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IMPROVING STUDENTS` READING COMPREHENSION THROUGH COLLABORATIVE STRATEGIC READING CSR Kusumawati, Ni Ketut; Tuna, Jim Ronni; Posumah, Jennie
Journal of English Culture, Language, Literature and Education Vol. 10 No. 2 (2022): E CLUE: Journal of English Culture Language Literature and Education
Publisher : English Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/eclue.v10i2.5213

Abstract

The goal of this research was to examine whether or not Collaborative strategic reading CSR might increase students reading comprehension In this study students struggled to understand narrative texts Researchers used one class with pre experimental design and the sample consisted of 28 students of class X High School Swadharma Werdhi Agung Multiple choice is a method of data collection Before being given treatment students were given a pre test and after ended treatment students were given post test Based on calculations the results of the data analysis show that the average value in the pre test is 46 25 while the average value in the post test is 81 42 The findings show that there is an increase between the pre test and post test values This shows that CSR was able to improve the understanding of reading students in the class X of the Swadharma Werdhi Agung High School Conclusion: Collaborative Strategic Reading CSR succeeds and it is recommended that English instructors use it to teach understanding of reading narrative text < p>
IMPROVING STUDENTS VOCABULARY MASTERY BY USING QUIZIZZ GAME BASED LEARNING AT JUNIOR HIGH SCHOOL Pratiwi, Annisa Dwi; Tuna, Jim R.; Samola, Nurmin
SoCul: International Journal of Research in Social Cultural Issues Vol. 2 No. 4 (2022): SoCul: International Journal of Research in Social Cultural Issues
Publisher : Faculty of Language and Arts (Fakultas Bahasa dan Seni) Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/r6gwq656

Abstract

This study was conducted to determine whether the use of Quizizz game based learning applications can improve students vocabulary mastery or not especially in SMP Negeri 6 Tondano In conducting this research a quantitative method with a pre experimental design was used The subject of this research is one of the classes namely the ninth grade IX at SMP Negeri 6 Tondano totaling 15 students Data collection instruments were pre test before treatment and post test after treatment The tests were in the form of multiple choice and matching tests The results of this study showed that the average scores of the post test is higher 88 33 than the mean scores of the pre test 43 33 Based on the results of the study it was concluded that the use of Quizizz game based learning media was very effective and succeeded in improving students vocabulary especially on the meaning of words and equivalent meaning synonyms and making students more active and class learning more fun < p>