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Contact Name
Tarmiji Siregar
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brightvisionjournal@uinsu.ac.id
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+6285275356446
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INDONESIA
BRIGHT VISION Journal of Language and Education
ISSN : -     EISSN : 27971716     DOI : -
Core Subject : Religion, Education,
BRIGHT VISION Journal of Language and Education is a scientific journal published by Alumni Assosiation of English Education Department Faculty of Tarbiyah and Teacher Training. This journal aims to accommodate articles of research results language of education and education learning . In the end this Journal can provide a description of the development of science and language in the field of education for the show the development of scholarly publications for students, lecturers, teachers, researchers, scientist, language activist, etc.
Articles 4 Documents
Search results for , issue "Vol 1, No 3 (2021)" : 4 Documents clear
IMPROVING THE STUDENTS’ VOCABULARY MASTERY THROUGH RIDDLE GAME TECHNIQUE AT THE EIGHT GRADE OF JUNIOR HIGH SCHOOL STUDENTS OF SMP SWASTA R.A KARTINI TEBING TINGGI APRILIANDRI TANJUNG, LUSY
BRIGHT VISION Journal of Language and Education Vol 1, No 3 (2021)
Publisher : Faculty of Tarbiyah nad Teacher Training

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Abstract

This research was aimed to improve the students’ vocabulary mastery by using riddle games. The subjects of this study were 25 students at eight grade in smp swasta R.A Kartini Tebing Tinggi. This research was conducted by using classroom action research that consist of 2 cycles. The technique of analyzing data for quantitative data was the students’ score of test. While for qualitative data, the researcher used observation and interview. The result of this research showed that the mean of the students score was 51,6 in which there were 4 from 25 students (16%) who passed the minimum criteria of mastery learnings (KKM). In the post test I, there were 10 from 25 students (40%) who improved and the score mean was 63,6. Meanwhile, in the post test II, the mean score was 84,8. There were 23 students (92%) passed the minimum criteria of mastery learnings (KKM). It is indicated that riddle game could improve the students’ vocabulary. This result is strength by the observation and the interview result that students were more active in the class and enjoy the learning process Keywords: Vocabulary Mastery, Using Riddle Game
THE EFFECT OF USING PQ4R METHOD ON STUDENTS ABILITY IN READING COMPREHENSION AT EIGHT GRADE OF SMP N 3 SATU ATAP PANGKALAN SUSU Hayati, Mala
BRIGHT VISION Journal of Language and Education Vol 1, No 3 (2021)
Publisher : Faculty of Tarbiyah nad Teacher Training

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Abstract

This study aims to determine the effect of using PQ4R method on students’ reading comprehension. The subject of this research was students of SMP N 3 Satu Atap Pangkalan Susu at eight grade. This research were used quasi experimental with pre-test and post-test design. In this design there was two groups, namely groups randomly selected experimental and control groups. The researcher were use two classes as sample in this research, they were VIII A that consisted of 30 students of experimental class and VIII B that consisted of 30 students of controlled class, namely class VIII A was an experimental class and given action was used the PQ4R method and class VIII B was controlled class in this study given used conventional method.  This research were used quantitative method. The findings of this study that t-observed (3.79) was higher than t-table (1.674) at the level of significance ofα = 0.05and at the degree of freedom (df) = Nx + Ny – 2. Where Nx the total numbers of Experimental class is 30 and Ny was the total numbers of control class is 30. Thus, df = 30 +30- 2= 58. Based on the data, it can be concluded that there was a significant effect between using PQ4R method and conventional method on the students’ achievement in reading comprehension.Keywords: PQ4R Method, Students’ Reading Comprehension, Experimental
IMPROVING THE STUDENTS’ VOCABULARY THROUGH MONOPOLY GAMES AT THE EIGHTH GRADE STUDENTS OF MADRASAH TSANAWIYAH SWASTA MADINATUSSALAM SEI ROTAN PERCUT SEI TUAN MATONDANG, MELATI
BRIGHT VISION Journal of Language and Education Vol 1, No 3 (2021)
Publisher : Faculty of Tarbiyah nad Teacher Training

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Abstract

This research aims to improvement of students’ vocabulary by using monopoly games. This research was conducted to determine the improvement of students’ vocabulary by using monopoly games. The number of students consists of 30 students who are used by the researcher as respondents.   The research of this study was conducted by using classroom action research. Quantitative data and qualitative data were used as data analysis technique in this study. The results of the  qualitative  data  were  taken  through  the  results  of  observation  sheet, interviews, and documentation while the quantitative data were taken through the result of students test. In this research, the researcher collected data with two cycles. Where, there were 5 students got successfull score criteria or it was only 16,66 % and 25 students’ got unsuccessful or it was 83,34%. After doing cycle I by using monopoly games, there was an improving of the result of the students’ mean was 57.87.  Criteria or score it was 90 % and 3 students’ got unsuccessful criteria score or it was 10%. In other words, the data above shows that   the students’ vocabulary mastery was increased. And based on interviewed, observation sheet, and photographs, it showed that the expression and enthusiasm in learning of the students were also improve. Keywords : Vocabulary  and Monopoly games
THE EFFECTIVENESS OF USING SCATTERGORIES GAMES TOWARDS STUDENTS’ VOCABULARY AT MTs BAHARUDDIN TAPANULI SELATAN MARSELINA TAMBA, SUSI
BRIGHT VISION Journal of Language and Education Vol 1, No 3 (2021)
Publisher : Faculty of Tarbiyah nad Teacher Training

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Abstract

This  study  aims  to  determine  the  effect  of  the  scattergories  games  toward  students’ vocabulary observed and conducted at MTs Baharuddin Tapanuli Selatan. This research was conducted using quasi experimental research design. The populations in this research are students of seventh grade MTs Baharuddin Tapanuli Selatan. And the sample of this research was all of the students of second grade MTs Baharuddin because the total number of the population less than 0ne hundred students. In this research, the researcher using scattergories games in experimental class while in controlled class without using scattergories game. In this study, the researcher use pretest, treatment and posttest. Researcher uses SPSS v. 26 to calculate the data. In the posttest of experimental class and controlled class the researcher finds that the sig. (2 tailed) on the t-test 0.00 < 0.05, so there is significant different between controlled class and experimental class. Ha accepted and Ho rejected. It can be conclude that there is an effect towards students’ vocabulary by using scattergories game. (Key Word: Vocabulary, Scattergories Games) 

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