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GADGET UTILITY USED BY ELEMENTARY SCHOOL STUDENTS FOR ONLINE LEARNING Ferdinanda Itu Meo; Tuti Tuti; Ilinawati Ilinawati
Journal of English Educational Study (JEES) Vol 4, No 2 (2021): November Edition
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jees.v4i2.1438

Abstract

This study aims at analyzing the usage of gadget for elementary school in online learning.  This research is descriptive qualitative,  where the researchers took 20 students consisted of 10 females and 10 males from various Elementery school in sintang district as  participants. In collecting the data, the reseachers used interview and questionaires. The questionaires consisted of 8 questions with scale likerts method. In conducting the interview, the researcher prepared 5 questions in the form of open ended questionnaires. This interview aims to confirm the data from the questionnaires  There are 3 things that are focused by researchers, namely gadget ownership, gadget use, and parental monitoring of gadget use.The result of interview and questionaires showed that gadgets are specifically designated to support learning activities during the pandemic. In addition, parents strongly support their children to use gadgets in the context of online learning by giving their children their own gadgets to study, but they are still under parental supervision and time restrictions on gadget use.
Scrabble Game: Boosting Vocabulary Mastery of English Foreign Language (EFL) Students Tuti Tuti; Ilinawati Ilinawati
Journal of English Education and Teaching Vol 6, No 2 (2022)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jeet.6.2.271-282

Abstract

The background of this research is the lack of student participation and involvement in learning English in the classroom especially for vocabulary learning. This is caused by the lack of students’ motivation, laziness and less understanding of students in mastering vocabulary. The purpose of this research is to describe the students’ participation and the students’ improvement in vocabulary after applying scrabble games. The method used in this research was Classroom Action Research (CAR). The data collection technique of this research are observation, interview, and measurement. The tools of data collection technique are observation sheet, interview guideline, and test. The researchers applied Classroom Action Research (CAR) where the data divided into two kinds of descriptions; they were Qualitative and quantitative. The researchers obtained the data from cycle one and cycle two and then described it into qualitative and quantitative description. From data the analysis, it showed that there was a significant improvement in the students' participation and students vocabulary mastery. It can be seen from qualitative and quantitative data. From qualitative data, the students’ participations were increased from the first cycle into two cycle. Meanwhile, from quantitative data, the result of the test improved significantly from both cycles.  It could be concluded that the scrabble game technique improved students’ vocabulary mastery.
AN ERROR ANALYSIS IN WRITING RECOUNT TEXT AT SMPN 02 SEPAUK Tuti Tuti; Ilinawati Ilinawati; Edi Saputra
INOVISH JOURNAL Vol 7, No 1 (2022): INOVISH JOURNAL, Vol 7, No 1 - 2022
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/inovish.v7i1.2419

Abstract

The main problem of this research is the researcher wants to analyze the students' errors in writing recount text. This research aims to find out the error made by students in writing recount text. The subject of this research is 22 students writing products in writing recount text. The method used in this research is a qualitative research approach, the technique of data collection only using documentation, the document is the student's test results in writing recount text. The qualitative data were analyzed through assembling the data, coding the data, comparing the data, building interpretations, and reporting the outcomes. Based on the research finding, the researcher found three types of errors made by students in writing recount text: error of omission  54,9%, error of misinformation  19,6%, error of misordering 25,5%. Based on the finding, the researcher found omission error was a dominant error made by eight grade students of SMP Negeri 02 Sepauk.
TRANSLATOR TOOLS IN SECOND LANGUAGE WRITING: THEIR IMPACT ON STUDENTS’ WRITING PERFORMANCE AND PROCESS Tuti Tuti; Ilinawati Ilinawati; Lambertha Leli
Journal of English Educational Study (JEES) Vol 6, No 2 (2023): November Edition
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jees.v6i2.2936

Abstract

In recent years, advancements in technology have significantly influenced various aspects of education, including language learning and writing skills. One notable technological tool that has gained prominence is the translator tool, which offers the potential to bridge language barriers and enhance writing processes for students. This background section delves into the growing significance of translator tools in the context of writing skills development, discussing their features, benefits, and potential impact on students' writing performance and processes. Writing skills have long been recognized as a fundamental component of education, enabling individuals to effectively communicate ideas, opinions, and information. Traditionally, writing instruction has encompassed grammar, syntax, vocabulary, and organization. However, with the advent of digital tools and platforms, the landscape of writing instruction has transformed. Technology has introduced innovative ways to engage learners and support their language learning journey. Translator tools, often powered by artificial intelligence and machine learning algorithms, offer the ability to translate text from one language to another with varying degrees of accuracy. These tools have evolved from basic word-for-word translations to more sophisticated models capable of understanding context and producing coherent translations. Some of the prominent translator tools include Google Translate, DeepL, and Microsoft Translator. The integration of translator tools into writing instruction has shown potential benefits for students, particularly those learning a second language or aiming to communicate across linguistic boundaries
HAND PUPPET SEBAGAI MEDIA PEMBELAJARAN UNTUK MENSTIMULUS KEMAMPUAN BERBICARA SISWA PADA TK & SD BETHEL Ilinawati Ilinawati
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 4 No 1 (2023): Jurnal Pengabdian Pendidikan Masyarakat (JPPM)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v4i1.1066

Abstract

Hand Puppet merupakan salah satu media atau alat bantu guru yang dapat digunakan untuk merangsang atau memotivasi siswa untuk berbicara. Boneka Tangan ini merupakan tiruan manusia atau tokoh tertentu yang sangat familiar bagi anak usia sekolah dasar. Penggunaan boneka ini sebenarnya sangat sederhana dengan memainkan karakter boneka tersebut dalam percakapan singkat dengan siswa. Dalam hal ini, siswa secara otomatis terlibat langsung dalam praktik berbicara. Dalam hal ini boneka merupakan alat atau media pembelajaran yang dianjurkan untuk digunakan dalam merangsang psikomotorik anak. Tujuan penggunaan media boneka ini adalah agar siswa dapat belajar berbicara dengan menganggap bahwa boneka tangan adalah bagian dari lawan bicara dalam percakapan singkat. Oleh karena itu, siswa dapat belajar tentang istilah atau kosa kata baru, serta dapat memahami arah pembicaraan dan menanggapi pembicara.