Siti Rofi’ah
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DEVELOPMENT OF FLASHCARD MEDIA TO TEACH STUDENTS' VOCABULARY MASTERY IN READING SKILL AT TAHFIDZUL QUR'AN ISLAMIC BOARDING SCHOOL ANNUR ALHIDAYAH Cindi Ulfatus Sahrani; Siti Rofi’ah; Ahmad Saifudin
Journey: Journal of English Language and Pedagogy Vol. 6 No. 2 (2023): Journey: Journal of English Language and Pedagogy
Publisher : UIBU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/journey.v6i2.666

Abstract

This study aims to develop Flashcard learning media in learning English vocabulary mastery at the Tahfidzul Qur'an Annur Alhidayah Islamic Boarding School. The research method used is research and development with the ADDIE approach (Analysis, Design, Development, Implementation, and Evaluation). Data were collected through observation, interviews, and questionnaires. Data analysis is carried out using qualitative data analysis and quantitative data analysis. The result of this study is a revised Flashcard media based on advice from media experts. The revision of the Flashcard media includes the addition of adjectives and verbs as new forms and types of words. Product trials were carried out in English course classes at the Tahfidzul Qur'an Annur Alhidayah Islamic Boarding School. The results of the trial showed that the use of Flashcard media can improve students' vocabulary mastery. The study also compared with previous studies that used vocabulary learning strategies without expert assistance. In conclusion, the development of this Flashcard media can be an effective alternative in learning English vocabulary mastery at the Tahfidzul Qur'an Annur Alhidayah Islamic Boarding School
DEVELOPMENT OF INTERACTIVE MULTIMEDIA ENGLISH TO TEACH SPEAKING STUDENTS GRADE IX SMPN 02 TUREN Lu’luatul Ilmiah; Siti Rofi’ah; Widiarini Widiarini
Journey: Journal of English Language and Pedagogy Vol. 6 No. 2 (2023): Journey: Journal of English Language and Pedagogy
Publisher : UIBU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/journey.v6i2.681

Abstract

The purpose of this study is to teach English speaking, especially in the pronunciation of English words for grade IX students of SMPN 02 Turen. The method used in this study is Research & Development (R & D), which is a research method that focuses on the discovery or creation of new products. The results showed that students' lack of interest in the learning process was caused by a boring and uninteresting approach to teacher learning. Researchers use Interactive Multimedia to improve the teaching and learning process in the classroom because it is considered suitable and in accordance with existing problems. The product produced in this study is in the form of PPT videos that divide media quality into components of content, media, and interactivity
DEVELOPING SCRABBLE GAME TO TEACH ENGLISH VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS Inayatul Fuad; Siti Rofi’ah; Widiarini Widiarini
Journey: Journal of English Language and Pedagogy Vol. 6 No. 2 (2023): Journey: Journal of English Language and Pedagogy
Publisher : UIBU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/journey.v6i2.694

Abstract

In 2023, the media in the process of learning English is veryimportant. This is evidenced by a needs analysis with 26 students and teachers of English class V . This paper aims to investigate the needs of students and also find out the results of scrabble games on transportation, professions, weather and seasons. This study used the Borg & Gall Research and Development (R&D) model. It used several steps including Research & Information Gathering, Develop the initial form of the product, Revise the product, Product testing, Final product revision. The research subjects were 26 fifth grade students at SDN Gading Kasri Malang. This study found that scrabble games are valid in language (92%) and media (97%) and suitable for use as complementary media on transportation, profession, weather and season from the satisfaction questionnaire about this product the percentage is around 14% agree and 84% strongly agree. Finally, this scrabble game is suitable for use as a complement to material on transportation, professio