scholarly journals Developing Reading Handbook Based on Genre Based Approach for Islamic Senior High School Level

2019 ◽  
Vol 4 (1) ◽  
pp. 12
Author(s):  
Kholifatur Rosyida ◽  
Rasyidah Nur Aisyah

The purpose of the study was intended to develop supplementary reading material based on genre text for students in the tenth grade of Senior High School in order to help the learners in comprehending and interesting to study about Islamic story. This research was conducted by validation product by the experts, and try out. This research showed that the validation product by the experts showed 80% the product was appropriate, and the try out by the students were more than expected interval (l00%-76%). To find out whether the effective of the product, the writer gives the students pretest before implementing the product and posttest after implementing. The finding shows that the t-test calculation from the result of pre-test is 23% and post-test which on  is 80,7%. The result of this study concluded that the product was effective to use. 

2019 ◽  
Vol 3 (1) ◽  
pp. 28
Author(s):  
RASYIDAH NUR AISYAH ◽  
KHOLIFATUR ROSYIDA

ABSTRACTThe purpose of the study was intended to develop supplementary reading material based on genre text for students in the tenth grade of Senior High School in order to help the learners in comprehending and interesting to study about Islamic story. This research was conducted by validation product by the experts, and try out. This research showed that the validation product by the experts showed 80% the product was appropriate, and the try out by the students were more than expected interval (l00%-76%). To find out whether the effective of the product, the writer gives the students pretest before implementing the product and posttest after implementing. The finding shows that the t-test calculation from the result of pre-test is 23% and post-test which on  is 80,7%. The result of this study concluded that the product was effective to use.


2018 ◽  
Vol 5 (1) ◽  
pp. 20-32
Author(s):  
AHMAD JAILANI

Being able to read in English is very important. Success in reading is the most necessary because it is a basic tool of education. Based on the syllabus of Islamic Senior high School Hidayatul Mubtadiin (MAHM), it is hoped that students should comprehend monolog texts in narrative, spoof and hortatory exposition forms well. After doing preliminary observation at MAHM, some of the students of the second year still had low ability in their reading comprehension. The dominant factors influencing their low reading comprehension are the lack of vocabulary and teaching strategy of reading comprehension. From the two of dominant factors, the researcher is interested to investigate about teaching reading comprehension. Thus, the researcher conducted a research on the effect of Multipass strategy on Reading comprehension. This research investigates students’ reading comprehension taught by using multipass strategy at MAHM Siak Sri Inderapura. The design of this study was Quasi-experimental research by post-test only. The subject of this research was the second year students of MAHM. The total population was 42 students, and the sample was 42 students. Data were collected by using a test. Then, the data were analyzed by using t-test formula. It was found that there was a significant effect of using multi pass strategy on students’ reading comprehension at MAHM.


2020 ◽  
Vol 6 (2) ◽  
pp. 414
Author(s):  
Yahya Yıldırım ◽  
Ali Kızılet

The aim of this study is; to investigate the effects of differential training method on hand and leg visual reaction time in high school tennis trainees. 24 trainees (12 girls, 12 boys) attending a tennis course in a high school participated in the study voluntarily. It was determined that the mean age of the participants was 15.00±0.00 years, their body weight was 63.46±10.64 kg, their height was 1.65±0.06 m, and their body mass index was 23.26±2.91. According to the results of the pre-tests, 2 homogeneous groups of 12 people were created. One group formed the Differential Group (DG), the other the Traditional Group (TG), and each group included 6 girls and 6 boys. The training sessions were held 3 days a week (90 minutes each) and lasted 10 weeks in total. In the study, the visual reaction time (separately for hand and leg) was performed as a pre-test and a post-test using the Fitlight TrainerTM device. Paired Sample t test was used to examine the difference between pre-test and post-test of the same group. Independent Sample t test was used to measure the intergroup interaction between pre-tests and post-tests. To interpret the statistical significance level, p < 0.05 was accepted. As a conclusion; it was observed that both training methods shorten the visual reaction time, but there was no significant difference between the groups in pre-test and post-tests.


Author(s):  
Dita Fitriana ◽  
Rahmawati Khadijah Maro

Vocabulary is the language resource, students have to know vocabularies to produce sentences. Thus, the aim of this study was to find out whether snake and ladder board game could improve students’ vocabulary mastery or not. The subject analyzed in this research were the tenth grade students of SMA Muhammadiyah I. The experimental group was X-IPS-I while the control group was X-IPS-II.This study employed quantitative research design. This design was selected due to this present study was required a concrete evidence whether Snake and Ladder Board Game could enhance students’ vocabulary mastery in senior high school or not. In this study the instruments used were pre-test, treatment, and post-test. The pre-test was given to both experimental and control group. After the pre-test was given to both groups, then the experimental group was treated or taught by using snake and ladder board game, while the control group was not treated by using snake and ladder board game. After that, the post-test was also given to both experimental and control group. The researcher used t-test to know the significant difference between the mean score of the experimental and control group. The process of t-test was counted using computer SPSS 17 version.The result of this study was shown that snake and ladder board game could improve students’ vocabulary mastery due to the score of pre-test in control group was higher than the pre-test score of experimental group. Otherwise, the post-test score of experimental group was higher than the control group. Accordingly, related to the result of this experimental research, the researcher concludes that snake and ladder board game can improve students’ vocabulary mastery in the first year students of senior high school.


Author(s):  
Dita Fitriana ◽  
Rahmawati Khadijah Maro

Vocabulary is the language resource, students have to know vocabularies to produce sentences. Thus, the aim of this study was to find out whether snake and ladder board game could improve students’ vocabulary mastery or not. The subject analyzed in this research were the tenth grade students of SMA Muhammadiyah I. The experimental group was X-IPS-I while the control group was X-IPS-II.This study employed quantitative research design. This design was selected due to this present study was required a concrete evidence whether Snake and Ladder Board Game could enhance students’ vocabulary mastery in senior high school or not. In this study the instruments used were pre-test, treatment, and post-test. The pre-test was given to both experimental and control group. After the pre-test was given to both groups, then the experimental group was treated or taught by using snake and ladder board game, while the control group was not treated by using snake and ladder board game. After that, the post-test was also given to both experimental and control group. The researcher used t-test to know the significant difference between the mean score of the experimental and control group. The process of t-test was counted using computer SPSS 17 version.The result of this study was shown that snake and ladder board game could improve students’ vocabulary mastery due to the score of pre-test in control group was higher than the pre-test score of experimental group. Otherwise, the post-test score of experimental group was higher than the control group. Accordingly, related to the result of this experimental research, the researcher concludes that snake and ladder board game can improve students’ vocabulary mastery in the first year students of senior high school.


Author(s):  
Beny Septian Panjaitan And Rahmad Husein

This study aimed at analyzing the cognitive dimension based on Revised BloomTaxonomy in reading questions in Look Ahead an English Course for Senior HighSchool Level 1, 2, & 3. This study used quantitative research design. The sampleswere 141 reading questions which taken by using random sampling technique byusing Statistical Program for Social Science (SPSS) version 20.0. in Look Aheadan English Course for Senior High School Level 1, 2, & 3. The data were analyzedby using Table analysis of cognitive dimension of Revised Bloom Taxonomy. Theanalysis showed that the most dominant cognitive dimension of Revised BloomTaxonomy in remembering dimension (57.45%). The second dominant cognitivedimension is understanding dimension (26.24%). The third dominant cognitivedimension is evaluating dimension (10.64%). The fourth dominant cognitivedimension is creating dimension (3.55%). The fifth dominant cognitive dimension isanalyzing dimension (2.13%). There was no cognitive dimension of applyingdimension that applied in reading question of the textbooks.


Jurnal KATA ◽  
2018 ◽  
Vol 2 (2) ◽  
pp. 371
Author(s):  
Rissari Yayuk

<p><em>This study examines the focal point of illustration of the first winner of the contest for writing opinion of the senior high school level in South Kalimantan. This study aims to describe 1) the focus point of illustration of the title of the first winner of the contest writing opinion of the senior high school level in South Kalimantan? 2) the focal point of information information of the first winner of writing contest for high school level opinion in South Kalimantan; 3) the focal point of illocution of the moral message of the first winner of the high school opinion writing contest in South Kalimantan. The study was conducted in October 2016 at Balai Bahasa Balai. The method used is qualitative deskreptif. The technique used in this paper is the sampling purposive sampling. The sample used as data is the first winner of the contest for writing the opinion of the senior high school level in South Kalimantan, in South Kalimantan Language Hall, in 2016. This first winner is named Norhidayah, a student of SMAN 4 Banjarbaru, with the title of Language Role in Introducing Children of Nation. Data analysis is done by steps, data collection, data identification, classification, selection and interpretation. The results of data analysis are presented in ordinary words with technical terminology. Based on the results of the study of the focal point of the article, the first winner of the South Kalimantan high school opinion writing contest includes the focus point of the title illusion, the focus point of information illocution, and the focus point of the illustration of the moral mandate. The focus of the title illustration can be seen in the meaning of its ilokusinya, language, and suitability of the theme in the title. The focus point of the information illumination of the article can be seen in its meaning of ilokusinya, its language style, and the type of discourse. The focus point of the illustration of its moral mandate can be seen in the author's expectations contained in the title, the focus of the information, and on the final paragraph of the paper</em></p><p><em><br /></em></p><p>Masalah yang dibahasa mengenai titik fokus ilokusi  artikel pemenang pertama  lomba penulisan opini tingkat SLTA se-Kalimantan Selatan. Penelitian ini bertujuan mendeskripsikan 1) titik fokus ilokusi judul artikel pemenang pertama  lomba penulisan opini tingkat SLTA se-Kalimantan Selatan? 2) titik fokus ilokusi informasi artikel pemenang pertama  lomba penulisan opini tingkat SLTA se-Kalimantan Selatan; 3) titik fokus ilokusi amanat moral  artikel pemenang pertama  lomba penulisan opini tingkat SLTA se-Kalimantan Selatan. Penelitian ini dilaksanakan pada bulan Oktober 2016 di Balai Bahasa Kalimantan Selatan. Metode yang digunakan adalah deskreptif kualitatif. Teknik yang digunakan dalam tulisan ini adalah pengambilan sampel purposive sampling. Sampel yang dijadikan data adalah artikel pemenang pertama lomba penulisan opini tingkat SLTA se-Kalimantan Selatan, di Balai Bahasa Kalimantan Selatan, tahun 2016. Pemenang pertama ini bernama Norhidayah, siswa SMAN 4 Banjarbaru, dengan judul Peran Bahasa dalam Mencerdaskan Anak Bangsa. Analisis data dilakukan dengan  langkah-langkah, pengumpulan data, indentifikasi data, klasifikasi, seleksi dan  interpretasi. Hasil analisis data disajikan dengan kata-kata biasa dengan terminologi yang teknis sifatnya. Berdasarkan hasil kajian titik fokus ilokusi artikel pemenang pertama  lomba penulisan opini tingkat SLTA se-Kalimantan Selatan  meliputi titik fokus ilokusi judul, titik fokus ilokusi  informasi , dan  titik fokus ilokusi amanat moral.Titik fokus ilokusi judul dapat dilihat pada makna ilokusinya, gaya bahasanya, daya bahasa, dan kesesuaian tema pada judul. Titik fokus ilokusi informasi artikel dapat dilihat pada makna ilokusinya, gaya bahasanya, dan jenis wacananya.Titik fokus ilokusi amanat moralnya dapat dilihat pada harapan penulis yang terdapat pada judul, fokus informasi, dan pada paragrap akhir karya tulis</p>


2018 ◽  
Vol 3 (2) ◽  
pp. 18-28
Author(s):  
Najim Ussiph ◽  
Hamidu Kwame Seidu

A quasi experiment with interview was adopted to study the aptness of using 3D animations as an instructional method to introduce programming concepts to students at the Senior High School level. This research work was conducted with 100 students of Akroso Senior High School in the Birim central municipality of the eastern region of Ghana who were generally programming novice. Programming concepts considered included programming environments, loops, functions sequential and conditional execution of programs. A paired t-test carried out on the results of the performance test presents a p-value of 0.008 indicative of a numerically significant difference between the mean marks of participants during the experiments that used 3D animation method as against the experiments that used the text base method. Results from the interview showed that the instructional method used had impact on the performance of the learners. The use of 3D animation method presented programming concepts in a form that the learners can understand, motivates them to pursue programming related courses at a higher level and also impacts positively on their performance.


2021 ◽  
Vol 6 (2) ◽  
pp. 1225
Author(s):  
Hari Widi Utomo

One of the most difficult skills in English lesson is teaching writing. Therefore, this study aims to find out the effectiveness of “Freeze! Freeze!” game for teaching writing on grade eight students of SMP N 1 Rakit, Banjarnegara. This study is an experimental research at SMP N 1 Rakit. This study consisted of two groups which are experimental and control groups. In collecting the data, the writer used a test and the result was analyzed by using a t-test to find out the effect of the treatment. After analyzing the data, the writer found that there was a positive effect of the use of “Freeze! Freeze!” game in teaching writing of recount text. It could be seen from the result of hypothesis testing that the t-test was higher than the t-table (3.792>1.997). Thus, it can be concluded that the use of “Freeze! Freeze!” game in teaching writing of recount text was effective.


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