87 research outputs found

    THE EFFECT OF USING REVIEW STRATEGY TO IMPROVE STUDENTS’ WRITING SKILL AT SMAN 18 MAKASSAR

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    Yokmeam Tiranda. 2023. The Effect of Using Review Strategy To Improve Students’ Writing Skill At SMAN 18 Makassar. Skripsi English Language Education Study Program, Faculty of Teacher Training and Education, Bosowa University. Supervised by Restu Januarty Hamid and Ulfah Syam.This study aimed to know the effect of using review strategy to improve student writing skill at SMAN 18 Makassar. This study used pre-experimental research one group pre-test and post-test. The population in this study was students of class XI IPA SMAN 18 Makassar. The writer took one class from the target population for the research.The sample to be used is class XI IPA 3, the number of samples is 30 students. Data obtained from writing test. The result of this study used inferential analysis of the t-test by SPSS v.16, which showed a signficant effect on the students’ mean score writing skill between the pretest and post-test. The average score of the students’ writing enhanced from 55.10 in the pretest to 88.90 in the posttest. The significance value calculated 0.000 is smaller than 0.05 (P-value = 0.000 < 0.05). Thus, it can be concluded that the review strategy is effect applied to improve students’ writing skill at SMAN 18 Makassar. &nbsp

    THE IMPLEMENTATION OF LABIRIN BOARD GAME IN ENHANCING STUDENTS’ SPEAKING SKILL IN ELEVENTH GRADE AT SMA NEGERI 18 MAKASSAR

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    Tri Ayu Utami Ibrahim. 2022. The Implementation of Labirin Board Game in Enhancing Students' Speaking Skill in Eleventh Grade at SMA Negeri 18 Makassar, Skripsi for English Education Study Program Faculty of Teacher Training and Education University of Bosowa. (Supervised by Nurfaizah Sahib, and Restu Januarty).   This research focuses on the students’ speaking skill through labirin board game. The aim of this study was to find out weather there was an enhancement of students’ speaking skill after implementing the labirin Board Game in eleventh grade at SMA 18 Makassar in the 2022/2023 academic year. The method used in this study was quantitative experimental research with one group pre-test-post-test research design. Speaking test used as the instruments of elicting the data. The procedure of collecting data was pre-test, treatment, and post-test. The samples of this research were the eleventh grade with 36 students. Simple random sampling was a method used to select a sample . The results of data analysis showed there was an enhancement in students' speaking skill of vocabulary, pronunciation, and fluency through the implementation of the abirin Board Game. The mean score of the students increased from 5.06 on the pre-test to 7.67 on the post-test The difference between the pre-test and the post-test was statistically significant (0.00<0.05). Based on the results of data analysis, the writer conclude that there was an enhancement after implementing the labirin Board Game  on speaking skill in eleventh grade at SMA 18 Makassar

    IMPROVING THE STUDENTS’ READING COMPREHENSION THROUGH CONCEPT ORIENTED READING INSTRUCTION

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    The objcetive of this research aimed to improve the students reading comprehension at the level of literal and inferential comprehension. This research was a pre-experimental research, which employed one-group pretest-posttest. This research was conducted through three steps of process: pre-test, treatment and post-test to investigate the improvement of the student’s reading comprehension through the implementation of CORI. Pretest was done to measure the students reading comprehension before conducting the treatment. The treatment, which was the teaching and learning process, was conducted in four meetings in which CORI was applied as method to improve the students reading comprehension. After the treatment, post-test was done to measure the students reading comprehension after the implementation of CORI. Location of this research is the seventh Grade students of SMP Negeri 7 Masamba, at academic year 2015/2016. The total numbers of subjects were 41 students, which were divided into 2 classrooms VII A and VII B. There is two variables of this research; the use of CORI as the independent variable and reading comprehension is the dependent variable. In this research, reading comprehension test was the instruments to collect the data related to the student’s reading comprehension at the level of literal and inferential comprehension. The test consisted of multiple choices to assess the student’s literal comprehension and essay test to measure the student’s inferential comprehension. In testing the hypothesis, t-test was employed. The calculation was done by using SPSS v.20. In summary, CORI improved the student’s ability to understand and identify the explicitly or directly state the information given in the text; for example, the characters of the story, their traits, place and time where the story taken place, main ideas, details, cause and effect and sequences in the text. Following the improvement of the student’s literal comprehension, the student’s inferential comprehension was also improved

    SISTEM INFORMASI PEMESANAN BARANG PADA CV RESTU PERDANA PALEMBANG BERBASIS WEB

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    Pesatnya perkembangan komputer dan teknologi informasi menjadi pemicu berbagai perusahaan untuk memanfaatkan sistem informasi berbasis dekstop maupun Web. CV. Restu Perdana Palembang pun membutuhkan sebuah sistem informasi untuk memperoleh peluang bersaing dan meningkatkan eksistensi perusahaan. Permasalahan yang dialami oleh CV. Restu Perdana Palembang yaitu belum adanya media pemasaran mengakibatkan sulitny perusahaan memasarkan produk maupun meningkatkan produktifitas, kurang cepat merespon keluhan pelanggan, dan kebutuhan pelanggan akan transaksi kapan saja dan di mana saja. Metodologi yang digunakan adalah RUP (Rational Unified Process) dengan metode iterasi. Implementasi desain program menggunakan bahasa PHP6, Sedangkan DBMS menggunakan MySQL. Dalam sistem informasi ini terdapat fungsi untuk Login dalam 2 versi yaitu pelanggan tetap dan pelanggan biasa ,register ,ubah password , pesan produk , tambah jumlah pesa produk ,cari produk input ,pembayaran ,tambah data admin ,tambah data produk ,input berita , input data produk ,input kritik dan saran . Dengan adanya sistem informasi pemesanan berbasis web ini dapat memberikan kemudahan dan meminimalkan kesalahan yang terjadi pada bagian administrasi serta stakeholders yang terkait dengan kegiatan pemesanan tersebu

    IMPLEMENTING CURRICULUM 2013 IN ENGLISH LESSON AT SMPN 52 MAKASSAR

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    The objectives of this study were to find out The Implementation teaching learning planning of 2013 curriculum. The research was qualitative method. The sample of the research was English teachers of SMPN 52 Makassar. The data of this research were collected by using triangulation technique by combining observation, interview, and documentation technique. The writer used observation guidelines sheet in analyzing the data collected and monitor. The writer used interview guidelines and recorder to record the interviews. The obtained data was analyzed in three major phases namely data reduction, data display and conclusion. This Result of this study shows that English teachers has already implemented learning the 2013 curriculum in class well. And then, prepare learning tools are in accordance with the standard 2013 curriculum. It can be proved by formation learning tools

    THE CHALLENGE OF HYBRID LEARNING IN TEACHING ENGLISH FOR BUSINESS

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    This study explores the implementation and challenges of hybrid learning in English for Business courses at a higher education institution. With the increasing integration of online and face-to-face learning modalities, hybrid education offers opportunities for flexible learning environments but also presents significant obstacles. The research employs a qualitative methodology, involving semi-structured interviews, classroom observations, and document analysis, to gather insights from four lecturers who specialize in Business English education. Findings indicate that technological barriers, including poor internet connectivity and low digital literacy, particularly in remote areas, pose major challenges. Additionally, fostering student interaction and engagement in the online components of hybrid courses is difficult due to platform limitations and passive participation. Lecturers employ strategies such as group tasks and interactive quizzes to enhance engagement, but face-to-face interaction remains critical for developing communication skills. The study also reveals that students struggle with information management skills in the online context, and despite lecturer interventions, they require continuous support to improve their research abilities. Moreover, educators face challenges in balancing the needs of online and in-person students and adapting traditional assessment methods to the hybrid model. The study highlights the importance of training, institutional support, and strategic planning in overcoming these challenges and optimizing hybrid learning for business educatio

    INCREASING STUDENTS’ VOCABULARY MASTERY THROUGH “MOBILE LEGENDS†GAME ONLINE APPLICATION AT SMA NEGERI 4 MAKASSAR

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    The objective of the research was to know the students' vocabulary mastery through Mobile Legends game online application and to find out the affect of Mobile Legends Game online application on students' vocabulary mastery. This research uses the pre-experimental research method. The population of this research were the students of the second-grade of SMA Negeri 4 Makassar in 2022/2023 academic year, with sample were 30 students. The researcher collected the data by giving pre-test and post-test. The data of this research was analyzed by SPSS 24 Version. Based on the results of data analysis, the researcher concluded that the use of Mobile Legends Game online application can increase students' vocabulary mastery, it's proved by the mean score of the students in pretest and post-test. The result of the research shows that Mobile Legends Game online application was significantly increased students' vocabulary mastery. The mean score in pre-test was 52.83, while in post-test was 81.83. It indicated that the one hypothesis (H1) was accepted and the null hypothesis (H0) was rejected. It means that Mobile Legends Game online application could increase the students' vocabulary mastery in learning English at SMA Negeri 4 Makassar. The objective of the research was to know the students' vocabulary mastery through Mobile Legends game online application and to find out the affect of Mobile Legends Game online application on students' vocabulary mastery. This research uses the pre-experimental research method. The population of this research were the students of the second-grade of SMA Negeri 4 Makassar in 2022/2023 academic year, with sample were 30 students. The researcher collected the data by giving pre-test and post-test. The data of this research was analyzed by SPSS 24 Version. Based on the results of data analysis, the researcher concluded that the use of Mobile Legends Game online application can increase students' vocabulary mastery, it's proved by the mean score of the students in pretest and post-test. The result of the research shows that Mobile Legends Game online application was significantly increased students' vocabulary mastery. The mean score in pre-test was 52.83, while in post-test was 81.83. It indicated that the one hypothesis (H1) was accepted and the null hypothesis (H0) was rejected. It means that Mobile Legends Game online application could increase the students' vocabulary mastery in learning English at SMA Negeri 4 Makassar

    Use of Circle Game As A Strategy to Improve Students’ Vocabulary of Tenth Grade Of SMK Negeri 7 Bulukumba

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    The purpose of this study is to know how to improve students’ vocabulary on Circle Game at the tenth grade of SMK Negeri 7 Bulukumba. The researcher applied pre experimental in one class pre-test and post-test. In this research the population was the Tenth-grade students of SMKN 7 Bulukumba in 2023/2024 academic year. The researcher used total sampling technique. The total sample was 20 students from class X TKJ. In analyzing the numerical data, the writer used SPSS version 24.0. Based on the results of data analysis, the writer concluded that the use of Circle Game can increase students’ vocabulary knowledge, it’s proved by the mean score of the students’ in pretest and post-test. The result of the research shows that Circle Game significantly increased students’ vocabulary knowledge after did treatment where the results shown in the paired sample test are 0.001 is smaller than 0.05. The mean score improved from 49.75 in pre-test to 68.75 in post-test. It indicated that the one hypothesis (H1) was accepted and of course, the null hypothesis (H0) was rejected. It means that Circle Game can improve the students’ vocabulary knowledge in learning English at SMK Negeri 7 Bulukumba. Key Words: Circle Game, Strategy, Vocabular

    INCREASING STUDENT’S ABILITY IN WRITING ARGUMENTATIVE TEXT THROUGH CONTEXTUAL TEACHING AND LEARNING APPROACH (CTL)

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    The purpose of this study was to increasing students’ ability in writing argumentative text in class XI-IPA 4 SMAN 18 Makassar through contextual teaching and learning approach (CTL). This study used the method of qualitative. The research subjects were students of class XI-IPA 4 SMAN 18 Makassar in the odd semester in the academic year 2022/2023 with a sample of 36 students. Data collection is done by giving the task of writing argumentative text. The research data collected through the test showed that the students’ ability in writing argumentative text was increasing through contextual teaching and learning approach. Based on the results of data analysis, it can be seen that the student’s result in pre-test is 51.94 then after getting treatment the students’ post-test increase to 70.56 in pre-test. So, it can be concluded that using the contextual teaching and learning approach can increase students’ ability in writing argumentative text. &nbsp

    BRAIN WRITING LEARNING MODEL USING EPISODIC MEMORY IN TEACHING NARRATIVE TEXT

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    The aims of this study was (1) To find out the significant brain writing learning model using episodic memory in teaching narrative texts (2) to determine the students' interest in applying brain writing learning model using episodic memory in teaching  narrative text. This study used quasi-experimental method. This research was conducted at SMPN 30Makassar with total number population consist of 810 students. The researcher used a random sampling technique. The total sample used was 60 students. The researcher divided the sample into two classes, namely the experimental class and the control class. The instruments of the research were tests, questionnaires and interviews. Based on data analysis, it can be concluded that brain writing learning model using episodic memory in teaching narrative texts not significantly  improve the students achievement especially in writing narrative text. Brain writing learning model using episodic memory also is very effective to be applied to avoid student boredom and make students more interest in learning process
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