Rabiatul Adawiah
Sekolah Tinggi Agama Islam Negeri Majene

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The Simulation of English Listening as Part of of the National Examination Rabiatul Adawiah; Nihla Afdaliah; Uswatunnisa Uswatunnisa; Nur Fadillah Nurchalis; Muhyiddin Muhyiddin
MATAPPA: Jurnal Pengabdian Kepada Masyarakat Volume 4 Nomor 1 Tahun 2021
Publisher : STKIP Andi Matappa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/matappa.v4i1.912

Abstract

English is a subject in the national examination for senior high school students. As a foreign language, learning English gives some obstacles. This article is written to describe a project of community engagement namely a simulation of the English listening section as a part of the national examination. This project was conducted in Madrasah Aliyah Darud Da’wah Wal-Irsyad Baruga Majene by a collaborative team, which consists of the lecturers and the students of the English Language Education Department of Majene State Islamic College. The participants are third-grade students. The simulation was conducted as same as the real test using the Hot Potatoes. The result of the simulation showed that students’ achievement did reach the passing grade namely 55. There are ten basic competencies implied in fifteen number. But the students only can choose the correct answer from questions that reflected four bacis competencies with the highest average score namely 63. Unfortunately, the students cannot reach other competencies. It seems that the students need more practice and learning activities.
An Analysis of Students’ Ability in Writing Analytical Exposition Text Reski Reski; Nurhaspia Nurhaspia; Uswatunnisa Uswatunnisa; Rabiatul Adawiah
LETS: Journal of Linguistics and English Teaching Studies Vol. 3 No. 1 (2021): LETS: Journal of Linguistics and English Teaching Studies
Publisher : Sekolah Tinggi Agama Islam Negeri Majene

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (479.452 KB) | DOI: 10.46870/lets.v3i1.88

Abstract

This study aims to determine the ability to write an English analytical exposition text in class XI Religion 2 MAN 2 Polewali. Therefore, the main problem is how the students' ability to write analytical exposition texts in class XI Agama 2. This research is quantitative and descriptive. The population in this study were students of class XI Religion 2 MAN Polewali. This means that the population is 15 students, and this population is used as a sample of 15 students. In collecting the data, the researcher used a writing test. Students are asked to make an analytical exposition text. Analysis of student score data found that students' ability in writing analytical exposition texts was still lacking in class XI (15 students). In this case, in class XI, Religion 2, there were no students who got very good scores. Six students got the same student's work. The results of this study indicate that the ability to write analytical exposition texts is not capable with students' writing results below the average, and the researchers also found that students' writing results are considered impure because of the indications that students take them from the internet. This is indicated by the use of vocabulary used in addition to the results of interviews with the teacher. The researcher found that there was no guidance from the teacher to the students on how to write analytically. The teacher's exposition text only directs students to look for the structure of the analytical exposition text.
The Use of Jargons of Clash of Clans Game by Makassarese Teenagers Yudhi Faizal Eka Putra; Serliah Nur; Rabiatul Adawiah; Nurfitrah Nurfitrah
LETS: Journal of Linguistics and English Teaching Studies Vol. 1 No. 2 (2020): LETS: Journal of Linguistics and English Teaching Studies
Publisher : Sekolah Tinggi Agama Islam Negeri Majene

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (886.456 KB) | DOI: 10.46870/lets.v1i2.141

Abstract

Online Games are popular for Indonesian teenagers, and one of them is the Clash of Clans (COC). Each online game has specific terms. Those are known as jargon. This study is aimed to find jargons of Clash of Clans used by teenagers. It is qualitative research using a descriptive method. The result shows that there are seventeen jargons used by three teenagers. They are Archer Troops, Barbarian Troops, Wall Level 3, Wall Level 1, Town Hall 3 Starts, Mortar, Golem, Hogs, Wars, Builder, Hidden Tesla, Clan Castle, Giant, Healer, and Elixir. Those jargons are used in other contexts, out of that online game. the players use this jargon language by considering the things in real life with all of the things in Clash of Clans. So the jargon language from the game is accidentally said by teenagers in their real-life context.
Gender and Language in Benteng Panynyua English Club Masita Masita; Rabiatul Adawiah; Devi Triani
LETS: Journal of Linguistics and English Teaching Studies Vol. 2 No. 2 (2021): LETS: Journal of Linguistics and English Teaching Studies
Publisher : Sekolah Tinggi Agama Islam Negeri Majene

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.946 KB) | DOI: 10.46870/lets.v2i2.153

Abstract

Men and women are created with much different, especially using language in communication. They have different features in using language although they use same language. It is influenced by differences in gender, characteristic, and thought. In reality many people still do not understand that man and woman have differences in speech. This motivates researchers to find out how the language used differently between man and woman. This research used qualitative design as methodology. This study was conducted in BPEC (Banteng Pannyua English Club), located in Rotterdam fort, South Sulawesi. The participants involved 8 women and 8 men with an intermediate level of English. This study also collected by using Lakoff’s theories related to linguistics features of language based on the gender issue. The researcher found 50 data from the analysis. The result of this study showed man and women have six different types of speech feature in communication. They are Tag Question, Rising Intonation, Lexical Hedge, Intensifier, Emphatic Stress, and Super Polite Form. From this data it can be concluded that man and women have different features in using language.
CODE MIXING USED BY K-POP LOVERS ON SOCIAL MEDIA Rabiatul Adawiah; Nasrah Nasrah; Nur Zamzam; Tria AR; Maghfirah S.
Inspiring: English Education Journal Vol 6 No 1 (2023): Inspiring: English Education Journal
Publisher : Institut Agama Islam Negeri Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35905/inspiring.v6i1.4351

Abstract

Code mixing is a global phenomenon since social media emerged as a communication medium for K-Pop lovers in Indonesia. It happens when a speaker/writer uses two or more languages in an utterance/sentence. This research is aiming to explore the types and reasons for code-mixing. The researchers applied the qualitative method using content analysis. The result shows that there are 12 Korean codes and one English code inserted in Bahasa Indonesia as the major code. Intra-sentential or insertion of other codes in the main code is used dominantly by the participants. Other types such as inter-sentential, phonological change, alternation, and congruent lexicalization are not used since the participant did not have any capacity to combine Korean morphemes with Bahasa Indonesia morphemes. Additionally, the reason for using code mixing is analyzed and shows that the participant wants to show their group identity and to talk about certain topics.
The Use of Snakes and Ladders Game to Improve Students’ Grammar at the Second Grade of Mts DDi Baru Devi Triani; Rabiatul Adawiah; Nihla Afdaliah
Borneo Educational Journal (Borju) Vol. 5 No. 2 (2023): August
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/bej.v5i2.1333

Abstract

The second graders of MTs DDI Baru face several issues in learning English. Those become obstacles for them to get good achievement in the subject. One of the most difficult issue for them is they could not even compose a simple sentence properly using basic tenses such as simple present and simple past tense. The researcher tried to use game-based learning, in this case, using Snakes and Ladders game to solve the problem. So that, this research aims to find out the significant effect of using of snakes and ladders game in improving students’ grammar ability. This research design applied research with one pre-test and one post-test design in the experimental and control class. From 5 classes, the researcher chose 2 classes as sample by using cluster random sampling. The data analysis result revealed that the post-test mean score (74.07) is greater than the pre-test mean score (37.24) in experimental class. The results of the t-test also confirm that the p-value is 0.001, or smaller than 0.05, whereas the t-value is 8.87 or greater than t-table 2.048. So, by considering the p and the t value, the reseacher withdraw conclusion that H₁ is accepted which states that the use of the Snakes and Ladders game can improve students’ grammar. However, another interesting finding reveals that there is also improvement of students’ scores in the control class but not as significant as in the experimental class. The mean score increased 15.86 points while in the experimental class it increased 36.83 points