Mas Sulis Setiyono, Mas Sulis
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Peningkatan Kemampuan Writing Siswa Menggunakan Permainan Getting To Know Setiyono, Mas Sulis; Anngraeni, Riza Putri
Edudikara: Jurnal Pendidikan dan Pembelajaran Vol 4 No 2 (2019)
Publisher : IPTPI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/edudikara.v4i2.153

Abstract

Tujuan dari penelitian ini adalah: untuk meningkatkan keterampilan menulis siswa dengan menggunakan permainan Getting to Know dan untuk menjelaskan situasi kelas ketika dilakukan permainan Getting to Know dalam pengajaran menulis pada siswa kelas XI SMK PGRI Sukoharjo Tahun Pelajaran 2019/2020. Penelitian ini dilakukan dengan menggunakan Penelitian Tindakan. Itu terkondensasi dalam dua siklus. Setiap siklus terdiri dari perencanaan, tindakan, pengamatan, refleksi, dan revisi. Teknik pengumpulan data adalah data kualitatif dan kuantitatif. Untuk mengumpulkan data kualitatif, peneliti menggunakan catatan lapangan, dan memotret, untuk mengumpulkan data kuantitatif, peneliti melakukan tes sebelum dan sesudah implementasi penelitian. Tesnya adalah pre-test dan post-test. Dalam menganalisis data, data kualitatif digunakan untuk mengetahui situasi kelas selama proses belajar mengajar. Untuk data kuantitatif, peneliti menganalisis skor rata-rata tes. Hasil penelitian menunjukkan bahwa dengan menggunakan permainan Getting to Know, keterampilan menulis siswa meningkat. Nilai rata-rata siswa lebih baik dari sebelumnya. Nilai rata-rata pre-test, yang 56,55 meningkat menjadi 78,80 pada post-test I, jumlah ini meningkat lagi 84,45 pada post-test II. Peningkatan nilai rata-rata menunjukkan bahwa ada peningkatan pada keterampilan menulis siswa. Melalui permainan Getting to Know, para siswa menunjukkan minat besar untuk terlibat aktif dan berpartisipasi dalam proses belajar mengajar.
WORD FORMATION OF MESSAGING APPLICATIONS FOUND IN PLAY STORE Giyatmi, Giyatmi; Arumi, Sihindun; Setiyono, Mas Sulis
Lire Journal (Journal of Linguistics and Literature) Vol. 5 No. 1 (2021): Lire Journal (Journal of Linguistics and Literature)
Publisher : Elite Laboratory Jurusan Sastra Inggris Universitas Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33019/lire.v5i1.106

Abstract

This study aims at describing the process of word formation used on messaging applications found in Play Store. This is a descriptive qualitative research. The data are messaging applications written in English and in the form of word. To collect the data, the researchers use observation. The analysis data consists of three steps namely data reduction, data display, and verification. There are 56 data found. There are 6 types of word formations; Affixation (4 data), compounding (15 data), blending (4 data), coinage (8 data), clipping (4 data), reduplication (1 data). However, there are 20 messaging application that cannot be classified into the type of word formation such as Path, Line, Lemon, etc. They are simple words that have already existed in English and have been used in everyday communication. Meanwhile, nowadays they are used as a name of messaging application and have the different meaning as the real meaning. The suffixes used in affixation process are –er, -ous, -ster. There are 6 formations of compounding used in the messaging application such as N+N, V+V, N+V, V+N, Adv. + Prep. There are 3 ways of blending process such as taking the whole part of the first word and taking the first syllable of the second, taking the first syllable of the first word and taking the whole part of the second word, taking two syllables from the front part of the first word and taking the last syllable of the second word. Coinage consists of name of company and name of product. There are two types of clipping found namely fore-clipping and back-clipping. Reduplication happens when there is a copying of the partial part of the word. Apparently, there are morphological processes used in life such as word formation to name the messaging application.