cover
Contact Name
Aswandi
Contact Email
aswandi@polbeng.ac.id
Phone
+628156886126
Journal Mail Official
aswandi@polbeng.ac.id
Editorial Address
-
Location
Kab. bengkalis,
Riau
INDONESIA
INOVISH JOURNAL
ISSN : 26217295     EISSN : 25283804     DOI : http://doi.org/10.35314/inovish
Core Subject : Education,
INOVISH JOURNAL: Journal of Language and Innovation and English Language Teaching is committed to exploring the broad areas of language, creativity and innovation using language as a medium of information and highlighting issues in ELT. Preference is given to articles of English language; articles of this kind will be especially welcome. However, there is no restriction to articles with specifically English content. The journal is published twice a year (June and December) presenting articles containing creativity and innovations using language in producing products , analyses, studies, application of theories, research report, material development, teaching and learning languages and reviews. Contributors are invited from both members of and non-members of the English Department of State Polytechnic of Bengkalis
Articles 10 Documents
Search results for , issue "Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016" : 10 Documents clear
THE EFFECTIVENESS OF HERRINGBONE TECHNIQUE TO ENHANCE STUDENTS’ ABILITY IN COMPREHENDING NARRATIVE TEXT OF THE EIGHTH GRADE STUDENTS AT MTSN TAKENGON II, ACEH TENGAH, ACEH Cut Dara Ilfa Rahila; Halimatus Sakdiah
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (103.368 KB) | DOI: 10.35314/inovish.v1i2.80

Abstract

Abstract: This study was aimed at finding out differences between students who were taught with and without Herringbone technique and the effectiveness of applying the technique to enhance students’ ability in comprehending narrative text Herringbone technique (Deegan, 2006) is a technique that helps students grow their comprehension of the main idea by scheming who, what, when, where, why, and how question on a visual diagram of a fish skeleton. The methodology used in this research was quantitative approach by experimental method. The subjects of this study were 26 students in experimental class and 26 students in control class of MTSN Takengon II, Aceh Tengah, Aceh. In collecting data, the researchers used tests and questionnaire. The data were analyzed by non-parametric statistic, Mc. Nemar test and Chi-square for two independent samples. Result of the data reveals result of Mc. Nemar test by which the Chi-Square observedin experimental classwas higher than Chi Square table and Chi Square obtained in control class (21,05 > 3,814 < 12) and using  Chi-square for two independent samples showed that  the perceived scorewas higher than score of Chi-Square table (4,857>3,814). Moreover, based on the data from questionnaire, the students stated that Herringbone technique was fun to help them understand the materials and the time used was more useful. Hence, the result of Mc. Nemar revealed that there was significant differences between the students taught with and without Herringbone technique and Chi Square for two independent samples proved that Herringbone technique was effective to enhance students’ ability in comprehending narrative test.  Keywords: Effectiveness, Herringbone Technique, Comprehension, Narrative                 Text.
MAKING LUDO WORD GAME (LWG) TO LEARN GRAMMAR FOR SENIOR HIGH SCHOOL STUDENTS Novalina Simbolon; Ari Satria
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (102.791 KB) | DOI: 10.35314/inovish.v1i2.85

Abstract

Abstract: English Grammar is the rules how to make a sentence in learning English. English Grammar is the important part in English, but learning Grammar is not easy especially for student Senior High School. It is because grammar has many formulas to be memorized. There are various ways in learning English that can help the students in learning English Grammar. One of the most popular and effective ways is by using games. There are many types of games that can be used as learning method and media, either electronic or conventional. One of the games is Ludo Word Game. In this study, the research question was “Is there a Ludo Word Game to learn grammar for senior high school students?.  The objective of this study was to make a Ludo Word to learn grammar for senior high school students. The method of the study used was descriptive research. The result of this study was a set of Ludo Word Game that was modified with question cards. In addition, this game can help the students in learning English and can be a medium for the teacher in teaching English especially grammar. Keywords: Grammar, Game, Ludo Word Game
DESIGNING ENGLISH LEARNING WORKSHEETS FOR READING AND WRITING SKILLS QUALIFYING ON HOTS FOR THE TENTH GRADE STUDENTS Arita Destianingsih
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (189.867 KB) | DOI: 10.35314/inovish.v1i2.81

Abstract

Abstract: The aims of this study are to find out the learning needs of the tenth grade students and to develop effective English learning worksheets for reading and writing skills qualifying on higher order thinking skills (HOTS) for the tenth grade students. This research and development (R&D) adopted the model research proposed by Dick, Carey, & Carey (2009) and Branch (2009). This study was conducted at SMA Negeri 1 Pakem, Sleman. The effectiveness of the product was obtained through students’ English pretest and posttest score. There was the experiment class (XMIA1) and control class (XMIA2) group design. The mean score for pretest of the experimental class was 47.44, while the control class was 43.91. After learning using HOTS worksheets in the experimental class the mean obtain in the posttest was 90.56, while in the control class was 50.31.  The improvement of learning outcomes from the mean of N -Gain in experimental class was 0.81 in high category and the control class was 0.10 in low category. In the control class and experiment class had different learning result significantly. The result of the students’ agreements toward the product is within the data interval  ≥ 3.28 in good category. It can be concluded that the product are fairly effective to be applied in English teaching and learning processes.Keywords: Needs analysis, higher order thinking skills, designing English learning worksheet
MAKING OF JFG (JUMANJI FOR GRAMMAR) BOARD GAME TO LEARN GRAMMAR FOR UNIVERSITY STUDENTS Hadi Wijaya; Diah Paramita Sari
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (107.683 KB) | DOI: 10.35314/inovish.v1i2.86

Abstract

Abstract: There are four skills in learning English that should be mastered by students such as listening, speaking, reading and writing. To support those four skills, students should master in grammar. The basic of grammar in learning English is Tenses. One of way in learning grammar is through games. Jumanji is one of games which have many advantages. JFG (Jumanji for Grammar) was adopted by Jumanji that purposed to learn grammar. The purpose of this study is to make JFG board game to learn grammar for university students. The idea of this project comes up because there is no a JFG board game to learn grammar for the university students in Bengkalis. The result of this study was a set of JFG Board Game as medium to learn of grammar especially in tenses. This game consists of a dice, board of jumanji, five sets of question cards and four pawns with different colors. By using this game, the student can learn grammar in a more interesting and effective way.Keywords: JFG (Jumanji for Grammar) Board Game, Grammar, Students in University.
MAKING FISHING GAME TO LEARN VOCABULARY FOR KINDERGARTEN STUDENTS Siti Linda Kurniani; Safra Apriani Zahra
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (109.606 KB) | DOI: 10.35314/inovish.v1i2.82

Abstract

Abstract : Vocabulary is one of important component in teaching English, in addition to other components such as structure, pronunciation and intonation. Mastering the vocabulary is very important especially for students who learn foreign languages. In general, students who just start to learn English need knowledge of vocabulary because with a good and adequate vocabulary, the students will be able to understand the meaning of English. Therefore, the use of learning media in learning will surely help these learners understand the lesson well. Besides, they can also learn English in a more effective and interesting way. The research question was “Is there a fishing game to help students learn vocabulary? Meanwhile, the objective of this final project was to make Fishing Game to help the students in learning vocabulary, especially Alphabet and Number for Kindergarten students. In this study, descriptive method was used. It described what existed to find new facts or meaning. This project results were a set of fishing game consists of a Fish Pond, thirty six sets Fish of Alphabets and Numbers, and four a Fishing Rod. This game can be used in classes during learning-teaching process to help the students memorize Alphabets and Numbers. By using this game, the students can learn vocabulary in a more interesting and effective way. Keywords: Fishing Game, Vocabulary, Kindergarten, Alphabets and Numbers.
MAKING A PROFILE BOOK ABOUT MALAY TRADITIONAL FOOD AND DRINKS OF BENGKALIS Zakiatul Munawarah; Sabri Sabri
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (96.413 KB) | DOI: 10.35314/inovish.v1i2.87

Abstract

Abstract :Traditional food is a legacy of culture and heritage from the past which can still be served and tasted today. Since the majority of ethnic in Bengkalis Island is Malay, therefore this island is also familiar with the Malay traditional food. Unfortunately, recently this traditional food is less known by the people – both local, national or international. The research question was “Is there a profile about Malay traditional food of Bengkalis in dual languages (English and Bahasa Indonesia)? Meanwhile, the purpose of giving information and maintaining the local traditional cultural heritage of Bengkalis Malay cuisines, the objective of this study was about to make a profile book about Malay traditional food of Bengkalis in dual languages (English and Bahasa Indonesia) as one of  promotional media to promote Bengkalis tourism towards local and international tourists. The result of this study was a profile book entitled “Bengkalis Malay Traditional Food”. The method used in this study was descriptive research. It explained what existed and helped to find solution toward the problems. The profile book consists of 30 pages and discusses 5 kinds about Malay traditional food of Bengkalis, such as: Masakan (dishes), Masakan Sepinggan (snacks), Kue Basah (cakes), Kue Kering (biscuits), and Minuman (beverages). The study is expected to give some helps to the local government, especially the Tourism Department,  with a promotional item in form of profile book to promote local traditional food of Bengkalis for both local and international tourists. Keywords: Profile Book, Malay Tradition, Food.
MAKING VOCABULARY WHEEL GAME FOR JUNIOR HIGH SCHOOL STUDENTS Nurul Izati; boni Saputra
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (177.417 KB) | DOI: 10.35314/inovish.v1i2.83

Abstract

Abstract : Vocabulary is an essential part of English learning. Mastering English words help students acquire the language. However, many teachers still use traditional ways in teaching Vocabulary. They only refer to text books and ask students to remember words without using any media. Lack of teaching media makes students feel boring and not interested in learning English. It is also hard for students to understand the language. The research question was “Is there a Wheel Game to learn Vocabulary for junior high school Students? The objective of this study was to make Vocabulary Wheel Game for Junior high school students. The method used in this study was descriptive research. It explained the problem qualitatively to uncover solutions. This product is an adaptation of wheel of fortune game. Its colorful design and a lot of pictures can attract students to learn vocabulary in a fun way. As mentioned above, the model of wheel already exists. However, the whole model, wheel, color, and the pictures were designed using tools from several applications and were made of wooden and paper material. The wheel in this game has sectors and each sector uses 26 alphabets. This game uses one type of card, called penalty card, which contain a lot of interesting pictures. The cards were printed in the photo papers.                             Keywords:   English, Vocabulary Wheel Game, Teaching Medium.
MAKING OF MATCHING GAME BOOK TO LEARN ENGLISH VOCABULARY Jusnaini Jusnaini; Aswandi Aswandi
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (122.985 KB) | DOI: 10.35314/inovish.v1i2.88

Abstract

Abstract : Learning English is very important in this competitive world. It shows that we have to master English. However, in learning it, the learners still feel bored and face difficulties. For example, in learning Vocabulary, they always have problems in memorizing the words. Therefore, the use of learning media can be more effective and interesting way in learning. The main purpose of this final project is to make a matching game book which can be used as an alternative learning medium in learning Vocabulary, especially, for students in lower education level. The idea of this project is based on the real concept, the students actually still feel bored in learning English. This project results a set of matching game book consists of a game book, a sets of picture cards and a set of word cards. This game can be used in classes during learning-teaching process to help the students to memorize the word. By using this game, the student can learn vocabulary in a more interesting and effective way.Keywords: Matching Game Book, picture cards, word cards.
MAKING HOPSCOTCH GAME TO LEARN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS Dyo Alvisar; A. Malik Malik
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (168.292 KB) | DOI: 10.35314/inovish.v1i2.84

Abstract

Abstract: English is the global lesson studied in every single of education system nowadays. In fact, it is quite difficult to learn for the Indonesian people, especially for Elementary school students. One of the ways to improve their desire to learn is to combine educational elements into the game itself. This final project comes to answer that learning problem of children or elementary students by creating the alternative game. The research question was “Is there a Hopscotch Game to learn vocabulary for Elementary School Students. The purpose of the study was to make a Hopscotch Game to learn vocabulary for Elementary School Students.  The method used in this study was descriptive research. It explained the problems qualitatively to uncover solutions. The result of this study was a game which was developed from traditional games namely Hopscotch game. Application of English element in this game is the manufacturing of cards which contains some vocabulary and picture that represents the vocabulary. Therefore, surely it is easy for students to remember and to increase the number of their English vocabulary. On the other hand, they are challenged to complete all leaps in Hopscotch game while memorizing all the vocabulary that is given when they are going to jump. Then, when students make a mistake, they will get punishment which also helps to improve their vocabulary. In conclusion, maintaining the existence of traditional games and helping children to improve English vocabulary is a unique combination that is expected can be successful for students’ learning.                Keywords: Hopscotch game, Vocabulary, Elementary school students
THE MAKING OF ADJECTIVE CARD GAME TO LEARN VOCABULARY FOR JUNIOR HIGH SCHOOL STUDENT’S Fazila Uyun; Halim Dwi Putra
INOVISH JOURNAL Vol 1, No 2 (2016): INOVISH JOURNAL, Vol. 1, No. 2, June 2016
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (90.066 KB) | DOI: 10.35314/inovish.v1i2.89

Abstract

Abstract : The objective of students in learning foreign language is to be able to communicate fluently. Since English is a second language in Indonesia, the effort to make students mastering this language is still seen to be difficult to do. Having rich vocabulary is the main factor supports students to speak English fluently. However, insufficient in teaching English vocabulary contributes to the inconvenient learning environment at school. Some of teachers do not have creative idea to encourage student to explore more about vocabulary. The lack of media and learning tools also contribute to those problems. The media of game for example is effective to be implemented in teaching process. The aspects of entertaining and educative are combined to convoy students to think creatively while playing. The Adjective Cards Game created to enlarge student’s ability in describing thing with their characteristics. It contains of Adjective and Noun cards with interesting pictures and information which motivate students to learn English in the class or at home with family members. Keywords: Vocabulary, Game, Adjective Card Game

Page 1 of 1 | Total Record : 10