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Analisis Kesalahan Penggunaan Simple Past Tense dalam Cerita Pendek oleh Siswa Bahasa Asing Seruni, Faras
Elite : English and Literature Journal Vol 10 No 1 (2023): June : Linguistic and ELT
Publisher : UIN Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/elite.v10i1.36597

Abstract

Tenses are a crucial element in the English language. In writing or saying a sentence in English, people should consider what kind of tenses will be used. This study aims to find out what kind of errors are made by eleventh-grade students in writing a short story. The instrument used for the research is the writing test. This qualitative descriptive study involves thirty-one Senior High School students. To know the error made by the students, the researcher used a written test and then analyzed it qualitatively. There are one hundred twenty-eight errors made by the students and it is found seven omission types of error, sixteen errors for addition types, a hundred errors made in misformation, and five errors in misordering. It can be concluded that the students mostly made an error in the misformation type and the students have a low awareness of using verbs in the simple past tense while writing a short story.
Gamification in Scientific Approach to Improve Students' Learning Motivation Seruni, Faras
International Journal of Language Teaching and Education Vol. 8 No. 2 (2024): International Journal of Language Teaching and Education
Publisher : Universitas Jambi, Magister Program of English Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/ijolte.v8i2.31864

Abstract

Knowing the fact that students’ learning motivation in learning English is low. This research investigates the effects of using gamification in scientific approach to conduct English learning in class. This quantitative research used experimental design to know whether there is an effect of gamification on students’ learning motivation. The population of this research is students in SMP Negeri 6 Natar, however this research used purposive sampling to decide the sample to meet the needs of the research. A questionnaire was used to measure the students’ learning motivation by using the Likert scale. To analyze the data, the researcher used Repeated measure T-Test. The results suggest that there is a significant improvement in students’ learning motivation before and after treatment. The data implies that the pre-score of students’ learning motivation is mostly in the medium level then it shifted to the high level on the post-score. The results show that the implementation of gamification in scientific approach improves students’ learning motivation.