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Journal : JOURNEY : Journal of English Language and Pedagogy

BASIC STRUCTURE MODULE BASED ON HYBRID LEARNING Indrawati Pusparini; Endang Setiyo Astuti
Journey: Journal of English Language and Pedagogy Vol 2 No 2 (2019): Journey: Journal of English Language and Pedagogy
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (230.068 KB) | DOI: 10.33503/journey.v2i2.546

Abstract

The research aims to find out the basic structure module based on hybrid learning needed by the students of Ikip Budi Utomo Malang in learning structure, especially basic structure. The current study was a need analysis which was done in the area of developing making basic structure module based on hybrid learning. The quantitative method were conducted in this research to describe the students’ needs. In collecting the data, the researcher applied questionnaire for the students as the instrument of the research. The data was taken through a questionnaire with given to 45 students who took basic structure course in the 2018-2019 academic year and analyzed quantitatively. The results of this study reveal that the students need a clear goals of basic structure modul based on hybrid learning, the materials in line with the course outline, the assignment and current technology for the teaching and learning process.
IMPROVING STUDENTS’ VOCABULARY MASTERY USING SPELLING BEE GAME AT FIFTH GRADE IN SDIT YA BUNAYYA PUJON Martha Prasetya Ningrum; Indrawati Pusparini
Journey: Journal of English Language and Pedagogy Vol 3 No 2 (2020): Journey: Journal of English Language and Pedagogy
Publisher : IKIP Budi Utomo Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/journey.v3i2.956

Abstract

The research caused by lacking of students’ vocabulary mastery in English Subject. One of the methods for improving vocabulary is Spelling Bee game. The action research aims to measure the effectiveness of the use of the spelling bee game method in improving students' mastery of English vocabulary and to determine students' responses motivated towards the application of this game. The research uses classroom action research (CAR) caused by Arikunto Suharsimi at students’ fifth grade in SDIT Ya Bunayya Pujon. The research is done two cycle. In every cycle consist of three meeting with the activity: plan, action, observation, reflection. Pre-test and post-test are given in the form of vocabulary tests. Data obtained from the pre-test and post-test were analysis in a classical completeness with a minimum quality standard of 75. The results of the analysis show that in cycle 1 was an average score of 70.26 with a classical completeness of 47, 05%. Furthermore, the results of the study in cycle 2 getting a significant improvement in which the score obtained was an average of 82.91 with a classical completeness reaching 88.24%. An increase from cycle 1 to cycle 2 in the classical completeness obtained reaching 41.19%. While, the implementation of the method makes students pay more attention, active, ability and motivated in learning English. From these results it means that the application of the game Spelling Bee has an influence on improving students' mastery of English vocabulary. Based on the results of this study, the application of learning with the game Spelling Bee is recommended to teachers to create a pleasant atmosphere for students, especially young learner in learning English vocabulary.