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Using Puppet Media in Improving the Speaking Ability of Junior High School Students 4 Waru Sidoarjo Dwi Nur Hadiyansah
Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP Vol 7, No 2 (2020)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jo-elt.v7i2.3146

Abstract

To improve student achievement in EFL English, it was necessary and urgent to implement the model of innovative learning and constructive learning was through monologues that used this doll property. Property dolls were used to increase student motivation and provide a different atmosphere in learning to talk (speaking). Since all knowledge, dexterity, and skills had practical value. By obtaining the three men would more easily meet the desired of development. The important lesson here was not that we can achieve through the lesson. The subjects of this study were the 7th-grade student of Junior high school in Waru Sidoarjo. Classroom Action Research was designed in 2 cycles, respectively - each cycle consisting of the planning, execution, observation, and reflection. Research instrument and its action plan (teaching materials, observation sheets, and questionnaires) prepared by the researcher. The resulted in the first cycle based on observations. The evidence in the first cycle was not completed by 10 students or 25%, and a total of 30 students or 75%. These data show that the first cycle was not finished in the classical method as the standard was 85%. While the results of descriptive monologue presentations on the second cycle value - an average 81.75, while in the first cycle was 75.9. From these data, there was an increase of 5.85. Thus, the results obtained were consistent with the hypothesis proposed action, namely the use of appropriate doll media can improve the ability to speak in descriptive monologues for EFL.
The Effectiveness of Using Crossword Puzzle Games Through Student’s Vocabulary Mastery Dwi Nur Hadiyansah Wijaksono S; Ainun Habiba Ramadani Siddik
JOEY: Journal of English Ibrahimy Vol. 1 No. 1 (2022): JOEY : Journal of English Ibrahimy
Publisher : Fakultas Ilmu Sosial dan Humaniora, Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (760.701 KB) | DOI: 10.35316/joey.2022.v1i1.1-10

Abstract

The purpose of this research was to find out whether there was an effect of using crossword puzzle games through students’ vocabulary mastery and the significant differences before and after using crossword puzzle games through students’ vocabulary mastery. The population of this research was eleventh students of Vocational High School 1 Banyuputih. XI AKL as the experimental class consisted of 25 students. For the sampling technique, the researcher used purposive sampling. In the getting data, it was obtained by using questionnaires filled out by students and used tests that divided into pre-test and post-test. This research method used quantitative research methods and conducted a pre-experimental design as the research design of this study with data testing using SPSS 16. Based on the analysis result of this research showed that the result of the T-test formula to test the hypothesis of this research insignificance 2 degree (α) of 5% is T-test (to) > T-table (table) (18.90 > 1.713). Therefore, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted that there is a significant difference between students’ vocabulary mastery before and after using crossword puzzle games.
Improving The Speaking Ability by Using Story Games Technique Dwi Nur Hadiyansah
JOEY: Journal of English Ibrahimy Vol. 1 No. 2 (2022): JOEY: Journal of English Ibrahimy
Publisher : Fakultas Ilmu Sosial dan Humaniora, Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1004.258 KB) | DOI: 10.35316/joey.2022.v1i2.1-9

Abstract

At the university Ibrahimy Sukorejo, the researcher found that many students still get difficulty learning speaking skills in class, especially in the first semester. The lecturer had already done so much direct research but still didn’t find a perfect way in solving the problem for the student. This research was taken at Ibrahimy University Sukorejo and used the Class action research (CAR) Method. To collect the data, the researcher used the value of the test. the researcher directly got in touch with students. The researcher gave the pre-test and post-test to know the student’s speaking ability. The test is taken from an oral test because it measures speaking ability. As shown in the research of the fourth meeting the student’s assessments showed that the student’s speaking proficiency progressed. Many students, who were at level 2 in the previous meeting, could reach level 3 in the last cycle. The amounts were 21 students. The rest were 9 students at level 3+.
Hubungan Pendekatan Humanistik Untuk Meningkatkan Kreativitas Siswa Dalam Bahasa Inggris Nur Hasan; Dwi Nur Hadiyansah Wijaksono S
PSYCOMEDIA : Jurnal Psikologi Vol. 1 No. 1 (2021): PSYCOMEDIA : Jurnal Psikologi
Publisher : Fakultas Ilmu Sosial dan Humaniora, Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1035.012 KB) | DOI: 10.35316/psycomedia.2021.v1i1.1-9

Abstract

In this modern era, more and more researchers were interested in the factors causing the increased creativity of students in the classroom, and experts still do not get a definite factor or aspect in increasing student creativity. students in class. based on a significant level of 5% with 23 respondents, the rxy value was smaller than in the table (0.024 < 0.413), so the null hypothesis was accepted, while the working hypothesis was rejected, it means that this research was non-significant. So, it can be concluded that there was no relationship between the humanistic relationship with the creativity of students in the classroom.
The Increasing Students’ Vocabulary Through Spelling Bee Games Dwi Nur Hadiyansah; M. Hilmy Hidayatullah; Mohammad Zainul Wahid
JOEY: Journal of English Ibrahimy Vol. 2 No. 1 (2023): JOEY : Journal of English Ibrahimy
Publisher : Fakultas Ilmu Sosial dan Humaniora, Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/joey.2023.v2i1.50-57

Abstract

This research aimed to find out whether a spelling bee game can increase students’ vocabulary or not and to find out the effectiveness of a spelling bee game to increase students’ vocabulary. The research method was classroom action research which consisted of cycles. The research location was in SMPN 1 Banyuputih. The data collection instruments were observation, documentation, questionnaire, and trial questions. Furthermore, the data were analyzed by qualitative descriptive and comparative descriptive. The conclusions of this research were spelling bee games can increase students’ vocabulary with the comparison test values 57,8 (Pre-test), 68,9 (Post-test 1), and 84,0 (Post-test 2). This game was also effective, it showed by the students’ activity observations results of 73% (1st meeting), 75% (2nd meeting), 77% (3rd meeting), and 92% (4th meeting) in a series. The questionnaire of effectivity also showed a value of 84,4 with the predicate good.