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An Analysis of Student’s Skills in Writing Descriptive Text for Tenth Grade in SMA Negeri 1 Banjar Kadek Tommy Praditha; Putu Eka Dambayana; Luh Gd. Rahayu Budiarta
Jurnal Penelitian Mahasiswa Indonesia Vol. 2 No. 2 (2022): Agustus
Publisher : STKIP AGAMA HINDU SINGARAJA

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

Abstract

The present study aims to describe Students’ Skills and the difficulty faced by students in Writing Descriptive Text for Tenth Grade Students in SMA Negeri 1 Banjar. The design applied was qualitative research. The research subjects are X MIPA 1 Students of SMAN 1 Banjar who had difficulties when writing descriptive text. The data of this research are the result of students’ test results and the students’ answers in the open-ended questionnaire. The research instruments were a test and an open-ended questionnaire. Data reduction, data display and drawing conclusions were used to analyse the data. The result of this research shows that the students of X MIPA 1 writing skills are relatively low with a score of 60 which is lower than the target score of ≤ 70 and the students of X MIPA 1 have difficulty in writing descriptive text, the difficulties are difficulties in content, difficulties in grammar, and difficulties in vocabulary, difficulties in organization and spelling.
Lexicon Analysis in Sampi Gerumbungan Dance Costume Ni Putu Sintia Dewi Kusuma Wardani; I Gede Budasi; Putu Eka Dambayana
Linguistic, English Education and Art (LEEA) Journal Vol 6 No 2 (2023): Linguistic, English Education and Art (LEEA) Journal
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/leea.v6i2.5330

Abstract

The study aims to find out what are lexicons used in the Sampi Gerumbungan dance in the costumes and its cultural meaning. The method used in this study is a descriptive qualitative design. The method directs researchers in obtaining social information accurately, broadly, and completely by designing problem formulations. The results of this study found that there were sixteen (16) lexicons found in the costumes of the Sampi Gerumbungan dance. All lexicons in the costumes are also classified based on parts of body, namely head costumes (5 lexicons), neck costumes (2 lexicons), hand costume (1 lexicon), body costumes (8 lexicons), and leg costume (1 lexicon). It can be concluded that there are several lexicons used in the Sampi Gerumbungan dance costumes and have cultural meanings. Keywords: Costume, Ecolinguistics, Lexicon, Sampi Gerumbungan Dance
Lexicon Analysis in Sampi Gerumbungan Dance Costume Ni Putu Sintia Dewi Kusuma Wardani; I Gede Budasi; Putu Eka Dambayana
Linguistic, English Education and Art (LEEA) Journal Vol 6 No 2 (2023): Linguistic, English Education and Art (LEEA) Journal
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/leea.v6i2.5330

Abstract

The study aims to find out what are lexicons used in the Sampi Gerumbungan dance in the costumes and its cultural meaning. The method used in this study is a descriptive qualitative design. The method directs researchers in obtaining social information accurately, broadly, and completely by designing problem formulations. The results of this study found that there were sixteen (16) lexicons found in the costumes of the Sampi Gerumbungan dance. All lexicons in the costumes are also classified based on parts of body, namely head costumes (5 lexicons), neck costumes (2 lexicons), hand costume (1 lexicon), body costumes (8 lexicons), and leg costume (1 lexicon). It can be concluded that there are several lexicons used in the Sampi Gerumbungan dance costumes and have cultural meanings. Keywords: Costume, Ecolinguistics, Lexicon, Sampi Gerumbungan Dance
Developing Supplementary Materials for Fast Learners in 7th Grade Based on the Merdeka Curriculum Ni Made Sintya Dewi; Putu Kerti Nitiasih; Putu Eka Dambayana
Jurnal Pendidikan dan Sastra Inggris Vol. 6 No. 1 (2026): Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v6i1.6536

Abstract

This study aims to develop supplementary English teaching materials for seventh-grade fast learners based on the Independent Curriculum. This study uses the Design and Development (DnD) method proposed by Richey and Klein, which includes four stages: analysis, design, development, and evaluation. The research subjects involved an English teacher and seventh-grade students at SMP Negeri 6 Singaraja, Buleleng Regency. Data collection was conducted through observation, interviews, questionnaires, and document analysis. The supplementary teaching materials developed used three learning approaches: problem-based learning, project-based learning, and discovery-based learning. The results of expert assessments showed that the developed teaching materials were in the very good category and were declared suitable for use in classroom learning. The findings of this study indicate that the supplementary teaching materials are able to meet the needs of fast learners and support the implementation of the Independent Curriculum. This research contributes to the development of teaching materials that are appropriate to the characteristics of fast learners and support more effective and enjoyable learning.
The Effect of Wordwall Digital Games on Students’ Vocabulary Achievement at Grade V of SD Negeri 4 Padangkerta Ni Ketut Paula Lita; Luh Gd Rahayu Budiarta; Putu Eka Dambayana
IJLHE: International Journal of Language, Humanities, and Education Vol. 9 No. 1 (2026): IJLHE: International Journal of Language, Humanities, and Education
Publisher : Master Program in Indonesian Language Education and The Institute for Research and Community Service STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/g3ctdm21

Abstract

The purpose of this study was to see whether the use of the Wordwall digital games as a learning medium had a significant effect on the vocabulary achievement of V-grade students at SD Negeri 4 Padangkerta. This study employed a quantitative approach using a quasi-experimental with a post-test only design. The participants of this study were fifth-grade students from the experimental and control groups with a total sample of 68 students. Data was collected through a post-test and analyzed using the SPSS 26.0 program. Based on the descriptive statistical analysis, the results showed that the experimental group achieved a higher mean score (M = 88.82) than the control group (M = 52.56). Furthermore, the results of the Mann–Whitney U test showed a significant difference between the experimental group and the control group (Sig. (2-tailed) = 0.000, p < 0.05), with a large effect size (r = 0.87), indicating that the treatment had a meaningful effect on students' vocabulary achievement. Therefore, the alternative hypothesis (Hₐ) was accepted, and the null hypothesis (H₀) was rejected. These findings imply that the use of Wordwall digital games as a technology-based learning can be an effective learning medium to support vocabulary development and enhance student engagement in English learning at the elementary school level.