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Communicative Games: Their Implementation to Improve Students’ Speaking Skills Dalimunthe, Nurul Hafizhoh; Widyantoro, Agus; Widiarti, Yenni; Islamiaty, Dian
International Journal of Contemporary Studies in Education Vol. 2 No. 3 (2023)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/ijcse.v2i3.617

Abstract

Penelitian tindakan kelas ini bertujuan untuk meningkatkan kemampuan berbicara siswa kelas delapan SMP N 7 Yogyakarta dengan menggunakan permainan komunikatif. Peserta penelitian ini berjumlah 32 siswa. Data dikumpulkan melalui observasi kelas, wawancara, dan tes. Data kuantitatif diperoleh dari tes, dan data kualitatif dikumpulkan melalui observasi kelas, wawancara, dan dokumentasi. Statistik deskriptif menganalisis data kuantitatif, dan data kualitatif dianalisis dengan menampilkan data, memverifikasi, dan menarik kesimpulan. Temuan penelitian ini menunjukkan bahwa permainan komunikatif dapat meningkatkan keterampilan berbicara siswa. Peningkatan nilai siswa menunjukkannya; Pada pre-test, rata-rata siswa adalah 2,96. Pada post-test 1, rata-rata siswa meningkat menjadi 3,17. Sementara itu, pada post-test 2, rata-rata siswa meningkat menjadi 3,54. Oleh karena itu, dapat disimpulkan bahwa menggunakan permainan komunikatif meningkatkan keterampilan berbicara siswa.
EFL TEACHERS’ PERCEPTION OF THE USE OF ROLE PLAY IN SPEAKING CLASS Widiarti, Yenni; Astuti, Irma Windy
Jurnal Ilmiah Spectral Vol. 9 No. 2 (2023): Vol. 9 No. 2 (2023): Jurnal Ilmiah Spectral
Publisher : LPPM STBA Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47255/089sj191

Abstract

This research aims to describe two English teachers’ perceptionsregarding their experience in using role play to facilitate the students’ speaking practice at different English courses in Yogyakarta. The research participants are two teachers teaching speaking skills and have used role-play as one of the tasks in their classes. The researchers employed a descriptive qualitative design and thematic analysis to collect and examine the data obtained from interviews.  The findings show that the use of role-play was: driven by the classes’ learning objectives, necessarily taking real life-like situation set up, having generally a significant impact on the students’ speaking fluency whilst boosting their confidence and on occasion, gaining various response from the students.
Canva and Comic Strips: Facilitate on Teaching Writing Instruction Widiarti, Yenni; Jamilah
International Journal of Contemporary Studies in Education Vol. 3 No. 3 (2024)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/ijcse.v3i3.1170

Abstract

The purpose of this study is to examine the use of Canva and comic strips as instructional tools for enhancing writing proficiency in the class of XI-9 at SMA Negeri 7 Purworejo. This study aims to develop efficacious and innovative pedagogical approaches that align with students' learning objectives by investigating the utilization of comic strips and Canva as tools for enhancing writing proficiency. The present study conducted utilizing the CAR (classroom action research) methodology. The study revealed that the utilization of comic strips and Canva has a substantial positive impact on the enhancement of pupils' writing abilities. The students exhibited increased exploratory behaviour following the utilization of comic strips and Canva for writing. The researchers made efforts and obtained numerous findings from the media. Canva exerts a significant impact on fostering creativity and enhancing the engagement of pupils in writing tasks, leading to heightened interest and motivation among students to develop their writing skills. Concurrently, comic strips play a role in enhancing students' competencies in various domains, including grammar, vocabulary, and organization.