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Journal : Journal Transformation of Mandalika

AN ANALYSIS OF FIGURATIVE LANGUAGE OF DRAMA SCRIPT “GONE WITH THE WIND” BY MARGARET MITCHELL Muhammad Asrul Hasby
Journal Transformation of Mandalika, e-ISSN: 2745-5882, p-ISSN: 2962-2956 Vol. 2 No. 6 (2021): Juni
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (367.591 KB) | DOI: 10.36312/jtm.v2i6.830

Abstract

The researcher intended in identifying figurative language that used at drama script ”Gone With The Wind” by Margaret Mitchell. The researcher raised from the kinds of phenomenon that wrote by author in delivering massage value in these drama script. The method used in this research was qualitative and quantitative approach. The data were taken by using field research in the sense of metaphorical field, the data analysis by identifying each type of figurative language, selecting the fragment, describing circumstances that determined the figurative language and drawing conclusion from the data were gotten. Based on the data analysis was gotten, there were some figurative language that used in the research, such as; metaphor, hyperbole, personification, simile, synecdoche, metonym, and symbol. In conclusion, based on the data, metaphor was the most dominate figurative language that found in drama script ”Gone With The Wind” by Margaret Mitchell.
Enhancing Students Motivation and Vocabulary Mastery Using Wow Mobile Game Muhammad Asrul Hasby
Journal Transformation of Mandalika, e-ISSN: 2745-5882, p-ISSN: 2962-2956 Vol. 4 No. 1 (2023): Januari
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jtm.v4i1.1235

Abstract

The background of this thesis is the lack of student’s motivation to learn English vocabulary. The aim of this research was to enhance student’s motivation and vocabulary mastery using WOW Mobile game. Observation sheet, questionnaires and test was used to collect the data. The method of this research was Classroom Action Research (CAR) with 25 second grade students of MA Malaka, North Lombok and the object was Word of Wonders Mobile Game. This research was conducted in one cycle. The results of the first cycle showed that student's motivation to learn English vocabulary using the WOW mobile app reached the 8 indicators from the questionnaires and observation. Meanwhile, the result of test shown that the mean score of students was increased 3.80% (66.6 to 81.8). Based on all classroom action research activities, it can be concluded that the application of WOW mobile game as learning media can increase students' motivation to learn English vocabulary in second grade students at MA Malaka.