scholarly journals USING COLOR CODING TO IMPROVE STUDENTS' ENGLISH VOCABULARY ABILITY

2019 ◽  
Vol 2 (3) ◽  
pp. 358
Author(s):  
Dimas Muhamad Rizki Nurdiansyah ◽  
Sandi Aryanto Asyid ◽  
Aseptiana Parmawati

English is a subject in Indonesian school that learned from junior high school until the universities. Therefore one of importance basic aspects and skills in learning English for students is to understand avariety of English vocabulary. In learning English, vocabulary plays an important role, it means vocabulary is the basic one to mastering all English Skill. This research intended to students at seventh grade of Madrasah Tsanawiyah (MTs) in Cimahi. And this study aims to determine the benefits of Color Coding technique in improving the ability of English vocabulary. Color Coding is a method that can be used in teaching vocabulary, one of the use of color is to identifying something, it can make the student easy in their learning vocabulary process. The design of this research is Classroom Action Research (CAR). The researcher employed qualitative research design and pre experimental pretest-posttest. Thedata were collected from the result of pretest and posttets. The result of the data showed: Mean of pretest was 63.00, mean of posttest was 82.00, The result also show the score of t-observed was higher than ttable (2.08 > 1.72). It means color coding is effective to improve students’ vocabulary ability.Keywords: Vocabulary, Color Coding Technique, CAR

2021 ◽  
Vol 2 (3) ◽  
pp. 372-386
Author(s):  
Iin Baroroh Ma'arif ◽  
Yuyun Bahtiar ◽  
Muthoharoh

This research aims at designing a learning media which named LEEF (Learning English Easy and Fun) as English learning media for seventh grade students of Junior High School. This learning media consists of some materials and exercises which is appropriate and feasible to be studied for students. All materials in this media are based on junior high school syllabus of K13 curriculum. The research method used in this research is Research and Development. This development used ADDIE model which have several steps, those are; 1) Analysis, 2) Design, 3) Development, 4) Implementation, and 5) Evaluation. The result of this research shows that from the media validation result got 4.00 score it was in “fair and worth to use” category, and the material validation got 3.86 score. The students’ responses of try out result score 4.26 were in “fair and worth to use” category. By having those result, this LEEF (Learning English Easy and Fun) is feasible to be used as a learning media for seventh grade students of junior high school. Furthermore this research can be used as reference to other researchers in developing English learning media in different level of students.  


2014 ◽  
pp. 562-573
Author(s):  
Martiningsih Martiningsih

diterima: 05 Januari 2013; dikembalikan untuk revisi: 19 Januari 2013; disetujui: 6 Februari 2013.Abstrak: Matematika dianggap sulit, dan saat pembelajaran Matematika siswa cenderung kurang termotivasi untuk belajar, maka guru harus mengupayakan kemudahan dalam belajar dengan mempergunakan media yang sesuai. Tujuan penelitian ini adalah untuk meningkatkan prestasi belajar Matematika materi irisan dan gabungan dua himpunan dengan menerapkan Portal Rumah Belajar pada Kelas VII A SMP Muhammadiyah 1 Surabaya tahun ajaran 2012 - 2013. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK). Dalam penelitian ini dilakukan dua siklus dan tiap siklus terdiri dari 4 langlah yaitu : (1) perencanaan, (2) pelaksanaan, (3) observasi, dan (4) refleksi.Hasil penelitian Penggunaan Portal Rumah Belajar pada siswa Kelas VII A SMP Muhammadiyah 1 Surabaya, terbukti meningkatkan prestasi belajar siswa, sebelum tindakan siswa yang tuntas belajar sebanyak 22 siswa atau 73,3 %, pada Siklus I siswa yang tuntas sebanyak 23 siswa atau 76,7 %. sedangkan pada Siklus II siswa yang tuntas sebanyak 28 siswa atau 93,3 %. Dengan demikian kualitas pembelajaran dari sebelum tindakan sampai dengan Siklus II terjadi peningkatan. Saran dalam PTK ini adalah: Guru harus memotivasi siswa untuk belajar secara inovatif mempergunakan media pembelajaran. Guru hendaknya memiliki paradigma bahwa guru bukan satu-satunya sumber belajar. Pembelajaran Matematika hendaknya disampaikan dengan menggunakan media yang mampu menyenangkan siswa dan mampu membuat siswa aktif. Kata Kunci: Himpunan, Portal Rumah BelajarAbstract: Math is considered difficult and students have less motivation in learning math. That is why teacher must provide approprite learning medium to ease the students to learn math. The aim of this study was to increase students’ mathematic learning achievement on intersection set and union set by applying the Portal Rumah Belajar for Seventh Grade A of Muhammadiyah 1 Junior High School Surabaya year 2012 - 2013. The design of the study was Classroom Action Research. In this study two cycles were conducted, and each of which consisted of 4 steps, namely: (1) plan, (2) act, (3) observe, and (4) reflect. The use of Portal Rumah Belajar could increase the achievement of seventh grade students of Muhammadiyah 1 Junior High School Surabaya. The number of student passing the competency in the pre-action was 22 students or 73.3%, in the cycle was 23 students or 76.7%, and in the cycle II were 28 students or 93.3%. Thus the quality of learning increased between pre-action and the second cycle. Recommendation from this classroom action research was: teacher should motivate students to learn innovatively by using instructional media. Teachers should have a paradigm that teacher was not the only source of learning. Learning math should be submitted using the media to please students and be able to keep students active. Keywords: Set, Portal Rumah Belajar


2018 ◽  
Vol 9 (2) ◽  
Author(s):  
Khothibhatul Ummah

Grammar is one of the most difficult capabilities found in English. Grammar difficulty will affect other English skills such as reading, speaking, listening, and writing. Tenses belong to one part of grammar. Most students still struggle to use tenses well. Tenses contained in this grammar material need to be studied so that students can distinguish the time of conversation and the meaning of a sentence and how to make a sentence in accordance with the tenses that have been studied. This research was designed in the form of qualitative research, especially in descriptive method. It meant that the researcher would like to investigate the use of tenses (especially past, present, future, continous, and present perfect) and to identify the grammatical errors in using tense (especially past, present, future, continous,  and present perfect) in students junior high school of seventh grade with close task.


Ta dib ◽  
2019 ◽  
Vol 24 (2) ◽  
pp. 283-292
Author(s):  
MARA SAMIN LUBIS

This study aimed to describe students' ability to comprehend the meaning of mathematical vocabulary in one Madrasah in North Sumatera. This research was a qualitative research, with a phenomenology approach. The participants of this research were the seventh-grade students of one Islamic Junior High School (Madrasah) who had high, medium and low ability. The data were collected by using observation, interview and documentation, and were analyzed by using Miles and Huberman models. The results of this study showed that students who had high ability could master three indicators of the ability to understand vocabulary in mathematics; interpreting, summarizing, and explaining. For students who had moderate abilities, they only mastered two indicators of the ability to understand mathematical vocabulary; interpreting and summarizing. For students who had low ability, they only mastered one indicator; interpreting or in other words interpreting vocabulary used in mathematics in their own words.


Ta dib ◽  
2019 ◽  
Vol 24 (2) ◽  
pp. 283-292
Author(s):  
MARA SAMIN LUBIS

This study aimed to describe students' ability to comprehend the meaning of mathematical vocabulary in one Madrasah in North Sumatera. This research was a qualitative research, with a phenomenology approach. The participants of this research were the seventh-grade students of one Islamic Junior High School (Madrasah) who had high, medium and low ability. The data were collected by using observation, interview and documentation, and were analyzed by using Miles and Huberman models. The results of this study showed that students who had high ability could master three indicators of the ability to understand vocabulary in mathematics; interpreting, summarizing, and explaining. For students who had moderate abilities, they only mastered two indicators of the ability to understand mathematical vocabulary; interpreting and summarizing. For students who had low ability, they only mastered one indicator; interpreting or in other words interpreting vocabulary used in mathematics in their own words.


2016 ◽  
Vol 1 (2) ◽  
pp. 95
Author(s):  
Nur Hidayat

This paper is based on a study on students’ vocabulary of grade seven in junior high school using word game. This study is conducted based on the preliminary study which indicated that the students felt difficulties in learning English because of the lack of vocabulary.The subjects are 38 students who consist of 28 male, and 10 female students at seven grade of one of junior high schools in Gresik. The purpose of this study is to improve students’ vocabulary achievement through word game. The data is collected by interview, observation, questionnaires and test. The data is analyzed by using triangulation. The research design of this study is classroom action research which consist of four steps: planning, acting, observing and reflecting. The results of this study shows that word game can help students to memorize the vocabularies easier motivate students and make them more interested in learning vocabulary.


2018 ◽  
Vol 1 (4) ◽  
pp. 785
Author(s):  
Lina Rosmawati ◽  
Euis Eti Rohaeti ◽  
M Afrilianto

This study aims to increase the problem-solving ability of students of Class VII SMP on the building of flat and rectangular. This type of research is a classroom action research. By using a descriptive qualitative method. This research was conducted on the students of Class VII of Junior High School in Karawang with 38 students. The instruments used are students' Mathematical Problem Solving abilities, cycle I and II tests after giving the action. The result of the test pad of cycle 1 is only 37.1% of students who can answer the problem well. And in cycle 2 the result of the test increases from cycle 1. Based on the indicator, it is concluded that the mathematical problem-solving ability of the seventh-grade students of SMP on the building of flat and rectangle is low.


Author(s):  
Lyza Yustika

This research aimed to describe how picture series medium can increase the students’s writing skill for eighth grade at state junior high school 1 of Bintan. Classroom action research was the research design. The research comprised of two cycles with four meeting in the two cycles. A test was the main data of this research. Twenty students in VIII B at state junior high school 1 of Bintan, in the academic year of 019/2020 was the subject of this research. The outcome appeared there were upgrades in students’ writing skill. It tends to be seen from the outcome of each post-test in the two cycles. Students’ test average in cycle 1 was 63.57. Students’ test average in second cycle was 68.87. It means picture series medium could help students in improving their writing skill.  


Author(s):  
Moh. Nurman

The present study aims at explaining how to improve the students’ vocabulary mastery by using “Go Fish” game. The study belongs to classroom action research. The participants of the study are one hundred and twenty-two junior high school students of the seventh grade. To measure the improvement of students’ vocabulary mastery, the study used test. The finding showed that the mean score, 92,41 in the second Cycle had met the criteria of success. It means that the use of Go Fish game in teaching vocabulary can improve the students’ vocabulary mastery.


2021 ◽  
Vol 4 (3) ◽  
pp. 375
Author(s):  
Indri Kartini ◽  
Evie Kareviati

This study is aimed to find out the students’ responses toward the implementation of Pictionary game technique in teaching English vocabulary to the seventh-grade students. The study was conducted at SMP Dharma Kartini. The students of VII C  class that consists of 38 students were selected as the participants of the research. The research used descriptive qualitative method. The data of the research was obtained from observation during the implementation of Pictionary game in the class and from the students’ interview that has conducted to 5 students. The result showed that Pictionary game technique is useful to draw the students’ motivation in learning English vocabulary. From the data of observation showed that the Pictionary game made the students more active to get involved in teaching and learning process actively. The students also showed good responses from the data of interview, they stated that learning by using Pictionary game was fun but also challenging which make them motivate in learning English. Thus, it can be concluded that Pictionary game is an attractive technique that can be used to motivate students in learning vocabulary and make the students to learn English vocabulary in a more fun and creative way.   Keywords:  Pictionary game, Vocabulary


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