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The Effect of Videoscribbe Sparkol on Students' Creative Writing Skill at Third Semester Students of English Education Study Program of Muhammadiyah Tangerang University Wulandari, Ratih Ayu; Soraya, Kety; Astuti, Peni; Trikawati, Trikawati; Rosnaningsih, Asih
JEDLISH : Journal Of Education and English Language Teaching Vol 2 No 1 (2022): JEDLISH Vol. 2 No. 1
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Faletehan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61664/jedlish.v2i1.57

Abstract

The purpose of this study was to determine the effect of using VideoScribe Sparkol on the English creative writing skills at the third semester students of the English Education Study Program of Muhammadiyah Tangerang University. This study used quantitative approach with Quasi-Experimental design method. The instrument used was essay writing tests. The results of the study showed that: (1) the results of the pre-test t-count 1.025 < t-table 2.000 or H0 was accepted, meaning that there was no difference in creative writing skills between the control class and the experimental class, (2) the results of the post-test t-count 2.161 > t-table 2.000 or H1 was accepted, meaning that there were differences in creative writing skills between the control class and the experimental class after being exposed to the VideoScribe Sparkol learning media. It could be concluded that by using VideoScribe Sparkol learning media, students were able to achieve maximum results in their creative writing scores because through this learning media, students could carry out creative and meaningful writing activities as well as increase their writing skills in general.
The Effect of Animated Video on Students’ Vocabulary Mastery at the Eighth-Grade of SMPN 3 Kramatwatu Wulandari, Ratih Ayu; Fajruri
JEDLISH : Journal Of Education and English Language Teaching Vol 4 No 1 (2024): JEDLISH Vol. 4 No. 1
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Faletehan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61664/jedlish.v4i1.163

Abstract

This study aims to determine the effect of using animated videos on vocabulary mastery of class VIII students of SMPN 3 Kramatwatu. This study used a quasi-experimental research method with a nonequivalent control group design. The population in this study were all eighth-grade students at SMPN 3 Kramatwatu totaling 255 students, with two classes as samples, namely class 8A, consisting of 30 students, as the experimental class, and class 8B, consisting of 32 students, as the control class. The data collection technique involved the use of test consisting of 20 multiple-choice questions. For pretest hypothesis testing, a t-test was used, and the results showed a value of tcount = 2.043 and ttable = 2.009, indicating that there was difference between the experimental and control classes. For posttest hypothesis testing, the t-test results showed a value of tcount = 4.972 and ttable = 2.009 which indicated a significant difference between the experimental and control classes after the teaching-learning process. This shows that the use of animated video has a significant effect towards the vocabulary mastery of class VIII students of SMPN 3 Kramatwatu.
The The Effects of Realia Towards Descriptive Writing Ability at Seventh Grade Students of SMP PGRI Kramatwatu Wulandari, Ratih Ayu; Safira, Meli
JEDLISH : Journal Of Education and English Language Teaching Vol 4 No 1 (2024): JEDLISH Vol. 4 No. 1
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Faletehan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61664/jedlish.v4i1.164

Abstract

This study was aimed to find out the effect of realia on descriptive writing ability at the seventh-grade students of SMP PGRI Kramatwatu. This is a quantitative study with a quasi-experimental design in which the researchers applied a non-equivalent control group design. The research sample was 40 students taken by using purposive sampling technique. In collecting data, researchers used a written test. The results of this study indicated that (1) the results of the pre-test t-count is 3.469 > t-table 2.024 or H1 is accepted, which means that there was a difference of students’ descriptive writing ability between the experimental class and the control class before the treatment, (2) the results of the post-test t-count is 2.173 > t-table 2.024 or H1 is accepted, which means there was a difference of students’ descriptive writing ability between those who were taught by using realia and those who were taught by using conventional media (picture). It could be concluded that realia media had a positive effect towards students’ descriptive writing ability at the seventh grade of SMP PGRI Kramatwatu.
THE EFFECTIVENESS OF DIGITAL GAME BASED LEARNING ON STUDENTS’ WRITING SKILL BASED ON GENDER DIFFERENCES Wulandari, Ratih Ayu; Dahlina, Ulinuha; Rosnaningsih, Asih
Linguists : Journal of Linguistics and Language Teaching Vol 11, No 2 (2025): December
Publisher : Universitas Islam Negeri (UIN) Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ling.v11i2.9017

Abstract

This study highlights the importance of preferences between male and female students that should be taken into account when designing digital game-based learning (DGBL) to improve writing skills. Until the present time, there were limited studies exploring gender differences among male and female students in using DGBL to teach narrative writing text. Thus, the purpose of this study is to examine the effect on students’ narrative writing skills enhanced through DGBL utilizing the Wordwall application, with an emphasis on gender differences. It employed a mixed-method design combining quantitative and qualitative techniques. A quasi-experimental design with a non-equivalent control group was utilized for the quantitative technique, while descriptive method was employed in the qualitative technique. The samples were selected purposively into different groups: experimental (XI Saintika 2 = 36 students) and control (XI Saintika 4 = 36 students). DGBL was utilized to teach narrative writing to the experimental group, whereas traditional techniques were employed to the control group. Students in the experimental group fared much better than those in the control group on both pre- and post-tests (M = 88.05 vs. 79.27), which was supported by t-test results (p < 0.05). It showed that by boosting motivation, engagement, and instant feedback, DGBL successfully improved writing performance. Even among normally passive students, Wordwall’s interactive elements encouraged active involvement. Although both male and female students benefited from DGBL, gender-based analysis showed that males were more competitive and females generally had more positive attitudes and structured writing styles. Teachers are required to design DGBL with various learning activities according to students’ individual differences to make sure all of them are involved actively during the teaching writing process.
Correlation between Game-Based Learning Application and Students’ Writing Skills: A Study at a State High School in Serang Wulandari, Ratih Ayu; Muhyidin, Asep; Syafrizal
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Universitas Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.8102

Abstract

As one of the four language skills, writing is considered difficult since it requires the mastery of all other skills. Many students often face difficulties in learning writing, including narrative. To handle this situation, English teachers need to apply innovative teaching methods, such as game-based learning. This study was conducted to investigate the correlation between game-based learning application using Wordwall and students’ writing skills at senior high school level. A quantitative study with correlational design employed where students filled questionnaires on game-based learning application and narrative writing test. Thirty-eight eleventh-graders from a public senior high school in Serang, Banten Province, participated in the study. The data collected were analyzed using Pearson-Product Moment Correlation Test through the SPSS version 27. The results showed that the r-count 0.722 > r-table 0.320 with the Sig. (2-tailed) 0.000 < 0.05, indicated a strong positive correlation between game-based learning application and students’ writing skills. It also revealed that game-based learning application contributed for 52.1% to the students’ writing skills, while the rest were influenced by other factors which were not examined in this study. These results suggested that game-based learning application could serve as one of the potential alternative methods to enhance students’ learning outcomes.