Claim Missing Document
Check
Articles

Found 5 Documents
Search
Journal : Journal on Education

Increasing the Students' Reading Comprehension Ability in Descriptive Text Through Discovery Learning at The Eighth Grade of SMP Negeri 2 Gido in 2022/2023 Derita Gulo; Yasminar Amaerita Telaumbanua; Yaredi Waruwu; Hidayati Daeli
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4190

Abstract

Students are expected to comprehend English texts correctly. Meanwhile the students of the eighth grade of SMP Negeri 2 Gido did not understand the texts, could not achieve the minimum competences criterion that has been decided in the school. It was caused by some factors namely lacked of the students’ vocabulary, unable to identify main idea and to determine the generic structure of descriptive text, lacked of getting the important points when reading the text. The purpose of this research is to increase the students’ ability in reading comprehension. In increasing students’ reading ability, the researchers used Discovery Learning Strategy and applied it Classroom Action Research (CAR). This research was conducted in two cycles, there were four steps in conducting the research, namely: planning, action, observation and reflection. The result of the data in Cycle I showed that there were 2 students (6%) categorized in “Poor level”, 12 students (37%) categorized in “Less level”, 14 students (42%) categorized in “Enough level, 3 students (9%) categorized in “Good level, and 2 students (6%) categorized in “Very good level”. The mean mark in Cycle I was 50.91. There were still many students who failed and their level was low and really needed to be increased in the next cycle. Cycle II, no one of the students was categorized into less, poor, and enough levels, but 30 students (90.9%) categorized in “Good level, 3 students (9.10%) categorized in “Very good level”. The mean mark in Cycle II was 85.15. Based on the results of the research, it is concluded that Discovery Learning Strategy can increase the students’ ability in reading comprehension in descriptive text at eighth grade of SMP Negeri 2 Gido in 2022/2023.
Improving The Students’ Vocabulary Mastery By Using Fly Swatter Game At The Tenth Grade Of Sma Negeri 1 Gunungsitoli Idanoi In 2022/2023 Audian Meria Yanti Laoli; Kristof Martin Efori Telaumbanua; Elwin Piarawan Zebua; Yaredi Waruwu
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4233

Abstract

In learning English, the first thing that must be learned is vocabulary. This means that learning vocabulary is very important, especially for students in high school. Based on the researcher observations at the tenth grade, the technique used in learning is monotonous which makes students tend to get bored so that student participation in class is lacking. The vocabulary problem must be solved, because it can make it difficult for students to continue to the next level or class. Also students may have low motivation in learning English because they feel English is difficult. The objectives of the researcher is to improve students vocabulary mastery by using Fly Swatter Game. Based on the identification of the problems above, the researcher wants to overcome the problems of the students in English vocabulary mastery. In this research, the researcher use Classroom Action Research as a research design that was held in two cycles. The subject of the research was the students of X-IPS 1 which consist of 23 students. In this research, the instrument are evaluation sheet and observation sheet. From the result of each cycle, it shown that; in Cycle I, there was not students’ value which could be classified in “good level”, there were 3 students’ value (13,04%) in “good level”, there were 3 students’(13,04%) in “enough level”, there were 7 students’ value (30,43%)in “less level”, there was 10 students’ value (43,47%) in “fail level”. The average of the students’ value was 46,3. It showed that Cycle I was not successful, so this research has continued to the next cycle after revising the plan based on the weaknesses in cycle I. The result of Cycle II research showed that there was not students’ (0%) values classified in the “enough“, “less” and “fail level.” There were 8 students’ values (34,77%) in the “good level”, and 15 students’ values (65,21%) in the “very good level”. The average value of the students’ was 86,5. Based on the result above the researcher concludes that Fly Swatter Game could be done in teaching vocabulary and could improve the students’ ability in mastering vocabulary.
The Effect of Listen and do Activity on Students Listening Ability at The Eighth Grade of SMP Negeri 5 Idanogawo in 2022/2023 Meiman Edi Putra Hura; Triman Harefa; Afore Tahir Harefa; Yaredi Waruwu
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4237

Abstract

Listening is an important skill that should be mastered by the students in the classrooms since the skill involves a process of understanding spoken message. The syllabus of Junior High School expects the students to have a good ability to understand the meaning they listen from the monologue text but reality shows the reverse. The Eight Grade of SMP Negeri 5 Idanogawo are not able to fulfill the expectation in the syllabus. After finding out the problem, the researcher want to find the effect of Listen on the students’ ability in listening skill. This research will be conducted through a quasi-experimental design. The population of this study was class VIII students of SMP Negeri 5 Idanogawo for the 2022/2023 academic year, totaling 60 students of class VIII A- of SMP Negeri 5 idanogawo as the informant. the research chooses class VIII B - as the sample of the research because based on the information from the english teacher that the class was in middle score lowest. After validating the test, the researcher will give the pre-test to both classes to examine the normality of the data and homogeneity of the sample. Moreover, after giving treatment, the researcher administers the post test in both of the classes to get the result of the treatment and to examine the result of the normality of the data and homogeneity. Furthermore, the purpose of the research is to find whether there is a significant Effect of Listen and Do Activity on Students Listening Ability at the eight Grade of SMP Negeri 5 Idanogawo in 2022/2023.
Increasing The Students’ Vocabulary Mastery By Using Hyphonymy Game At The Eighth Grade Of SMP Negeri 1 Gunungsitoli Barat In 2022/2023 Ester Surya Ningsih Zebua; Hasrat Sozanolo Harefa; Yasminar Amaerita Telaumbanua; Yaredi Waruwu
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4260

Abstract

Vocabulary can be defined as the total amount of words that are necessary to convey ideas and express the speaker' intent. Vocabulary is the essential thing we need to master in mastering a language. However, in reality there are many students who lack of vocabulary. Many students said that English difficult to understand. And they can’t categorize the English vocabulary also. The purpose of this research is to increase students’ vocabulary mastery by using Hyponym Game. In this research the researcher conducted Classroom Action Research (CAR) design. The subject of this research is the eighth grade students of SMP Negeri 1 Gunungsitoli Barat which consist of 26 students. This research was applied in two cycles. In Cycle I, there were 1 (4%) students who got score among 0-49 classified as “Very Poor Criteria”, 5 (19%) students got classified as “Poor Criteria”, 8 (31%) students classified as “Average Criteria”, there were 12 (46%) students classified as “Good Criteria” and no one students who reached the “Excellent Criteria”. Moreover the average of students’ mark in Cycle I was 63,46. In Cycle II, there were 14 (54%) students classified as “Excellent Criteria”, 10 (38%) students classified as “Good Criteria”, 1 (4%) students who classified as “Average Criteria”, there were 1 (4%) students classified as “Poor Criteria” and no one students who reached the “Very Poor Criteria”. The average of students’ mark was 80,19. Based on the result the researcher concluded that implementetaion of Hyphonymy game increase students’ vocabulary mastery.
The Use of Mingle Game to Improve the Students’ Speaking Skill at Grade XI SMK Negeri 1 Gunungsitoli in 2022/2023 Fatiaro Daeli; Yaredi Waruwu; Kristof M,E Telaumbanua; Trisman Harefa
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.4437

Abstract

Speaking is one of the most skills that people should dominate to create communication between humans. To improve the students’ speaking skill by using of Mingle Game of the eleventh grade SMK Negeri 1 gunungsitoli which the total numbers of the students was 30 persons. The research was conducted by using Classroom Action Research (CAR) design. This research was applied into two cycles. Each cycle consisted of planning, action, observation, and reflection. The instruments used by the researcher to collect the data were observation sheet, evaluation sheet and field note. From the result of each Cycle, the researcher finds that the students get an improve the students’ speaking skill by using of Mingle Game. In the second meeting of cycle II, the researcher obtained the improvement of students, who achieved the Minimum Competence Criterion (70). There were 1 (7%) student who got score among 75-100 classified as “Very Good Criteria”, 29 (93%) students got score among 75-84 classified as “Good Criteria”. In Cycle II the highest mark was 95 and the lowest was 65. Based on the result above the researcher concludes that The Use of Mingle Game could be done Improve the Students’ Speaking skill.