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Analisis Referring Expression dalam Cerpen The Deer and The Crocodile Karya Sindu Ann Ulfayanti; Ayinun Majid; Ahmad Fauzi; Putri Nuraura Alfiani; Sitti Aminah; Harmilawati
Pedagogy: Journal of Multidisciplinary Education Vol 1. No.2 (2024) : November 2024
Publisher : PT. Academic Bright Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/pedagogy.v1i2.248

Abstract

Referring expression adalah suatu bentuk bahasa yang digunakan untuk merujuk atau mengidentifikasi suatu objek, orang, atau konsep dalam konteks percakapan atau tulisan. Penelitian ini menganalisis penggunaan referring expression dalam cerpen "The Deer and the Crocodile" karya Sindu Ann. Tujuan dari penelitian ini adalah untuk menganalisis referring expression yang digunakan dalam cerpen The Deer and The Crocodile Karya Shindu Ann. Penelitian ini menggunakan jenis penelitian kualitatif. Pendekatan yang digunakan adalah analisis konten (content analysis) karena data yang dianalisis berupa konten teks cerpen. Hasil dari penelitian ini yaitu ditemukannya beberapa ungkapan referring expression, referring expression yang dianalisis melibatkan jenis- jenis seperti frasa nominal deskriptif, pronomina tunggal, dan pronomina jamak. Analisis mendalam terhadap jenis-jenis referring expression ini memberikan pemahaman tentang bagaimana penulis membangun karakter, konflik, dan pesan moral dalam cerita.
The Effectiveness of Charades Game in Teaching Vocabulary Harmilawati Harmilawati; Ulfayanti; Sitti Aminah
JLE: Journal of Literate of English Education Study Program Vol 7 No 1 (2026): Volume 7 Number 1 July 2026
Publisher : Universitas Islam Ahmad Dahlan (UIAD)

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Abstract

This study aims to examine the effectiveness of using the Charades game in teaching English vocabulary to fifth-grade students at SD Negeri 141 Pakka. The participants of this study consisted of 15 students. This research employed a quantitative approach with a quasi-experimental method using a one-group pretest-posttest design. The data were collected through observation, questionnaires, and tests, and analyzed using normality and homogeneity tests, a paired-sample t-test, and N-Gain analysis. The findings reveal that the implementation of the Charades game in the classroom was carried out very effectively, as indicated by the observation score of 96.43%. Students’ learning activities were categorized as very good (91.67%), and their responses toward the use of the Charades game were highly positive, with an average score of 89.7%. The results of the paired-sample t-test show a significance value of 0.000 (p < 0.05), indicating a significant difference between pretest and posttest scores. Furthermore, the N-Gain analysis reveals a score of 0.72 (72%), which falls into the high effectiveness category. These results indicate that the use of the Charades game has a significant and meaningful impact on students’ vocabulary mastery. Therefore, it can be concluded that the Charades game is an effective strategy for improving English vocabulary, while also enhancing students’ motivation and active participation in the learning process.