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Artificial Intelligence Comic Strips (AICS) for Retelling Students’ Experience: Does It Work and How? Diana elfira; Faiza Hawa
ETERNAL (English Teaching Journal) Vol. 15 No. 2 (2024): August
Publisher : Prodi Pendidikan Bahasa Inggris, FPBS, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/eternal.v15i2.685

Abstract

Artificial Intelligence Comic Strips (AICS) is a sophisticated combination of Artificial Intelligence (AI) and Comic Strips (CS). The use of AICS in the learning process can help students improve their skills, particularly in writing recount texts. This research was completed to seek an answer if AICS works for teaching writing and improving students’ abilities in composing written experiences and to know how AICS works for teaching writing. The research used a quasi-experimental design, and the main sample was eighth-graders at SMP Negeri 1 Subah. The instruments used were pre-test, post-test, and questionnaire. Data analysis and processing were done with SPSS 27. The implementation of AICS increased the average score of students in the experimental class from the pre-test score (60.359) to the post-test score (81.550). The Asymp. Sig. (2-tailed) value of 0.000 in the Wilcoxon test indicates a highly significant difference between the pretest and post-test results. The questionnaire given to students was divided into 3 parts: students' initial ability in writing recount text, students' knowledge of AI and comic strips, and students' experience in using AICS. The questionnaire's findings indicated that the students agreed that using AICS was enjoyable, helped them develop ideas, and provided them with optimism that they would get high scores. In conclusion, implementing AICS can help students write recount texts and motivate them to learn.
EXPERIENCING PICTURE WORD INDUCTIVE MODEL (PWIM) FOR TEACHING RECOUNT: HOW IS IT IMPLEMENTED IN CLASSROOM ACTIVITY? Wahyu, Artanti Ina; Faiza Hawa; Ajeng Setyorini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22362

Abstract

This study aims to investigate how Picture Word Inductive Model (PWIM) strategy is applied to improve students’ skills in writing recount text. 32 tenth graders were involved during the process of this study. Mixed methods were applied to obtain first, the portrays of PWIM implementation in teaching recount text, and second, how this strategy helped students improve their skills in producing recount text. In getting the data, observations, tests, and qustionnaires were done to students. The results of this study show that there is an improvement in scoring from the pretest and post test. It was 76.18 to 83.06. This indicated that the application of Picture Word Inductive Model (PWIM) aiding students to improve the writing skills of recount texts in class X3 students of SMAN 2 Kendal. The Picture Word Inductive Model (PWIM) strategy was applied in a structured manner during the learning process.
Using Bamboozle Games To Improve Students’ Vocabulary In Understanding Narrative Text Wulandari, Wahyu; Dias Andris Susanto; Faiza Hawa
Jurnal Ilmiah Multidisipin Vol. 2 No. 3 (2024): Jurnal Ilmiah Multidisiplin, Maret 2024
Publisher : Lumbung Pare Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to know the significance different of using Bamboozle games of the students' vocabulary ability in comprehending narrative texts. This study used a quantitative approach. This research used an experimental design consisting of two groups, namely the experimental group and the control group. The population in this study was class XI students of SMP N 1 Penawangan for the 2023/2024 academic year. The samples from this research were class XI H, totaling 30 students for the experiment group, and class XI E, totaling 30 students for the control group. This technique in the research was a quasi-experiment. The writer found that Bamboozle media has improved students' vocabulary abilities. Based on the research findings, there is significant improvement between the pre-test and the post-test. Based on data analysis, the pre-test result in the experiment group was 67,67 while the post-test was 83,07. In the control group, the pre-test result was 66.4, while the post-test result was 76.67. Apart from that, based on the paired sample test table, the result shows a sig (2-tailed) of 0.000 < 0.05. Therefore, it can be concluded that Bamboozle games can improve students’ vocabulary in understanding narrative text.
FROM COHESION TO COHERENCE: HOW DO THEY ATTAIN TEXT TEXTURE? Hawa, Faiza; Sukmaningrum, Rahmawati; Senowarsito, Senowarsito; Setyaji, Arso
JP3 (Jurnal Pendidikan dan Profesi Pendidik) Vol 11, No 2 (2025): JP3 (Jurnal Pendidikan dan Profesi Pendidik)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp3.v11i2.25052

Abstract

Having good writing competence is essential for both students and professionals for writing reports, completing academic assignments, and expressing ideas. However, to be able to write well, writers often face various challenges related to text structure, logical flow, and interference from the native language structure especially when writing in a foreign language. The logical flow in writing can be effectively realized through cohesion and coherence in the text. The objective of this research is to know the realization of both grammatical and lexical cohesion, and coherence strategies employed by students in their writing to perform text texture. This research adopts a qualitative descriptive design using a content analysis (document review) approach. The data were obtained from documents in the form of narrative paragraphs written by English department students. The data were analyzed using the cohesion theory of Halliday and Hasan (1976). The results of the analysis show that the students applied grammatical cohesion in the form of references (55.93%), substitution (0%), conjunctions (33.05%), and ellipsis (11.01%), as well as lexical cohesion in the form of reiteration (56.04%) and collocation (43.96%) in their writing. As for coherence, the students employed strategies such as the repetition of key words (35.07%), the use of pronouns (2.65%), the use of transitions (30.89%), and logical order (8.59%). These results reflect the quality of students’ writing and demonstrate how their flow of ideas are organized coherently and cohesively, resulting in messages to be well-delivered, clear, and unambiguous.
The Effectiveness of Flashcards and Dragon Games in Teaching English Vocabulary to Kindergarten Students Khoiriyah, Nurul; Setyaji, Arso; Hawa, Faiza
Pena: Jurnal Ilmu Pengetahuan dan Teknologi Vol. 39 No. 2 (2025): PENA SEPTEMBER 2025
Publisher : LPPM Universitas Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31941/jurnalpena.v39i2.7651

Abstract

Introducing vocabulary to kindergarten children is difficult, especially for foreign languages. They need clear visuals to illustrate a word. Based on the researcher's experience at BiMBA Kindergarten, students were less interested and less motivated in learning English because the learning methods and media were less interesting. Therefore, the researcher aims to conduct this study to assess the effectiveness of the methods and media used on vocabulary mastery. This research was conducted at BiMBA Genuksari with a sample of 30 kindergarten students. A quantitative research method was applied using a pre-experimental design with a pre-test, post-test, and observation as data collection. The results showed the statistical analysis using a paired sample t-test produced a p-value of 0.000, indicating a significant difference after treatment. The observation results also showed that students' learning motivation increased after treatment. Therefore, teachers can use flashcards and dragon games to create an engaging and student-centered learning environment. Keywords : Dragon Game, Flashcard, Vocabulary