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Contact Name
Lalu Ari Irawan
Contact Email
jollt@ikipmataram.ac.id
Phone
+6281803266792
Journal Mail Official
jollt@ikipmataram.ac.id
Editorial Address
Jln. Pemuda No.59A Mataram, NTB
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
JOLLT Journal of Languages and Language Teaching
ISSN : 23380810     EISSN : 26211378     DOI : 10.33394
Core Subject : Education,
OLLT is an open access journal which provides immediate, worldwide, barrier-free access to the full text of all published articles without charging readers or their institutions for access. Readers have the right to read, download, copy, distribute, print, search, or link to the full texts of all articles in Journal of Languages and Language Teaching. This journal provides immediate open access to its content on the principle that making research freely available to the public supports a greater global exchange of knowledge. The aim of this Journal is to promote a principle approach to research on languages and language teaching by encouraging enquiry into relationship between theoretical and practical studies. JOLLT welcomes contributions in such areas of current analysis, as follows: First, Second, and Foreign Language Teaching and Learning; Language Testing; Language Planning; Multilingualism and Multilingual Education; Classroom Discourse Analysis; Translation; Syntax; Semantics; Sociolinguistics; Morphology; Psycolinguistics; Second Language Acquisition; Literature in Teaching; Curriculum Design of Language Teaching; and Material Development in Language Teaching.
Articles 8 Documents
Search results for , issue "Vol 5, No 1 (2017)" : 8 Documents clear
The Validity Analysis of English Summative Test of Junior High School Baiq Della Triastiwi Putri
Journal of Languages and Language Teaching Vol 5, No 1 (2017)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v5i1.327

Abstract

This research was aimed at analyzing the English summative test validity at SMP Darul Hamidin Padamara. The object of the research was the English summative test given to seventh grade students in the academic year 2016/2017 used descriptive method. The instrument used to analyze the data is documentation such as the English summative test, syllabus, blueprint and students answer sheet. The researcher matched the English summative test and syllabus to find out the content validity, for construct validity the researcher use blueprint and the last is students answer sheet to find out the criterion validity, to support the data the researcher used questionnaire. The finding of this research showed that the English summative test of SMP Darul Hamidin had validity in term of content and construct validity because 96% of test matched with indicators and for criterion validity was not valid because out of 50 items only 10 items were valid.
The Effectiveness of Listen and Draw Game towards Student’s Motivation in Learning Skill Mariana Sasmita
Journal of Languages and Language Teaching Vol 5, No 1 (2017)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v5i1.332

Abstract

This research is aimed at to finding The Effectiveness of listen and draw Game towards Students’ Motivation in Learning listening at the Second Grade Students of MTs Aunul Ibad NW Beroro in Academic Year 2017/2018. The method of this research was applied is experimental research (quantitative approach). The population of this research was the students of MTs Aunul Ibad NW Beroro in academic year 2017/2018. The sample of the study was 36 students consist of two classes. The sample technique used in this research was cluster random sampling by using lottery. The technique which used to analysis the data was t-test and r-test formula. From the research data found out that the students’ t-test score (3,97) is highest than that the value of t-table (2.028 ). Based on the result of the study, it can be concluded that the use of listen and draw game is effectiveness in learning listening at second grade students of MTs Aunul Ibad NW Beroro and the result correlation between students’ motivation and listening, it shows r-test (0,99) > r-table (0,468). Based on the result of the study, it can be conclude there is correlation between students’ motivation and listening is accepted. In other word, alternative hypothesis (Ha) is accepted and null hypothesis (Ho) is rejected.  
The Effectiveness of Obstacle Race Game toward Students’ Motivation in Learning Grammar Baiq Deni Kurniati
Journal of Languages and Language Teaching Vol 5, No 1 (2017)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v5i1.328

Abstract

This research was aimed to find out the effectiveness of Obstacle Race Game toward students’ motivation in learning grammar and to find out the correlation between students’ motivation and grammar at MA Darul Husaini Sanggeng. The kind of this research is experimental research (quantitative approach). This research design was applied pretest-posttest design. The population of this research was all of the second grade students of MA Darul Husaini Sanggeng. The sample of this research was consist of two classes namely XI-A as experimental class consist of 17 students and XI-B as control class consist of 17 students. The sample technique used in this research was saturated sampling technique. The technique which was used to analysis the data was t-test and r-test formula. From the research data found that the t-test score is higher than t-table (2,635>2, 021). Based on the result of this research, it can be conclude that the Obstacle Race Game has positive effect towards students’ motivation in learning grammar. From the research data found that r-test is higher than r-table (0,990>0,482). It can be conclude that there is correlation between students’ motivation and grammar.
The Use of Bimanese Vowel in English Speaking Muhayyah Muhayyah
Journal of Languages and Language Teaching Vol 5, No 1 (2017)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v5i1.333

Abstract

This research was aimed at finding how Bimanese vowels interfere Bimanese students in speaking English. The techniques of collecting data were observation and video. The data was collected during the research subject did the presentation in the class. The data analysis used qualitative descriptive. Based on the finding, it’s found there were positive and negative transfers. In positive transfer the Bimanese vowels had similar sound in English so the students from Bima were easy to pronounce the words for example, in vowel /a/ in a word argument, associate, after, discuss, /i/ in a word this, into, is, mean, /u/ in a word opportunity, role, argument, /e/ in a word recognize, based, object, /o/ in a word order, of, associate. In negative transfer because of Bimanese have a strong accent, stress and intonation so in some words like /a/, /i/, /u/, /e/ and /o/ when they speak some words in English they keep making a mistake for example the word  “recognize” (rɛkɔgnɑīz) was pronounce “rɛkɔgnɑīsɛd” by a Bimanese student, the word “procedure” (prәʃīdɛr) was pronounce “prɔʃɛdɛrʊl” by Bimanese student, the word “different” (dīfrәnt) was pronounce “difɛrɛn” by Bimanese student, and the word “family” (fӕmәlī) was pronounce “fɛmili” by Bimanese student. The Bimanese vowel could give interference to the Bimanese students during learning process because they still familiar with their language so in some words they keep make a mistake.
The Effect of Verb Story Game towards Students’ Motivation in Learning Grammar Deni Suryani
Journal of Languages and Language Teaching Vol 5, No 1 (2017)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v5i1.329

Abstract

This research was aimed to find out the effect of Verb Story game towards students’ motivation in learning grammar. The research was experimental research and the design that was used was post-test only design. The population of the study was the second grade students of MTs Aunul Ibad NW Beroro course which consisted of four classes. Two classes were chosen as the samples, those were MTs Aunul Ibad NW Beroro A Class as experimental group consisted of twenty four students and C Class as control group consisted twenty four students. They were chosen by using Simple Random Sampling technique. Experimental group was treated by Verb Story game and control group was treated by Verb Search game. The instrument that was used objective test and questionnaire in forms of multiple choices and matching word. Then, the scores were analyzed by using statistical analysis. It showed the mean score of experimental group was 73,16 while the mean score control group was 55,12 and the value of t (t test) = 3,537 was higher than the value of  (t table) = 2, 013 at the significance level of 5% and the number of degree freedom (46). Therefore, according to the result of the analysis, it can be concluded that it can be concluded that the use of verb story game is effective in learning grammar at second grade students of MTs Aunul Ibad NW Beroro and the result correlation between students’ motivation and grammar, it shows r-test (0,993) > r-table (0,404). Based on the result of the study, it can be conclude there is correlation between students’ motivation and grammar is accepted. In other word, alternative hypothesis (Ha) is accepted and null hypothesis (Ho) is rejected.  
Teaching Vocabulary Using Cartoon Movie Fitria Ulfa
Journal of Languages and Language Teaching Vol 5, No 1 (2017)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v5i1.330

Abstract

The aim of this research is to know whether or not Cartoon Movie is effective in teaching vocabulary at the fifth grade students of SDN Bunklotok Batujai Lombok Tengah. The research is conducted for one month at the first semester year students of SDN Bunklotok Batujai Lombok Tengah. During the period of time, the sample is treated by using Cartoon Movie. The result of the research reveals that mean score of post-test is (15.93) higher than pre-test is (8.31). On the other hand, the standard deviation of posttest is (3.305) higher than pre-test is (2.523) under the identification of t-test formula, it is found that the value of it is 10.820 higher than t-table is (2.048), with the degree of freedom (df) was 29-1=28 for confidence level of 0.05% or 95%. From this point, it can be concluded that the alternative hypothesis is accepted stating that Cartoon Movie is effective in teaching English vocabulary for the fifth grade students of SDN Bunklotok Batujai Lombok Tengah.
The Effectiveness of Ransom Note Game in Learning Vocabulary Arbi Maulida Hadijah Zurri
Journal of Languages and Language Teaching Vol 5, No 1 (2017)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v5i1.326

Abstract

This research was aimed to find out the effectevenness of Ransom Note Game in learning vocabulary. this research was quasi experimental design. The populations of this research were all of students at second grade students of SMPN 1 KERUAK that consist of 284 students that consist of eight  different classes. In which the sample of this research used two classes where VIII.1 Class as experimental group consisted of 32 student and VIII.3 as control group consisted of 31 students. The experimental was taught by Ransom Note Game Game and control group taught by Puzzle Game. The instruments that used were objective test with multiple choice, matching word, fill in the blank and true or false. The analysis used t-test formula. The result of the analysis, showed that the value of to (t obtained) 2,0888 was higher than tt (t table) 1,8702, the significant level 0,05. Based on the result of this investigation, it was proved that the alternative hypothesis (Ha) was accepted. In other words, there was significant effect of Ransom Note Game in learning vocabulary at the second grade students at SMPN 1 KERUAK  in academic year 2016/2017.
The Correlation of Students’ Anxiety and Self-Confidence toward Their Speaking Ability Helda Pebriyana
Journal of Languages and Language Teaching Vol 5, No 1 (2017)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v5i1.331

Abstract

This study was aims to find out whether or not any correlation between students’ anxiety and self-confidence toward speaking ability. This study used quantitative method. The study was conducted at the second grade students of MTs NW Tanak Maik in academic year 2017. The total of population was 28 students in one class. The total of sample was 28 students. The technique of data analysis was Pearson Product Moment formula and Multiple Linear Regressions to know the correlation between students’ anxiety, self-confidence and speaking ability. The result of computation between speaking and anxiety was 0,683, speaking ability and self-confidence was 0,557, anxiety and self-confidence was 0,437. The result of anxiety, self-confidence and speaking ability was 0,549. It means that those variables were there a correlation, because t-test was higher than t-table. The alternative hypothesis (Ha) was accepted and null hypothesis (Ho) was rejected. The result also showed that the value of significant correlation was very high.

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