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The Impact of Using Duolingo Print-Out Materials on English Student Vocabulary Ilhamullah, M.; Zuhra, Cut Mulia
English LAnguage Study and TEaching Vol 5, No 1 (2024): ELASTE
Publisher : Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/elaste.v5i1.7771

Abstract

One of the most important components in learning English is vocabulary. Many previous studies show that students experience various problems or difficulties in learning English vocabulary because the teacher's teaching techniques are less interesting and make students bored. In this case, interesting teaching techniques are needed so that students do not get bored with teaching materials. Applications and games, for example, can be applied either online or offline to make the lesson interesting. This study aims to test whether the use of Duolingo printed materials for Grade I students at SMP IT Mahyal Ulum Al-Aziziyah can improve the student's English vocabulary. The research conducted in these two classes applies true experimental design types of pretest and posttest control group design. There were four encounters in the study including pretest and posttest. The sample of this study consisted of 54 students, which was evenly distributed in each of the classes. The instruments used to collect data were pretest and posttest. The test results were analyzed using the formula proposed by Sudjana (2006). It was found that the pretest average in the experimental class was 73 and the posttest average was 92. The pretest average in the control class was 46.3 and the posttest average was 5.3. Therefore, the increase from pretest to posttest in the experimental class was 19 points. The results of this study revealed that the use of Duolingo printed materials increased students' English vocabulary effectively and helped them remember new words.
The Effect of Project-Based Learning Implementation on Senior High School Students’ 4C Capability Faizah, Cut; Zuhra, Cut Mulia
English LAnguage Study and TEaching Vol 5, No 1 (2024): ELASTE
Publisher : Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/elaste.v5i1.7772

Abstract

This experimental This qualitative study investigates the effect of Project-Based Learning (PjBL) implementation on students' capacities in sharpening 21st century soft skill, commonly called the 4Cs. The 4Cs include communication, collaboration, creativity and critical thinking. The study was conducted at SMA Labschool Unsyiah and the sample of the study were class X IPS in the academic year of 2021/2022. The total number of students in this class was 30 consisting of 13 males and 17 females. The data were collected through an observation when the English teacher was teaching descriptive text using PjBL. An observation sheet consisting 4Cs items which were broken down into 15 sub descriptions was used. The data were then analyzed using simple percentage formula to get the final grade. The results revealed that PjBL pedagogy brings positive effects on students' 4Cs capacities.
The Employment of Figurative Language in a Motion Picture Artwork Fitria, Nora; Ismail, Nyak Mutia; Zuhra, Cut Mulia
IJELR: International Journal of Education, Language, and Religion Vol 5, No 2 (2023): November
Publisher : Universitas Teuku Umar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35308/ijelr.v5i2.7598

Abstract

This study aimed at finding out the use of figurative language in an artwork, specifically movie called Toy Story 3. The method used in this study was descriptive qualitative which provided the necessary data analysis to gain the information needed from the movie. The data soure was movie entitled Toy Story 3 with xxxx minutes in length. In collecting data, the researcher used document analysis; later in daa analysis, the interactive analysis consisting of data reduction, data display, and dat verification was employed. Te result shows that there are three types of figurative language consisted in the movie: Metaphor, Simile, and Hyperbole. The metaphors were used to describe something by comparing it with other objects, Hyperbole ws employed iin order to make the language used in the film increase a child's imagination to infinity, and Simile usage enhances the sentences to spark the curiosity of the audience—merely children. Then, it was aso found that regarding the frequency, Metaphor occurs nine times and represents 60%, Hyperbole occurs five times and represents 33%, and Simile occurs one time and represents 7%. Iin conclusion, The movie Toy Story 3 used only a few figurative speeches because the target audience is children, hence simple forms of language uses are utilized.