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THE USE OF YOUTUBE VIDEOS TO IMPROVE WRITING SKILLS ON PERSONAL RECOUNT TEXT TO THE EIGHTH GRADE STUDENTS AT SMPN 6 TABANAN Ni Putu Wulantari; I Wayan Agustina; Ni Made Kristina Yanti
Wacana : Majalah Ilmiah Tentang Bahasa, Sastra Dan Pembelajarannya Vol 22 No 2 (2022): Wacana Saraswati
Publisher : FAKULTAS PENDIDIKAN BAHASA DAN SENI IKIP SARASWATI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46444/wacanasaraswati.v22i2.499

Abstract

This research is intended to improve writing skills on personal recount text by using YouTube videos. The enquiry applied on the eighth grade students of SMPN 6 Tabanan in 2021/2022 academic year. This research was categorized as Classroom Action Research (CAR), while the subject were 31 students. The data were collected by using the techniques of observation, tests, and documentation. This research was conducted in two cycles in which each cycle consisted of planning, action, observation, and reflection. The result indicated that the students seemed to be more motivated in writing their personal recount subsequently after applying YouTube videos. It can be seen by noticing the comparison on the mean values of pre-test to post-test scores. The mean scores of the writing skill before applying YouTube videos was 62.74, while it was improved to 73 after the use of YouTube videos in cycle I. The post-test in cycle II showed that means score raised to 85. It is concluded that YouTube videos could be a suitable advantage on a learning process of personal recount writing skills.
The Role Of Gamification In English Language Teaching: A Literature Review Ni Putu Wulantari; Azhariah Rachman; Mike Nurmalia Sari; Lulu Jola Uktolseja; Agus Rofi'i
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3328

Abstract

This literature review examines the impact of gamification in English language teaching (ELT) on motivation, engagement, and learning outcomes. Gamification, the integration of game elements into education, has gained attention as a promising approach to enhance language learning. The findings reveal that gamification positively influences student motivation in ELT. Elements like points, leaderboards, and rewards create a sense of achievement and intrinsic motivation. Engaged students are more likely to persist and participate actively in language learning. Gamification promotes active learning and engagement, with interactive activities involving vocabulary acquisition, grammar practice, and language production. It provides a safe space for students to experiment, apply knowledge, and develop linguistic skills. Collaboration and social interaction are fostered through gamification, encouraging teamwork and peer feedback. This enhances language and interpersonal skills. Immediate feedback and progress tracking in gamification offer valuable learning opportunities. Students receive real-time feedback and monitor their progress, enabling adjustments in learning strategies. However, implementing gamification in ELT faces challenges such as technology constraints and pedagogical considerations. Striking a balance between engagement and curriculum objectives is crucial. Teacher training and professional development are necessary. In conclusion, gamification plays a significant role in ELT by enhancing motivation, engagement, collaboration, and active learning. Despite challenges, embracing gamification and its best practices
The Use of Youtube Media as Media to Improve Writing Skills on Greeting Card to Eighth Grade Student of SMP Negeri 6 Tabanan Suamba Made; Ni Putu Wulantari
Wacana : Majalah Ilmiah Tentang Bahasa, Sastra Dan Pembelajarannya Vol 23 No 1 (2023): Wacana Saraswati
Publisher : FAKULTAS PENDIDIKAN BAHASA DAN SENI IKIP SARASWATI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46444/wacanasaraswati.v23i1.521

Abstract

This research is aimed at improving students’ writing skills on greeting card by using YouTube media. The subject of this research was the eighth-grade students of SMP N 6 Tabanan in the academic year 2022/2023 consisting of 32 students. This research was conducted by using the Classroom Action Research conducted in two cycles involved Cycle I and Cycle II. Each cycle consisted of planning, action, observation and reflection. The data were collected by using observation, documentation and test. The data were analysed by using qualitative and quantitative data analysis. The procedure of this research was used pre-test and post-test. The result indicated that the mean scores of students on the writing skills in the pre-test was 57.18 and the percentage of students passed the minimum completeness criteria was 21.87%. In the post-test I, the mean scores of students was 67.81 and the percentage of students passed the minimum completeness criteria was 53.12%. The mean score of students was 76.25 and the percentage of students passed the minimum completeness criteria was 78.12% in post-test II. Based on the result above, the use YouTube media is able to enhance students writing skill on greeting card. The use of YouTube media are also able to students stimulate motivation and enthusiasm in English class, especially in writing.
AN ANALYSIS OF SOCIOLINGUISTICS ASPECT OF SLANG IN ”SAVE THE LAST DANCE 2” MOVIE Ni Putu Rika Suciasih; I Wayan Mawa; Ni Putu Wulantari
Wacana : Majalah Ilmiah Tentang Bahasa, Sastra Dan Pembelajarannya Vol 22 No 1 (2022): Wacana Saraswati
Publisher : FAKULTAS PENDIDIKAN BAHASA DAN SENI IKIP SARASWATI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46444/wacanasaraswati.v22i1.640

Abstract

This research is a descriptive qualitative research which attempt to find types and aspects sosiolinguistics in “Save The Last Dance 2” Movie. The subject of this research was movie entitles “Save The Last Dance 2” Movie. The datawere collected by observation technique watching the movie. Regarding to the first problem statement about type of slang used in Save The Last Dance 2 Movie, there are only four types of slang found in this movie. Thoseare Fresh and creative, flippant, imitative and clipping. The occurrence of Fresh and Creative dominates the slang type used in Save The Last Dance 2 Movie. It means that slang words have much a new vocabulary to say for informal situation and condition in different area.
IMPLEMENTASI PENDIDIKAN KARAKTER BERBASIS KEARIFAN LOKAL DI PERGURUAN TINGGI Waluyo Erry Wahyudi; H. Jumeri; Sujarot; Ni Putu Wulantari; Singgih Prastawa; Joni Wilson Sitopu
EDU RESEARCH Vol 5 No 2 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i2.212

Abstract

Character education is one of the strategic issues in education in Indonesia today. As an effort to strengthen the character of students, universities need to integrate local wisdom values in the learning process. This study aims to analyse the implementation of local wisdom-based character education in higher education. The research method used is a case study with a qualitative approach. Data were collected through interviews, observations and document reviews. The results showed that the college has integrated local wisdom values such as gotong royong, tolerance, and religiosity in the curriculum, student activities, and campus culture. However, the implementation is still not optimal due to obstacles in socialisation, institutional support, and lecturers' understanding. For this reason, comprehensive efforts are needed from universities to strengthen character education based on local wisdom through policy development, capacity building of lecturers, and collaboration with stakeholders. It is expected that the output of this research can be a reference for universities in developing character education models that are in accordance with the local cultural context.
The Effect of Short Story Poster on Young Learners’ Vocabulary Achievement in 5th Grade Students at SDN 1 Satera Wiastra, I Gede Gita; LUH PUTU SINTA LEONY CAHYADEWI; I WAYAN MAWA; NI PUTU AYU KARTIKA SARI DEWI; NI PUTU WULANTARI
Wacana : Majalah Ilmiah Tentang Bahasa, Sastra Dan Pembelajarannya Vol. 25 No. 1 (2025): Wacana Saraswati Majalah Ilmiah Tentang Bahasa Sastra Dan Pembelajarannya
Publisher : FAKULTAS PENDIDIKAN BAHASA DAN SENI IKIP SARASWATI

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

Abstract

This study investigates the effectiveness of using short story posters to enhance vocabulary achievement among young learners. Conducted at SD Negeri 1 Satera, the research involved 15 fifth-grade students during the 2024/2025 academic year. A classroom action research design was employed, with pretest and posttest data collected to measure the impact of the intervention. The results reveal a significant improvement in students' vocabulary achievement, with the average score increasing from 55.2 in the pretest to 78.6 in the posttest. The standard deviation decreased from 8.4 to 7.2, indicating more consistent performance across the group. The combination of narrative context and visual aids in short story posters proved effective in making vocabulary learning engaging and meaningful, catering to young learners' developmental needs and learning preferences.
TRANSLATION IN DIFFERENT REGISTER TEXT: A CONTEMPORARY AND PEDAGOGICAL PERSPECTIVE Dewi , Ni Putu Ayu Kartika Sari; Septiana, Kadek Ayu Kartika; Pratama, Ngurah Artha Yoga; Wulantari, Ni Putu; Suamba, I Made
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 3 (2025): Volume 8 No. 3 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i3.47621

Abstract

This study investigates the integration of register variation in translation pedagogy, emphasizing the relevance of multimodal awareness and context-based teaching approaches. Register, which is defined through the components of field, tenor, and mode, plays a crucial role in shaping meaning and guiding translators’ decisions across different genres and text types. The growing diversity of contemporary texts, ranging from academic articles to informal digital content, requires translation students to adapt their linguistic and stylistic strategies according to communicative purpose and audience expectations. This study employs a qualitative literature review to examine recent developments in translation theory and instructional practice, highlighting the need for a more adaptive and responsive teaching framework. It proposes a pedagogical model that includes genre-sensitive translation tasks, multimodal translation projects, comparative analysis of texts with different registers, and reflective commentary as instructional tools to enhance translation competence. These strategies help students develop not only linguistic accuracy but also critical awareness of cultural context, appropriate tone, and functional meaning. The findings support the conclusion that effective translation instruction must extend beyond literal meaning, encouraging learners to approach texts with both contextual sensitivity and practical awareness. This research contributes to the development of a register-focused and practice-oriented model for translator education.
HAND-ON ACTIVITIES IN ENGLISH LEARNING GROUND LEVEL AT SOS CHILDREN’S VILLAGE BALI Dewi, Ni Putu Ayu Kartika Sari; Septiana, Kadek Ayu Kartika; Pratama, Ngurah Artha Yoga; Suamba, I Made; Wulantari, Ni Putu; Wiastra, I Gede Gita; Mawa, I Wayan; Wiwintari, Ni Luh Gede
BESIRU : Jurnal Pengabdian Masyarakat Vol. 1 No. 7 (2024): BESIRU : Jurnal Pengabdian Masyarakat, Juli 2024
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/q1wsjy33

Abstract

Hands on is a learning design aimed at involving students in finding information, asking questions, engaging in activities, discovering, and concluding. Known as authentic learning or experiential education, hands on creates an active learning environment. The aims to describe the emergence and benefits of hands on conducted at SOS Children’s,Bantas, this qualitative study with a descriptive method seeks to illustrate how hands on can facilitate students in gaining knowledge from direct learning experiences and to clarify the benefits of hands on activities. Data was collected through observation and interviews. Findings show that hands on appeared in student activities, including actively asking questions, engaging directly with objects during learning, and developing critical thinking, independence, and activeness in students.