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Pelatihan Intermediate English Grammar di English Conversation Club MAN Kota Blitar dengan Menggunakan Metode Blended Learning Dian Fadhilawati; Bahrul Ulum; Moh Mansur
IJECS: Indonesian Journal of Empowerment and Community Services Vol 2, No 1 (2021)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijecs.v2i1.1001

Abstract

Pelatihan Intermediate English Grammar di English Conversation Club (ECC) MAN Kota Blitar diadakan karena siswa ECC di MAN Kota Blitar memiliki penguasaan Intermediate English Grammar yang masih kurang. Berdasarkan hasil pre-test yang diadakan pada tanggal 14 Februari 2020, diperoleh hasil rata-rata yang tidak memuaskan yaitu 55.76. Grammar merupakan sub skill penting untuk membantu siswa dalam menulis atau berbicara dalam Bahasa Inggris secara tepat, oleh karena itu penulis merasa perlu membantu siswa tersebut agar memiliki penguasaan Intermediate English Grammar yang baik. Sebagai wujud pengabdian penulis kepada masyarakat, maka Penulis mengadakan Pelatihan Intemediate English Grammar dengan menggunakan  Blended Learning yang dilaksanakan setiap hari Jumat mulai tanggal 14 Februari – 13 Maret 2020 di Aula English Corner MAN Kota Blitar, yang dilanjutkan dengan menggunakan Group WhatsApp (20 Maret-17 April 2020). Pelatihan ini diikuti oleh 50 siswa ECC MAN Kota Blitar  dengan tertib. Setelah Siswa ECC MAN Kota Blitar  mendapatkan pelatihan, penguasaan Grammar mereka meningkat menjadi  85.52. Dari hasil tersebut penulis berharap siswa ECC MAN Kota Blitar bisa mengaplikasikan ilmu yang mereka dapat melalui pelatihan tersebut untuk menulis atau berbicara Bahasa Inggris dengan menggunakan Grammar yang tepat
USING PADLET TO INCREASE THE STUDENTS’ PROCEDURE TEXT WRITING ACHIEVEMENT Dian Fadhilawati; Dwita Laksmita Rachmawati; Moh Mansur
EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS Vol 9, No 2 (2020): Exposure
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/exposure.v9i2.3970

Abstract

The purpose of this research was to improve the Students’ procedure text writing achievement at English Conversation Club (ECC) MAN Kota Blitar by applying Padlet. The research design used was classroom action research (CAR) which covered 4 steps; 1) Planning, 2) Acting, 3) Observing and evaluating and 4) Reflecting. The Subjects of this research were 50 students from X Grade who join ECC in MAN Kota Blitar.The data collection methods of this research were taken from administering tests and distributing the questionnaire. The research result proved that the use of Padlet for teaching writing of procedure text could increase the students’ writing achievement of procedure text from preliminary action 57.55 increased to 72.85 in cycle 1. Based on the result of cycle 1, it did not fulfill the minimum criterion mastery 75.00; therefore, the researchers continued the research to cycle 2 and got satisfying result 82.65. Furthermore, the students’ of ECC MAN Kota Blitar also presented positive attitude toward the use of Padlet in teaching and learning writing of procedure text.
Applying Kahoot to Improve the Senior High School Students’ Vocabulary Achievement Moh Mansur; Dian Fadhilawati
VELES Voices of English Language Education Society Vol 3, No 2 (2019): VELES Voices of English Language Education Society
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/veles.v3i2.1591

Abstract

This research was a classroom action research which intended to improve the senior high school students’ vocabulary achievement by applying Kahoot as learning media in the teaching and learning process. The research was conducted to 40 students from grade X of Islamic Senior High School (Madrasah) in Kota Blitar. The procedure in this research   followed some steps based on Kemmis and Taggart model namely; 1) Planning, 2) Acting, 3) Observing and 4) Reflecting. The data collection of this research were taken from tests and questionnaire. The research showed that the use of Kahoot as media in teaching and learning vocabulary particularly in “introducing oneself” could improve the students' vocabulary achievement. The pre-test showed that the students' score was 59.23). That score was under the minimum criterion mastery set by the school (75.00). After 1st cycle, there was an improvement on the students' score became 71.23 but it was still under minimum criteria. Therefore, it needed the 2nd cycle in which the score improved into 84.58. The improvement on the students’ achievement was supported by the students’ positive attitude toward the use of Kahoot in teaching and learning.
Tackling and Handling Students’ Grammar Mastery on Passive Voices in A Higher Education: Quizizz Application Power Dian Fadhilawati; Aslam Khan; Dwita Laksmita Rachmawati; Moh Mansur
VELES Voices of English Language Education Society Vol 6 No 2 (2022): VELES Voices of English Language Education Society
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/veles.v6i2.5661

Abstract

This research aimed to boost the grammar mastery of 24 students, particularly Passive voices using the Quizizz application and to discover their reactions to the usage of that platform for learning and assessing Passive Voices at a Private University in Blitar. This research used a classroom action research design with the following procedures: planning, acting, observing and evaluating, and reflecting. The research results revealed that the usage of the Quizizz application increased the mastery of passive voices of 24 students from 54.75 in the Pre-action Test to 87.25 on the post-action test. Furthermore, the respondents responded positively toward the usage of the Quizizz platform to learn and assess Passive Voices. Referring to the findings, we can sum up that using the Quizizz Application in Passive Voice learning is extremely beneficial in improving the students' learning outcomes since the students can learn passive voice material such as they are playing games anywhere and anytime. Therefore, the researchers suggest that teachers or lecturers may apply this application to their classrooms to make fun and enjoyable learning for the students.