Ismalianing Eviyuliwati
UIN Syarif Hidayatullah Jakarta

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Fostering Students’ Grammatical Competence Through Flipped Classroom Firdausa Fadhilah; Ratna Sari Dewi; Zaharil Anasy; Ismalianing Eviyuliwati; Syauki Syauki
IJEE (Indonesian Journal of English Education) IJEE (INDONESIAN JOURNAL OF ENGLISH EDUCATION)| VOL. 8 | NO.1 | 2021
Publisher : Syarif Hidayatullah State Islamic University of Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/ijee.v1i1.20744

Abstract

ABSTRACTThis study aims to identify whether Flipped Classroom strategy can enhance students’ grammatical competence. EFL students still found difficulties in understanding and mastering grammar despite its central role in learning a new language. As we are living in the digital era, we can optimize digital tools in teaching and learning to assist students and teachers. Furthermore, students nowadays are tech-savvy, so it would not be very difficult to integrate technology into classroom. The participants of this research were the tenth grade students at SMAN 4 Tangerang Selatan. Classroom Action Research (CAR) was implemented as the research design with two cycles which comprised three meetings in each cycle. The cycle consisted of planning, acting, observing, and reflecting. The instruments used were test, questionnaire, observation, and researcher’s field note. The results showed that 77.14% of students passed the minimum criterion score; further, the results among pre-test, post-test 1, and post-test 2 significantly increased. These findings indicate that Flipped Classroom have the potential to improve students’ grammatical competence.   ABSTRAKStudi ini bertujuan untuk meningkatkan kompetensi gramatikal siswa melalui strategi Flipped Classroom dan untuk mengetahui bagaimana strategi tersebut meningkatkan kompetensi gramatikal siswa.   Siswa yang menggunakan bahasa Inggris sebagai bahasa asing (EFL) masih mengalami kesulitan untuk memahami dan menguasai tata bahasa meskipun peran sentralnya dalam belajar bahasa.  Karena kita hidup di era digital, kita dapat mengoptimalkan alat digital dalam proses belajar-mengajar untuk membantu siswa dan guru.  Selain itu, siswa saat ini sudah paham teknologi sehingga tidak terlalu sulit untuk mengintegrasikan teknologi ke dalam kelas. Melihat fenomena ini, oleh sebab itu, penelitian telah dilaksanakan. Subjek penelitian ini adalah siswa kelas X di SMAN 4 Tangerang Selatan. Penelitian Tindakan Kelas (PTK) dilaksanakan sebagai desain penelitian dengan dua siklus yang terdiri dari 3 pertemuan di setiap siklusnya. Instrumen yang digunakan adalah tes, angket, observasi, dan catatan lapangan peneliti.  Hasil penelitian menunjukkan bahwa 77,14% siswa dinyatakan lulus kriteria ketuntasan minimal (KKM).  Hasil pre-test, post-test 1, dan post-test 2 meningkat secara signifikan yang menunjukkan bahwa Flipped Classroom dapat meningkatkan kompetensi gramatikal siswa.
The Effect of Guessing Game on Students' Vocabulary Knowledge Raudlatul Hasanah; Ismalianing Eviyuliwati; Maya Defianty
Journal of English Language and Education Vol 7, No 1 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v7i1.204

Abstract

The purpose of the study was to know and describe the effect of the guessing game technique on students’ vocabulary knowledge at the seventh grade of a state Islamic Junior High School (MTsN). This study applied a quantitative method and a quasi-experimental design. The samples of the study were chosen using the purposive sampling technique with a total number of 63 students. There were two classes consist of the Experimental class and the controlled class. The experimental class was taught by using the guessing game technique while the controlled class was taught by listening to the teacher’s explanation on the textbook’s material and doing assignments. The data were collected through pre-tests and post-tests and analyzed using a t-test. The result of the pre-test showed that the mean score of the experimental class was 57.9 and the controlled class was 68.54. However, after being given guessing game treatment, the experimental class mean score increased up to 78.4 while the controlled class mean score was 70.93. It means that Ha was accepted. In addition, the effect size was 1.0 (moderate effect). Therefore, it can be concluded that there was a significant effect of using the guessing game technique on students’ vocabulary knowledge at the Seventh Grade of a state Islamic Junior High School (MTsN) .Keywords: Vocabulary, Knowledge student of Islamic School, Guessing game