, demonstrating their role in connecting events and ideas. Substitution appeared only once, while ellipsis was not found in any of the texts. The study concludes that reference and conjunction are the dominant cohesive devices used by students in constructing recount texts, helping to maintain the logical flow and coherence of their narratives. The rare use of substitution and the absence of ellipsis suggest these forms are less familiar to students and require further instructional emphasis. This analysis highlights the importance of grammatical cohesion in supporting the clarity and unity of student writing.
The Training on Making Game-Based Learning Media with Quizizz Application for Teachers at SDN Banjaragung 1 Mojokerto Wiyanto, Muhammad Saibani; Tony Hendrawan, Kahan
GANDRUNG: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2024): GANDRUNG: Jurnal Pengabdian Kepada Masyarakat
Publisher : Fakultas Olahraga dan Kesehatan, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/gandrung.v5i2.3585

Abstract

Abstract: The problem faced by teachers in teaching is still using less interesting learning media, such as sending documents, photos or videos containing learning material. This learning media makes students quickly bored. Moreover, students who are still at elementary school level are more interested in things that are game-based or that require students to participate in the process of understanding the material. One solution is to learn while playing or providing material using methods that are very popular with students at the elementary level. According to the results of observations about the problems that occurred at SD Negeri Banjaragung 1 Mojokerto, the researcher took an idea to conduct training in making game-based learning media. The Quizizz Application Helps All Teachers at Banjaragung 1 Mojokerto Elementary School. This is provided to provide guidance and training to teachers at SD Negeri Banjaragung 1 Mojokerto on how to create interesting and game-based learning media with the help of the Quiziiz application which can be operated via laptop or mobile phone. The result of this training activity is that teachers can create fun learning media through the Quizziz application well. Of the 13 participants who took part in this activity, all of them were able to apply the material presented by the service team in using the quizizz application.