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AN ANALYSIS OF COHESION IN DESCRIPTIVE TEXT OF ENGLISH TEXTBOOK USED IN TENTH GRADE OF SMA MUHAMMADIYAH 8 KISARAN Dina Putrika Tanjung; Tiarnita Maria Sarjani br Siregar
REGISTER: Journal of English Language Teaching of FBS-Unimed Vol 11, No 2 (2022)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/reg.v11i2.35842

Abstract

This study focused on finding out the cohesiveness and finding out the dominant types of cohesion of descriptive in English textbook used in the tenth grade students of SMA Muhammadiyah 8. In this study, the researcher used qualitative research design. In this study, the source of data is the descriptive text found in English textbook entitled “Bahasa Inggris” for grade X Senior High School published by Ministry of Education and Culture of Indonesia, 2017 written by Utamiwidiati, Zuliati Rohmah, and Furaidah.This study was conducted by finding out the coheviness and finding out the dominant types of cohesion of descriptive in English textbook used in the tenth grade students according to Miles &Huberman and Saldana (1994) technique. Miles &Huberman and Saldana elaborate several steps of analyzing data; they are data collection, data reduction, data display, and data verification/conclusion. The technique of collecting data of this study were collected through reading attentively and accurately the Textbook Entitled “Bahasa Inggris” for Grade X published by Ministry of Education and Culture of Indonesia from certain pages that have been chosen by the researcher as the samples. From the data, the researcher discovered 93 cohesions. From the 93 cohesions, the researcher reduced the data which contained only the grammatical and lexical cohesions. In finding out the dominant cohesion, the researcher discovered that the grammatical cohesion dominantly is conjunction. Meanwhile, for the lexical cohesion is collocation dominantly.Keywords: cohesion, descriptive text, English textbook
Penerapan Metode Contextual Teaching and Learning dalam Pembelajaran Bilingual pada Siswa Sekolah Dasar Tiarnita Maria Sarjani Br Siregar; Monica Sola Gratia Panjaitan; Denri Laurensius Sitanggang; Liza Aulia Yusuf; Anatasia Egresia Saragih
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.6259

Abstract

Pembelajaran bilingual pada jenjang sekolah dasar merupakan strategi penting untuk mempersiapkan peserta didik dalam berkomunikasi di era global. Artikel ini menganalisis penerapan metode Contextual Teaching and Learning (CTL) dalam pembelajaran bilingual dengan mensintesis berbagai hasil penelitian terkait. CTL memposisikan siswa sebagai pembelajar aktif yang membangun pemahaman bahasa melalui pengalaman langsung, pengamatan terhadap konteks kehidupan nyata, serta kegiatan kolaboratif. Temuan menunjukkan bahwa penerapan CTL secara signifikan meningkatkan motivasi belajar, penguasaan kosakata, dan kompetensi komunikatif siswa dalam berbahasa Inggris. Tantangan seperti perbedaan kemampuan siswa, keterbatasan media pembelajaran, dan ketergantungan pada fasilitas teknologi juga muncul selama proses pembelajaran. Meskipun demikian, CTL tetap efektif dalam menjadikan pembelajaran bilingual lebih komunikatif dan bermakna. Artikel ini menegaskan pentingnya CTL sebagai pendekatan strategis dalam mendukung praktik pembelajaran bilingual di sekolah dasar.
PENGARUH PERMAINAN TRADISIONAL GOBAK SODOR TERHADAP KELINCAHAN SISWA KELAS III SD NEGERI 112281 AEK KANOPAN Mona Yuniar Tambunan; Winara; Husna Parluhutan Tambunan; Tiarnita Maria Sarjani Br Siregar; Fajar Sidik Siregar
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.5772

Abstract

This study aims to determine the effect of the traditional game Gobak Sodor on the level of agility of third-grade students at SD Negeri 112281 Aek Kanopan. Along with the development of technology, traditional games are increasingly abandoned, and students' interest in digital games is increasing. The method used in this study is an experimental method with a One Group Pretest-Posttest design. The research sample consisted of 15 third-grade students of SD Negeri 112281 Aek Kanopan, who were selected through a total sampling technique. The instrument used in this study was a shuttle run test to measure students' agility levels before and after treatment. The data obtained were analyzed using normality tests, homogeneity tests, and paired sample t-tests. The results showed a significant increase in students' agility levels after being given treatment through the Gobak Sodor game. The average travel time of students in the agility test decreased, indicating an increase in their agility abilities. The results of the statistical test showed a significance value of 0.000 (p <0.05), so the alternative hypothesis was accepted. Thus, it can be concluded that the traditional game Gobak Sodor has a significant effect on increasing the agility of grade III students of SD Negeri 112281 Aek Kanopan. Therefore, this game can be used as an alternative in physical education learning to improve students' fitness in a fun way.
Pengembangan Materi Listening dengan Menggunakan Platform Kahoot terhadap Motivasi Belajar Siswa Kelas VI SDN 034779 Sidiangkat Reyhan Sri Meisahruni; Tiarnita Maria Sarjani Br Siregar; Robenhart Tamba; Eva Betty Simanjuntak; Syahrial Syahrial
Jurnal Intelek Dan Cendikiawan Nusantara Vol. 3 No. 02 (2026): APRIL - MEI 2026
Publisher : PT. Intelek Cendikiawan Nusantara

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

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan, kepraktisan, dan efektivitas materi listening berbasis platform Kahoot terhadap motivasi belajar siswa kelas VI SDN 034779 Sidiangkat pada materi "I Will Go to Bromo". Penelitian menggunakan pendekatan Research and Development (R&D) dengan model ADDIE dan melibatkan 25 siswa kelas VI-A sebagai subjek penelitian. Data dikumpulkan melalui lembar validasi ahli, angket respon siswa, lembar observasi keterlaksanaan pembelajaran, serta tes kemampuan listening berupa 25 butir soal pilihan ganda berbasis audio, kemudian dianalisis menggunakan statistik deskriptif dan uji Wilcoxon Signed Ranks Test. Hasil penelitian menunjukkan bahwa produk dinyatakan sangat valid dengan rata-rata persentase kevalidan 93,77%, sangat praktis berdasarkan angket respon siswa dan observasi keterlaksanaan pembelajaran, serta terdapat perbedaan yang signifikan antara nilai pretest dan posttest. Motivasi belajar siswa berdasarkan Self-Determination Theory mencapai rata-rata 87,50% dengan kategori sangat tinggi. Disimpulkan bahwa materi listening berbasis Kahoot terbukti valid, sangat praktis, serta memberikan dampak signifikan terhadap peningkatan kemampuan listening dan motivasi belajar siswa.
Pengembangan Bahan Ajar Multimedia Interaktif Terhadap Kemampuan Berbicara Bahasa Inggris Siswa Kelas V SDN 106447 Durian T.A 2025/2026 Ayu Nababan; Eva Betty Simanjuntak; Tiarnita Maria Sarjani Br Siregar; Albert Pauli Sirait; Try Wahyu Purnomo
Indonesian Journal of Multidisciplinary on Social and Technology Vol. 4 No. 3 (2026): Juli - Oktober
Publisher : PT Ilmu Data Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/ijmst.v4i3.12094

Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar multimedia interaktif berbasis Canva pada materi Introducing Myself serta mengetahui tingkat kelayakan, kepraktisan, dan efektivitasnya dalam meningkatkan kemampuan berbicara (speaking) Bahasa Inggris siswa kelas V SD Negeri 106447 Durian Tahun Ajaran 2025/2026. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas 18 siswa kelas V. Instrumen yang digunakan meliputi lembar validasi ahli materi dan ahli media, angket respons guru dan siswa, serta tes kemampuan berbicara berupa pre-test dan post-test. Hasil penelitian menunjukkan bahwa bahan ajar yang dikembangkan memperoleh tingkat kelayakan yang sangat baik dengan persentase validasi ahli materi sebesar 83,33% dan ahli media sebesar 89,09%. Tingkat kepraktisan media juga berada pada kategori sangat praktis berdasarkan respons guru sebesar 96,7% dan respons siswa sebesar 96%. Efektivitas media ditunjukkan oleh peningkatan ketuntasan belajar dari 22,22% pada pre-test menjadi 100% pada post-test, dengan nilai rata-rata N-Gain sebesar 0,81 yang termasuk kategori tinggi. Temuan penelitian menunjukkan bahwa bahan ajar multimedia interaktif berbasis Canva mampu meningkatkan kemampuan berbicara Bahasa Inggris siswa, terutama pada aspek pengucapan, penguasaan kosakata, kelancaran berbicara, dan kepercayaan diri. Oleh karena itu, media yang dikembangkan layak digunakan sebagai alternatif bahan ajar inovatif dalam pembelajaran Bahasa Inggris di sekolah dasar.
The role of visual aids and multimedia in primary english education: a literature review Nabila Syahara; Tiarnita Maria Sarjani Br Siregar; Suci Salsabila; Dwi Wulan Joy Tobing; Munisa Putri; Nursari Wahyuni Sigalingging
Indonesian Journal Education Vol. 5 No. 2 (2026): Indonesian Journal Education (IJE)
Publisher : Lembaga Riset Mutiara Akbar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56495/ije.v5i2.1561

Abstract

Teaching English at the primary school level is a foundational stage in developing pupils' language competence. However, students often struggle with vocabulary acquisition when taught through traditional, verbal-heavy methods. This study employs a qualitative literature review method to explore the role of visual aids and multimedia in enhancing English instruction. The analysis reveals that visual media, such as flashcards, posters, and realia, provide essential cognitive support by linking linguistic forms to concrete meanings. Furthermore, the integration of digital multimedia—including videos and interactive applications—significantly boosts student motivation, engagement, and oral communication skills. While digital tools offer authentic language exposure, their effectiveness depends on thoughtful instructional design, teacher competency, and adequate school infrastructure. The study concludes that a strategic combination of traditional visual aids and modern multimedia creates a more interactive and meaningful learning environment conducive to long-term vocabulary retention and 21st-century skill development.
PENGEMBANGAN VIDEO ANIMASI FOLKLORE SUMATERA UTARA UNTUK MENINGKATKAN KETERAMPILAN LISTENING DAN PENGUATAN KARAKTER SISWA KELAS III SDN 060879 MEDAN TIMUR Aprina Siregar; Albert Pauli Sirait; Apiek Gandamana; Tiarnita Maria Sarjani Br Siregar; Imelda Free Unita Manurung
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Now Available
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18156

Abstract

This study aims to develop an animated video media based on North Sumatra Folklore and to determine its feasibility, practicality, and effectiveness in improving listening skills and strengthening the character of third-grade students at SD Negeri 060879 Medan Timur. This research employed the Research and Development (R&D) method using the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were 23 third-grade students at SD Negeri 060879 Medan Timur. Data collection techniques were carried out through interviews, questionnaires, pretest-posttest tests, and observations. The research instruments included expert validation sheets, teacher and student response questionnaires, listening skill tests, and student character observation sheets. The data were analyzed qualitatively and quantitatively through validity, practicality, and effectiveness tests using N-Gain analysis. The results showed that the North Sumatra Folklore-based animated video media was categorized as highly feasible based on material expert validation of 88%, media expert validation of 89.33%, and test instrument validation of 93.84%. The practicality test results obtained percentages of 89.33% from teachers and 89.21% from students, categorized as highly practical. The effectiveness of the media was indicated by an increase in the average pretest score from 48.75 to 85 in the posttest, with an N-Gain score of 0.71, categorized as high. Therefore, the North Sumatra Folklore-based animated video media is feasible, practical, and effective for improving listening skills and strengthening students’ character in elementary school English learning.