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AN ANALYSIS OF STUDENTS’ SKILL IN READING COMPREHENSION NARRATIVE TEXT THROUGH POWER POINT AT ELEVENTH GRADE OF SMKN 6 PADANG Diwa Rhaudhatul Firdaus; Yessy Marzona; Sherly Franchisca
Ekasakti Educational Scientific Journal Vol. 2 No. 1 (2024): EKASAKTI EDUCATIONAL SCIENTIFIC JOURNAL (JANUARY-JUNE 2024)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Ekasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60034/eesj.v2i1.14

Abstract

The objective of the research to find out the student’s skill in reading comprehension of narrative text, the student problem in reading comprehension narrative text, and the adventages of narrative text through power point. This research was conducted at SMKN 6 Padang. The academic year 2020/2021. This research used the descriptive research. The population in this research was 55 students second year of SMKN 6 Padang, namely second busana one and second busana two. In taking the sample, the researcher used cluster random sampling technique and second busana one was selected as a sample with a total of 25 students. The instrument for collecting data in this research used is reading test. This study shows that the results of the reading skills test in the average part of reading ability to determine tittle in reading narrative texts using powerpoint media are 14.52 and can be categorized as standard scores with an achievement percentage of 52% of students. In determining the main idea of a sentence in reading narrative text using powerpoint media has an average of 23.1 and can be categorized as a high score with a percentage of 52% of students. In determining the meaning of a sentence in reading narrative text using powerpoint media has an average of 17.18 and can be categorized as a standard value with a percentage of 36% of students. The final mean score of all 3 components of reading in English is 54.7 and is categorized as C or Enough. Based on the explanation above, the researcher can conclude that the students' ability to read narrative texts in English using power point media is at the moderate.
PELATIHAN PEMBELAJARAN BERBASIS GAME PADA PENDIDIKAN TINGGI: MENINGKATKAN KETERLIBATAN DAN MOTIVASI MAHASISWA Pratama, Edo Yuliandra; Tahalele, Olivia; Cahyono, Didik; Franchisca, Sherly; Rohani, Tri; Sari, Mike Nurmalia
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Volume 5 No 1 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i1.25381

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) ini melakukan penerapan pelatihan pembelajaran berbasis game pada pendidikan tinggi dengan fokus meningkatkan keterlibatan dan motivasi mahasiswa. Melibatkan peserta dan pelaksana dari lima perguruan tinggi di Jambi, Sumatera Barat, Maluku, Sumatera Selatan, dan Kalimantan Timur, kegiatan ini dilaksanakan secara daring melalui Zoom Cloud Meeting. Hasilnya mencakup rancangan inovatif pelatihan pembelajaran berbasis game oleh mahasiswa dari berbagai provinsi, yang menunjukkan kreativitas dan pemahaman mendalam terhadap potensi teknologi dalam pendidikan tinggi. Kolaborasi lintas wilayah ini tidak hanya memperkuat jaringan mahasiswa, tetapi juga menghasilkan ide-ide yang dapat berkontribusi pada pengembangan sistem pendidikan tinggi yang lebih dinamis dan relevan.
General Retaliation Against The Roman Empire as Seen in William Shakespeare’s Coriolanus Hendria, Ricky; Franchisca, Sherly
Jurnal Ilmiah Langue and Parole Vol. 2 No. 2 (2019): Jurnal Ilmiah Langue and Parole
Publisher : Fakultas Sastra Universitas Ekasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (858.693 KB) | DOI: 10.36057/jilp.v2i2.366

Abstract

This reseacrh is titled "General Retaliation Against The Roman Empire As Seen In William Shakespeare's Coriolanus. In this research the author will discuss several issues, namely (1) How is Coriolanus's struggle in defending Rome's empire from enemy attacks? (2) What did Coriolanus do to avenge himself at the Roman empire? (3) What is the story of Coriolanus at the end of the story? the objectives of this research are (1) To analyze Coriolanus' life at the beginning of the story (2) To explain the cause of coriolanus to avenge his Roman empire (3) To study and explain how much Coriolanus's grudge to Rome to the tragic story he experienced. The theory used in this research is literary psychology theory according to Sigmund Freud. This research uses a qualitative method. The object of research is the drama Coriolanus by William Shakespeare. Data sources are divided into two, namely primary data sources and secondary data sources. The primary data source is the drama script itself. Secondary data sources are text texts and several references related to research. The data collection technique is taking notes. The technical analysis of the data is descriptive analysis. The results of the study show the following conclusions. First, the responsibility of a general in maintaining the sovereignty of his kingdom. Second, feelings of resentment arise when a struggle is not properly appreciated. Third, someone's revenge towards others can have fatal consequences and can even end in a tragic death.
Gamified Vocabulary Learning through Kahoot and Quizizz: Effects on EFL Students Engagement and Retention Burhan, Kristian; Amsa, Helfany; Astuti, Indri; Franchisca, Sherly
The Future of Education Journal Vol 5 No 1 (2026): IN PROGRESS
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v5i1.1529

Abstract

This study investigates the effects of gamified vocabulary learning using Kahoot and Quizizz on EFL university students’ engagement and vocabulary retention. Grounded in Self-Determination Theory and cognitive learning theories, the study employed a quasi-experimental pre-test–post-test non-equivalent group design involving 293 non-English-major students enrolled in general English courses at an Indonesian public university. The experimental group received vocabulary instruction through Kahoot and Quizizz, while the control group was taught using conventional vocabulary exercises. Data were collected through vocabulary tests administered at three stages (pre-test, post-test, and delayed post-test), an engagement questionnaire measuring behavioral, emotional, and cognitive engagement, classroom observations, and semi-structured interviews. Quantitative data were analysed using t-tests, one-way ANOVA, repeated-measures ANOVA, and Pearson correlation, while qualitative data were thematically analysed to support interpretation. The findings revealed that students exposed to gamified instruction achieved significantly higher vocabulary gains and demonstrated stronger long-term retention than those in the control group. The experimental group also reported significantly higher levels of engagement across all dimensions. A strong positive correlation was found between engagement and vocabulary retention, indicating that engagement played a mediating role in learning outcomes. The study concludes that pedagogically designed gamified vocabulary learning enhances both engagement and sustainable vocabulary retention in EFL higher education contexts.