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THE EFFECTIVENESS OF USING TIC TAC TOE GAMES IN STUDENTS UNDERSTANDING ON SIMPLE PRESENT TENSE AT THE FIRST GRADE OF SMP N 1 KABUPATEN SORONG Nursalim Nursalim; Rizqi Claudia Wardani H; Agnesia Ultha Irianti Karraske
INTERACTION: Jurnal Pendidikan Bahasa Vol 5 No 2 (2018): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Universitas Pendidikan Muhammadiyah (UNIMUDA) Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (382.494 KB) | DOI: 10.36232/jurnalpendidikanbahasa.v5i2.184

Abstract

Learning simple present tense for student is to present something happen about the situation now, a feeling and to make an opinion. The researcher was investigating and doing the research. This study was to find out whether using Tic Tac Toe game is more effective than using conventional method to make students more understand in simple present tense at first grade students of SMP N.1 Kabupaten Sorong in academic year of 2016/2017. The samples were sixty students from two hundred and forty seven of the population, they are from first grade A as experiment group and first grade C as control group. The data were collected by pre-test and post test to both of classes. After give the pre-test, the researcher give treatment, the steps of the class activities are; (1)the implementation of the game is the teacher give the key word on the board; (2)the students makes a group to determine be (X) or (O) groups; (3)after that, the students group (X) or (O) will discuss together about the strategy to answer the key word and to win the game; (4)if the students group can not answer or make a wrong answer from the key word, the other groups will be given the chance to answer it. After treatment post test is given to both of groups. The researcher was using quantitative research and quasi experimental as the design. The result of this study showed that use game especially Tic Tac Toe game was effective in student understanding of simple present tense. It showed from the result of post-test in experiment group, that is higher than control class. It could be proved from the result of T-Test, which is ttest 4,598 ≥ ttable 2,000. It means the result ttest was higher than ttable so, is refused and is accepted. The researcher concluded that Tic Tac Toe game was effective on student understanding in simple present tense.
Online Game towards the Students’ Vocabulary of Technology and Information Department at UNIMUDA Sorong Rizqi Claudia Wardani.H; Isnaini Eddy Saputro; Siti Zuhriyanti Rusli
INTERACTION: Jurnal Pendidikan Bahasa Vol 7 No 1 (2020): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Universitas Pendidikan Muhammadiyah (UNIMUDA) Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (530.315 KB) | DOI: 10.36232/jurnalpendidikanbahasa.v7i1.439

Abstract

The objective of this research is to know whether there is any significant influence of using game online and improvement of the students’ vocabulary of Technology and Information Department at UNIMUDA Sorong. This research was quantitative research. The researcher used pre-experimental research design. The population was the student of technology and Information . The sample were first, third, and fifth semesters. The researcher ask the student to play the game with English instruction and search the new word that they don’t know before. Researcher used test (pre-test and post-test) as the instrument in collecting data. The test consisted 20 question which is divided into multiple choice, matching, gap in the filling and making sentences form. The researcher analyzed the data using SPSS 22.0 for Windows. The result of data analysis using SPSS 22.0, the researcher gave interpretation toward “t” score by comparing t-value or t-count with t-table. The researcher interpretation that t-value (-7.121) with the significant value is 0.000. The score of t-table is (1,729) with significant level of 0.05 with df 19. It is known that t-value is higher than t-table (-7.121> 1,729) and P value smaller than 0,05. Therefore, there is a significant influence of using game online to improve the students’ vocabulary of Technology and Information Department at UNIMUDA Sorong.
Sosialisasi Gerakan Teras Cuaca Nelayan Abdul Rachman Tiro; Mustika Irianti; Rizqi Claudia Wardani H
Jurnal Abdimasa Pengabdian Masyarakat Vol 6 No 1 (2023): Jurnal ABDIMASA Pengabdian Masyarakat
Publisher : Universitas Pendidikan Muhammadiyah Sorong

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Abstract

Di Indonesia sendiri kita mengenal dua musim yaitu musim kemarau dan musim hujan. Musim kemarau biasanya terjadi antara bulan April sampai bulan September.Sedangkan musim hujan terjadi antara bulan Oktober sampai bulan Maret. Perhitungan musim ini ditentukan berdasarkan kalender masehi.Namun saat ini perhitungan musim seringkali meleset. Hal inilah yang menyulitkan para nelayan untuk menentukan kapan musim paceklik tiba dan kapan musim panen tiba. Kampung Arar adalah salah satu kampung di Kabupaten Sorong Provinsi Papua Barat, yang letaknya di pesisir pantai. Kampung Arar dikenal dengan sebutan kampung toleransi yang tinggi. Masyarakat yang tinggal di kampung Arar sebagian besar bermata pencaharian sebagai nelayan karena letaknya yang berada di pesisir pantai. Fenomena yang kini terjadi di kampung Arar adalah terjadinya peralihan mata pencaharian, baik yang bersifat sampingan atau sementara maupun permanen. Berdasarkan penelitian awal yang dilakukan oleh peneliti terhadap nelayan, beberapa nelayan mengatakan, selama lima tahun belakangan kendala musim ini semakin terasa pengaruhnya terhadap ekonomi keluarga. Selama terjadi penyimpangan musim pendapatan keluarga nelayan berkurang. Sementara kebutuhan harus tetap terpenuhi. Kendala inilah yang menyebabkan masyarakat nelayan beralih mata pencaharian. Dengan demikian hadirnya teras cuaca nelayan ini kemudian mempermudah nelayan mendapatkan informasi mengenai keadaan musim serta mampu mencari solusinya.
Online Game towards the Students’ Vocabulary of Technology and Information Department at UNIMUDA Sorong Rizqi Claudia Wardani.H; Isnaini Eddy Saputro; Siti Zuhriyanti Rusli
INTERACTION: Jurnal Pendidikan Bahasa Vol. 7 No. 1 (2020): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

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

Abstract

The objective of this research is to know whether there is any significant influence of using game online and improvement of the students’ vocabulary of Technology and Information Department at UNIMUDA Sorong. This research was quantitative research. The researcher used pre-experimental research design. The population was the student of technology and Information . The sample were first, third, and fifth semesters. The researcher ask the student to play the game with English instruction and search the new word that they don’t know before. Researcher used test (pre-test and post-test) as the instrument in collecting data. The test consisted 20 question which is divided into multiple choice, matching, gap in the filling and making sentences form. The researcher analyzed the data using SPSS 22.0 for Windows. The result of data analysis using SPSS 22.0, the researcher gave interpretation toward “t” score by comparing t-value or t-count with t-table. The researcher interpretation that t-value (-7.121) with the significant value is 0.000. The score of t-table is (1,729) with significant level of 0.05 with df 19. It is known that t-value is higher than t-table (-7.121> 1,729) and P value smaller than 0,05. Therefore, there is a significant influence of using game online to improve the students’ vocabulary of Technology and Information Department at UNIMUDA Sorong.
THE EFFECTIVENESS OF USING TIC TAC TOE GAMES IN STUDENTS UNDERSTANDING ON SIMPLE PRESENT TENSE AT THE FIRST GRADE OF SMP N 1 KABUPATEN SORONG Nursalim Nursalim; Rizqi Claudia Wardani H; Agnesia Ultha Irianti Karraske
INTERACTION: Jurnal Pendidikan Bahasa Vol. 5 No. 2 (2018): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

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

Abstract

Learning simple present tense for student is to present something happen about the situation now, a feeling and to make an opinion. The researcher was investigating and doing the research. This study was to find out whether using Tic Tac Toe game is more effective than using conventional method to make students more understand in simple present tense at first grade students of SMP N.1 Kabupaten Sorong in academic year of 2016/2017. The samples were sixty students from two hundred and forty seven of the population, they are from first grade A as experiment group and first grade C as control group. The data were collected by pre-test and post test to both of classes. After give the pre-test, the researcher give treatment, the steps of the class activities are; (1)the implementation of the game is the teacher give the key word on the board; (2)the students makes a group to determine be (X) or (O) groups; (3)after that, the students group (X) or (O) will discuss together about the strategy to answer the key word and to win the game; (4)if the students group can not answer or make a wrong answer from the key word, the other groups will be given the chance to answer it. After treatment post test is given to both of groups. The researcher was using quantitative research and quasi experimental as the design. The result of this study showed that use game especially Tic Tac Toe game was effective in student understanding of simple present tense. It showed from the result of post-test in experiment group, that is higher than control class. It could be proved from the result of T-Test, which is ttest 4,598 ? ttable 2,000. It means the result ttest was higher than ttable so, is refused and is accepted. The researcher concluded that Tic Tac Toe game was effective on student understanding in simple present tense.
THE INFLUENCE OF USING NURSERY SONG IN LEARNING VOCABULARY AT SMP NEGERI 3 KABUPATEN SORONG Agustina Panca Astuti Klau; Rizqi Claudia Wardani H; Agus Setiawan
Akrab Juara : Jurnal Ilmu-ilmu Sosial Vol. 10 No. 1 (2025): Februari
Publisher : Yayasan Azam Kemajuan Rantau Anak Bengkalis

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Abstract

The objective of this research is to find out whether or nor the use of Nursery Song influence in learning vocabulary at seventh gradde of SMP Negeri 3 Kabupeten Sorong. Related to this research used a pre-experimental quantitati research design. The research design is one group pretest-posttest. The sample of this research was seventh grade students and the total are 20 students. In the collecting data, the researcher used a vocabulary test in the form of multiple- choose that is consist of 20 questions for the pretest and posttest. In analyzing the data, the researcher used the SPSS 20 program to calculate research the data. The result finding of the reseach showed that the result of the t-test is P value (0.00) < (0.05). it means that H0 was rejected and Ha was accepted. The alternative hypothesis (Ha) was there is an influence in learning vocabulary using nursery song between pretest and pos ttest. In addition, it can be seen from the pretest was (63,5) improved on posttest (98,0). It can be concluden that there is an influence in learning vocabulary using nursery song.