Myartawan, I.P.N.W.
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QUIZIZZ EFFECT ON STUDENTS’ GRAMMAR MASTERY IN HIGHER EFL CLASSROOM BASED MOBILE ASSISTED LANGUAGE LEARNING (MALL) Dewi, K.S.; Myartawan, I.P.N.W.; Swari, N.K.T.A.; Sugihartini, N.
Language and Education Journal Undiksha Vol 3, No 1 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/leju.v3i1.24589

Abstract

This research aimed at investigating the effect of MALL strategy through Quizizz applicationtowards the students’ grammar mastery in higher education level. The design of this research was aquasi-experimental research with post-test only control group design. This research population wasthe 4th semester which consists of 246 students in English Language Education UNDIKSHA. Thesampling technique of this research was cluster random sampling. The sample was 33 students of FClass as the experimental group who was taught by using MALL strategy through Quizizz and 32students of C class as the control group who was taught by using conventional strategy. This resultwas also supported by the calculation result of effect size which was 0.92 that belongs to the largesteffect. The large result of the effect size proven that the use of MALL strategy through QuizizzAplication was appropriate for teaching grammar especially in higher education level.
PRIMARY TEACHERS’ AND STUDENTS’ PERCEPTION ON THE USE OF ICT-BASED INTERACTIVE GAME IN ENGLISH LANGUAGE TEACHING Asnadi, I.W.S.W.; Ratminingsih, N.M.; Myartawan, I.P.N.W.
Jurnal Pendidikan Indonesia Vol 7 No 1 (2018)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (287.465 KB) | DOI: 10.23887/jpi-undiksha.v7i1.10963

Abstract

This study aimed at investigating (1) the teachers’ perception on the use of ICT-based Interactive Game in teaching English, and (2) the perception of the sixth graders on the use of ICT-based Interactive Game toward their learning motivation and English achievement. Methodically, this study was quantitative research in which survey was employed. In order to collect the data, different questionnaires were administered primarily as the instrument both for teachers and students. The samples of this study were 6 English teachers and 152 students of the sixth grade in 6 primary schools in Sukasada District, Buleleng Regency. Prior to data analysis, the results of this study were computed by finding out the percentage of each item and its average in order to withdraw the conclusion descriptively. The results were (1) there was a positive perception of the teachers with regard to the use of ICT-based Interactive Game in teaching English to the sixth grade of primary schools in the cluster IV and V in Sukasada District and (2) there was positive perception of the students on the use of ICT-based Interactive Game toward their learning motivation and English achievement.