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THE MAKING OF GUESS ME GAME CHALLENGE TO LEARN VOCABULARY FOR JUNIOR HIGH SCHOOL STUDENTS Khusnul Imami; Abdul Malik
INOVISH JOURNAL Vol 5, No 1 (2020): INOVISH JOURNAL, Vol 5, No 1 - 2020
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (636.075 KB) | DOI: 10.35314/inovish.v5i1.1367

Abstract

As a phenomenon that many students are not so interested in the subject of English. One of the causes is lack of supporting media used by teachers to support the learning process. Students get bored in learning process because some teachers are book-minded. This project deals with The Making of Guess Me Game Challenge to Learn Vocabulary for Junior High School students. The formulation of the problem is how to make Guess Me Game Challenge. The study belongs to descriptive research. The purpose of this study is to make Guess Me Game Challenge to help student in learning vocabulary. There are two components in this game; they are self-made and expert-made components. The conclusions made after the making process of this game are the making processes of Guess Me Game Challenge. The results of this study are Boards, Clue Cards, Nametag and Figures. Keywords: Guessing Game, Vocabulary, Junior High School Students
DESIGNING ALVO GAME FOR ELEMENTARY SCHOOL STUDENTS Nyani Fatmawati; Safra Apriani Zahraa; Abdul Malik Ahmad
INOVISH JOURNAL Vol 4, No 2 (2019): INOVISH JOURNAL, Vol 4, No 2 - 2019
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (390.754 KB) | DOI: 10.35314/inovish.v4i2.1119

Abstract

In learning English, there are several skills that should be learned by students such as listening, speaking, reading and writing. The students are expected to be able to master all language skills of English to communicate. In order to communicate there are components that the students must be able to acquire. Vocabulary is important to learn by students. One of ways to learn vocabulary is through a game. An Alvo Game was adapted from Game Guess Image and Scrabble game. The purpose of this study is to make Alvo Game to for elementary school students. The result of this study was a set of Alvo Game consists of plywood in which that there are twenty-nine double of alphabet and thirty pictures. The evaluation showed that it was suitable for elementary school students. By using this game, the students can learn vocabulary in a more interesting and attractive way.
A STUDY ON THE ABILITY OF THE FIRST YEAR STUDENTS OF STATE POLYTECHNIC OF BENGKALIS IN COMPLETING SENTENCES WITH CORRECT GERUND AND TO INFINITIVE VERB FORM Aswandi Aswandi; A Malik; Boni Saputra
INOVISH JOURNAL Vol 3, No 1 (2018): INOVISH JOURNAL, Vol 3, No 1 - 2018
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (66.352 KB) | DOI: 10.35314/inovish.v3i1.299

Abstract

Mastering grammar is important in learning English. In grammar, the words pattern and tenses should be considered as main focus for the discussion. Therefore, this study aimed to find out the ability of the students in completing sentences with correct gerund and to infinitive verb forms . This research was  a descriptive research. This study showed that the level of the students ability was at mediocre level. It was at 53. The error commonly occured slighly the same in completing both gerund and to infinitive verb forms. The average score of gerund was 52 and 54 points for to infinitive.
Perceptions of Trust Digital Payments as A Reduction of Corruption and Use of Fake Money on User Satisfaction of Non-Bank (Digital Payment Applications in Kota Pekanbaru) Halim Dwi Putra; A.Malik; Tengku Kespandiar
International ABEC Vol. 2 (2022): Proceeding International Applied Business and Engineering Conference 2022
Publisher : International ABEC

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (156.224 KB)

Abstract

This research is a research on the use of digital payments in non-bank digital payment applications such asOVO, Gopay and DANA which is viewed from the perspective of users in the city of Pekanbaru. The purpose of thisstudy was to determine the level of public trust and satisfaction with non-bank private applications for digital paymentsin the city of Pekanbaru, to find out the success of the Indonesian government's program in promoting the NationalNon-Cash Movement (GNNT) in the city of Pekanbaru, to determine the level of public understanding of digitalpayments. From non-bank applications in the city of Pekanbaru, Knowing the spread of digital payments in the city ofPekanbaru. GNNT can reduce the use of counterfeit money and OTT Actions (Operation Catch Hands) Theimplementation of hand arrest operations (OTT) is one of the strategies used by the Corruption EradicationCommission (KPK) to crack down on corruption cases in Indonesia. The contribution of this research to thedevelopment of the marketing concept of digital payments made by non-bank publishers who allegedly received publictrust in using the National Non-Cash Movement (GNNT) to succeed even though it is not from a bank whose data baseof incoming and outgoing money can be tracked digitally. The results of the research carried out are through the resultsof data analysis using linear regression analysis it can be seen that Perceived Value and Trust have an effect onConsumer Satisfaction, where the effect is significant. The results of the analysis show that the effect is partiallyPerceived Value (X1) on Consumer Satisfaction (Y1) is 0.263 or 26.3%, and the effect is partially Trust (X2) onConsumer Satisfaction (Y1) is 0.246 or 24.6%, thus the hypothesis which states that Perceived Value and Trust havea significant effect on Consumer Satisfaction proven or acceptable. This research is in line with the research beforewhich states that Perceived Value and Trust has a positive relationship with Customer Satisfaction. This result is alsosupported which states that the perception of quality, and, trust, through commitment affect customer loyalty whichpreviously met customer satisfaction.