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Pelatihan Grammar Parts of Speech dengan Mengunakan Aplikasi Quizizz di MAN Kota Blitar Fadhilawati, Dian; Sutanti, Nita
IJECS: Indonesian Journal of Empowerment and Community Services Vol 3 No 1 (2022)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijecs.v3i1.2021

Abstract

Pengabdian Masyarakat “Peningkatan Grammar parts of speech dengan menggunakan aplikasi Quizizz di MAN Kota Blitar” dilaksanakan untuk meningkatkan penguasaan grammar siswa di MAN Kota Blitar Khususnya Noun, Pronouns, Adjectives, Verbs, Adverbs, Prepositions, Conjunctions, dan Interjections yang masih  kurang. Berdasarkan hasil Pre-test yang dilaksanakan pada hari Kamis, 19 Agustus 2021 diketahui bahwa  penguasaan Grammar (Parts of speech) siswa di MAN Kota Blitar yaitu 61. 81. Nilai tersebut masih rendah dibandingkan standard minimal pencapaian  siswa yaitu (75.00). Pelatihan  ini  dilaksanakan  setiap hari Kamis mulai tanggal  19 Agustus 2021  sampai dengan  21 Oktober 2021 yang bertempat di  MAN Kota Blitar dan diikuti oleh 47 siswa.  Pelatihan ini dilaksanakan dengan  langkah langkah sebagai berikut: Pre-test, Pelatihan Grammar Parts of Speech yang  terdiri dari 8 meeting dengan menggunakan aplikasi Quizizz, Post-test, dan pemberian Reward dan Sertifikat bagi 6 siswa terbaik dalam Pelatihan. Hasil dari Pelatihan ini telah mampu meningkatkan penguasaan grammar parts of speech siswa dari 61.81 ke 83.36. dari hasil tersebut penulis menyarankan agar guru dan siswa  bisa memakai Aplikasi Quizizz untuk mengajar atau  belajar Bahasa Inggris Khususnya Grammar dengan menyenangkan baik  di sekolah maupun di rumah. 
WHEN QUIZWHIZZER IS USED EFFECTIVELY AT SMAN 1 BLITAR IN THE TENTH GRADE TO ENHANCE STUDENTS’ READING COMPREHENSION Agung Cahyono, Muh. Felix; Puspita Sari, Hesty; Sutanti, Nita; Supriyono
JARES (Journal of Academic Research and Sciences) Vol 9 No 2 (2024): September 2024
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/jares.v9i2.3485

Abstract

This research uses Quiz Whizzer to determine the effectiveness of Quiz Whizzer in improving the reading comprehension of recount text from 37 students in class X5 of SMAN 1 Blitar. The researcher wants to know the effectiveness of Quiz Whizzer in improving reading comprehension of recount text. The things the researcher wants to research include; finding the main idea, synonyms and antonyms, references, implied and explicit meaning, and concluding the reading text. The results show a significant increase in students' reading comprehension of recount text, this is proven by the average of 74.74 increasing to 83.84. Therefore, it can be recommended that teachers use Quiz Whizzer as an alternative learning medium as a medium for teaching and improving students' abilities.
Patient’s Complaint Jigsaw Card to Teach Speaking Skill For Second Semester Nursing Students Maharani, Irka; Supriyono, Supriyono; Fauzi, Adin; Sutanti, Nita
Health Gate Vol 1, No 1 (2023): January 2023
Publisher : Dewan Pimpinan Daerah Persatuan Perawat Nasional Indonesia Kota Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70111/hg1101b

Abstract

English is one of subject taught for diploma 3 of nursing students. The problem is low speaking skill and students need improvement on the media to learn patient’s complaint. The researcher combined Jigsaw method and card in teaching Patient’s Complaint, called Patient’s Complaint Jigsaw Card (PCJC). The research objective was to develop PCJC to Teach Speaking Skill for Second Semester Nursing Students. The researcher used simple random sampling. The subject of the research was the students of State Health Polytechnic of Malang (Blitar Campus) they were 25 students and 5 lectures. The technique of analyzing data used qualitative and quantitative. The qualitative data were taken from observation, interview, and documentations. The quantitative data were taken from online pre test, post test, speaking skill evaluation and behavior assessment. From the result of experimental trial, the product could improve students’ speaking ability. There were increase between pre test and post test. P value of T-test was 0.001 which < 0,05. The result of students’ and teachers’ perception toward the use of developed product was strongly agree (students 91% teacher 86%). The result of behavior evaluation, students strongly agree (87%) that by playing PCJC it can change their behavior in their speaking skill.
The Implementation Of Android-Based Game "Climbing Castle" To Improve Grammar Mastery: A Classroom Action Research To Grade 8 Students At Smpn 3 Sutojayan Blitar Sutanti, Nita; Ulum, Bahrul; Farinawati, Yeni
JOSAR (Journal of Students Academic Research) Vol 9 No 2 (2024): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v9i2.3940

Abstract

This classroom action research aims to enhance the grammar mastery of Grade 8 students at SMPN 3 Sutojayan through the implementation of the Android-based game "Climbing Castle." The study was conducted over a cycle, consisting of planning, action, observation, and reflection phases. Data were collected using tests, observations, and interviews to evaluate students' progress and engagement. The results indicate a significant improvement in students' grammar mastery, with increased motivation and participation in learning activities. The increasing opf Students’ motivation affect the students’s score in learning grammar by 42%. The interactive and engaging nature of the "Climbing Castle" game proved to be an effective tool in creating a conducive learning environment, thus facilitating better grammar comprehension among students. This research highlights the potential of educational games in enhancing language learning outcomes and suggests further exploration into integrating technology-based methods into the curriculum. Further research is needed to investigate the effectiveness of Android Based game, Climbing Castle, in different contexts and with different groups of students.
DEVELOPING FLASHCARD MEDIA FOR TEACHING VOCABULARY TO THE SEVENTH GRADE STUDENTS OF JUNIOR HIGH SCHOOL (Study Case in the seventh grade students at SMPN 1 Sanankulon) Sari, Hesty Puspita; Sutanti, Nita; Wahyuningsih, Linda Tri
Konstruktivisme : Jurnal Pendidikan dan Pembelajaran Vol 10 No 2 (2018): Juli 2018
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/konstruk.v10i2.512

Abstract

The aims of this research are not only to know the develop flashcard media for teaching vocabulary to the seventh grade students at SMPN 1 Sanankulon in 2018/2019 academic years but also to know the effectiveness of flashcard media for teaching vocabulary to the seventh grade students at SMPN 1 Sanankulon in 2017/2018 academic years, to know the students response toward the use of flashcard in teaching learning vocabulary to the seventh grade students at SMPN 1 Sanankulon in 2018/2019 academic years. This research is Research and Development (R&D), which used the Sugiyono ’s model (2016:298) with adaptation. The data collecting through interview, questionnaire, documentation, and test. In this case, the researcher used three validators. They are validator of media and validators of material. The product user is VII F of SMPN 1 Sanankulon which consisted of 32 students. In this research, the researcher used one group pre-test and post-test experimental design to try out the product. The result of the research showed that: 1) The result of media validation flashcard and guiding book got the average were 84,37% while the result of content of material validation 87,5%. The average for all validation was 85,41%. The score was catagorized as “very good-- with interval 80% < x ≤ 100%. So, the developed flashcard media as a learning media in teaching and learning vocabulary to the seventh grade students was valid to be implemented for the seventh grade students and it can be used as media in teaching learning process especially in vocabulary mastery. 2) It proved by the result of the students ’ test. The mean score of pre-test and post-test increased from 69,81 to the 94,37. It can be concluded that there was increased in mean score before and after treatment. Furthermore, Based on the result of t-test, it showed that value of t-test < t table. So, ho is rejected and ha is accepted. It can be concluded that there is significance of mean score the seventh grade students before and after treatment the product. In other word the product is proper if used in the seventh grade students at SMPN 1 Sanankulon. 3) It proved with result of questionnaire students ’ response. It gained the total score 1038 then the criterion of score 1280. It accumulated on precentage that was 81,09%. It was very good category. It means, that used flashcard media in learning vocabulary is very positive for the seventh grade students. If seen in criteria of response this is absolutely agree response. So, in other word the students absolutely agree if used flashcard media in learning vocabulary.
DEVELOPING RECOUNT TEXT MATERIALS BASED ON K13 CURRICULUM FOR THE TENTH GRADE STUDENTS OF SENIOR HIGH SCHOOL : (Study at SMAN 1 Ponggok Blitar) Sutanti, Nita; Sari, Hesty Puspita; Karina, Galuh
Konstruktivisme : Jurnal Pendidikan dan Pembelajaran Vol 11 No 1 (2019): Konstruktivisme : Jurnal Pendidikan dan Pembelajaran
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/konstruk.v11i1.666

Abstract

This research was aim to develop recount text materials to the tenth grader students of senior high school and find out the effectiveness of the recount text materials. This research was done in SMAN 1 Ponggok. The researcher used Research and Development (R & D) adopted from of Sugiyono’s model (2015:298) to conduct the research. The data collected through interview, questionnaire, documentation, and test. The expert validation which used in this research were; 1) media expert 2) material expert. To try out the product, the researcher used one group pre-test and post-test experimental design. The results of the research showed that the develop of Recount Text Material was effective; it proved by 1) The result of material validation 98.18% and media validation 96.25 %. The average of those two validation is 97,22% that categorized as “very good” by interval 80% < x ≤ 100%. So, the supplementary book of Recount text Material which developed was valid to be implemented in the tenth grader of Senior high school students. 2) It also increase the tenth grade students’ writing achievement that proved by the increase of the students’ of pre test mean score (66.67) to post test mean score (83.83). 3) The students also gave positive responses toward Recount Text Material as reflected from the result of the questionnaire given (85.8%). From that result presented before, it can be concluded that Recount Text Material was effective and increased the tenth grade students’ writing achievement. It means Recount Text Material can be used as a supplementary media for learning English writing.
PEMANFAATAN MEDIA CAKRA INDONESIA UNTUK MENINGKATKAN PENGUASAAN KOSA KATA DALAM MATA KULIAH ACADEMIC AND SCIENTIFIC VOCABULARY MAHASISWA PENDIDIKAN BAHASA INGGRIS UNIVERSITAS ISLAM BALITAR BLITAR Sutanti, Nita
Konstruktivisme : Jurnal Pendidikan dan Pembelajaran Vol 12 No 1 (2020): Januari 2020
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/konstruk.v12i1.773

Abstract

Observation in class shows that there was a problem in mastering vocabulary. This research was conducted with the aim of increasing mastery of academic and scientific vocabulary through the use of Cakra Indonesia media. This research is a Classroom Action Research (CAR). The subjects of the study were the fourth semester students of English Education Department. The implementation of CAR is in the even semester of 2018/2019 academic year. In pre-action learning outcomes of students showed an average of 70.42 Increased to 75.41 in the first cycle, and increased to 82.36 in the second cycle. Thus the conclusion reached about the use of Cakra Indonesia media can improve the mastery of academic and scientific vocabulary in academic and scientific vocabulary courses of English Education students at Balitar Islamic University, Blitar. This was proved by the success of students in each cycle increases, even in the second cycle the success rate of students reaches 88.89%.
Development of Panda Adventure Game to Enhance Eighth Graders’ Narrative Reading Comprehension Saputra, Niko Andi; Sutanti, Nita; Primasari, Yusniarsi
JOSAR (Journal of Students Academic Research) Vol 10 No 1 (2025): March
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/josar.v10i1.4375

Abstract

Reading comprehension is an essential skill in language learning, particularly for students studying English as a foreign language (EFL). However, many students struggle with understanding narrative texts due to limited vocabulary and a lack of engagement with traditional teaching methods. This study aims to develop and evaluate the effectiveness of the Panda Adventure Game, an interactive educational game designed to enhance students' reading comprehension of narrative texts. The research follows a Research and Development (R&D) approach, employing a modified version of Sugiyono’s model, which includes stages such as data collection, design and development, expert validation, teacher and student feedback, evaluation, and final product publication. The game was tested in three junior high schools: SMPN 1 Sutojayan, SMPN 2 Sutojayan, and SMPN 2 Panggungrejo. The results from expert validation indicate high validity, with material experts rating it at 97% and media experts at 96%. Additionally, teacher and student feedback suggest positive engagement, with 94% of teachers and 83.7% of students responding favorably. These findings suggest that the Panda Adventure Game is an effective alternative learning medium for teaching narrative texts, making reading comprehension more interactive and engaging for students. Future research could explore its implementation in broader contexts and its impact on different language skills.
The Use Of Android-Based Digital Game “Climbing Castle” To Enhance Grammar Mastery In Junior High School Students At JAYABAYA Learning Center Nganjuk Sutanti, Nita; Ulum, Bahrul; Farinawati, Yeni
Amaluna: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2024)
Publisher : Institut Agama Islam Negeri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/amaluna.v3i2.4135

Abstract

Grammar is an important sub-skill that underlies other English language skills, however, learning grammar is still challenging for students. Many students have experienced difficulties in learning grammar because the learning media and methods are still lacking in increasing student learning motivation. To overcome this problem, this research aims to find out the implementation of the Android-based game “Climbing Castle” in improving the mastery of grammar. To develop students' grammar mastery skills, “Educational Game; Play while learning using Climbing Castle” was conducted at JAYABAYA Tutoring. Having a lecture, discussion, and practice methods while playing using the Climbing Castle application. The lecture method is useful for increasing motivation verbally as well as conveying the material that will be used in Climbing Castle. The practice methods are carried out to find out how much the use of the game affects student motivation. Providing playing while learning using the Climbing Castle educational game can increase student motivation in learning Grammar. The participants of this activity are JAYABAYA tutoring students consisting of 10 students who will take part in the socialization of learning utilization using the game “Climbing Castle”.
The Effect of Project-Based Learning in the English for Tourism Course on the Improvement of Students’ Entrepreneurial Communication Skills Sutanti, Nita; Fauzi, Adin; Fikriya, Silmy
JOSAR (Journal of Students Academic Research) Vol 10 No 2 (2025): September
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/m6trzf37

Abstract

This study exmined the effect of Project-Based Learning (PjBL) on students entrepreneurial communication skill in the English for Tourism Course .This study was conducted in English Education Department, Balitar Islamic University Blitar involving the fifth semester students. A one-group pre-test post-test quasy experimental design was applied to measure the effect during the invention. The students were assigned to design, produce and present promotional videos highlighting on tourism destination in Blitar. The project required them to integrate language use with entrepreneurial communication such as persuasion, creativity and confidence in promoting their tourism product. Data were collected through pre-test and post-test speaking skill assessment using a rubric that measured fluency, pronunciation, grammar, vocabulary, content, interaction, presentation, media use, confidence, creativity, and teamwork., The additional data were acquired from classroom observation and questionnaires as project evaluation to attain students engagement and collaborative learning. The Findings showed a significant improvement in students speaking performance, with the mean score increasing from 69.06 in the pre-test to 86.23 in the post-test (t(22) = 14.78, p < 0.001) that indicate PjBL is an effective instructional strategy for enhancing students entrepreneurial communication, as it integrates language proficiency with authentic tourism promotion tasks. The study highlights the potential of PjBL not only to strengthen speaking skills but also to foster creativity, collaboration, and entrepreneurial awareness in English for Tourism education.