UTILIZING GRAPHIC ORGANIZER STRATEGY IN TEACHING WRITING ON NARRATIVE PARAGRAPH

2020 ◽  
Vol 11 (2) ◽  
pp. 189-204
Author(s):  
Nurjannah Nurjannah ◽  
Taufiq Hidayah ◽  
Muhammad Nazar

This research is entitled “Using graphic organizer strategy in teaching writing on narrative paragraph (experimental research). Writing is a very important subject that should be learned by English learners. The students should be able to express their ideas and opinion either in the form of a sentence or paragraph. However, the researcher found that many students at the Second Grade Students of SMP Negeri 1 Tanah Luas could not express their ideas and develop into the paragraph. Hence, the appropriate strategy of teaching and learning is very important to help students master writing skills. This research aims to know the effect of achievement between the students who are taught writing by using graphic organizers from those taught writing in the narrative by using traditional methods. This research was experimental research and used a quasi-experimental design. The samples chosen in this research were the whole students of class VIII2 and VIII4 of SMPN 1 Tanah Luas. Class VIII2 consisted of 25 students was chosen as experimental group and class VIII4 consisted of 24 students was chosen as control group. This research was conducted in three phrases; there were pre-test, treatments and post-test. The data collection technique used in this research was test. The tests were pre-test and post-test. The researcher gave pre-test before giving treatment and post-test after giving treatment. The treatment was conducted in three meetings. The data was analyzed by using t-test formula. The research result and the hypothesis authentication found by using t-test formula in significant level 5% or α = 0.05 were obtained that ttest > ttable. The ttest found in this research was 3.91. Meanwhile, ttable was gotten from the list of distribution value with degree of freedom = 47, because the data not in the table, the researcher used interpolation approach and obtained = 1.67. So >  = 3.91 > 1.67. It meant that Ha was accepted and Ho was rejected. So, graphic organizer strategy significantly affects the students’ ability in mastering writing.   Kata Kunci: graphic organizer strategy, teaching and learning, writing narrative paragraph

2019 ◽  
Vol 5 (1) ◽  
pp. 31
Author(s):  
Muhammad Fauzi Bafadal

Origami is a kind of method for teaching language through dialogues whichstresses on the students’ habit formation by repetition, memorizing grammatical structures through substitutions, singular-plural and tense transformations etc, using the target language and the culture where the language is spoken. The objective of this research was to find out the effect of Origami in teaching writing procedure text. Method design this research was a true-experimental method. The population of this research was the second year students of SMA Muhammadiyah Mataram in Academic year 2016/2017. This study the writer took all population as the samples that consisted of 38 students. Because the population less than 100, they divided into two classes, namely experimental class 21 and control class 17. The writer collected the data using the testing method pre and post-test. According to Hughes rubric and t-test formula theory. The result of this research showed that the mean score of experimental group 9.5 and the mean score of control group 2.9. Based on t-test it showed that t- value 11.9 and after consulting to t-table, the t-value was higher than t- table. To conclude origami teaching and learning is more effective to improve students’ writing procedure text, this can be seen from the results of test score, it shows that the experimental class which was given treatment using origami teaching and learning got a higher score than control class without taught by used origami teaching and learning method. Besides the origami could improve the students’ motivation, the origami could attract the students’ attention, the origami help the students to memorize the vocabulary and the origami make the teaching and learning activities interesting. Presentation in which the writer presented the materials by using origami as media the students clearly and easily to understand. The writer concluded that Origami can warn up the student that was done to make students interested in learning writing procedure text and has a positive effect in teaching writing procedure text.


Author(s):  
Afita Dewi Prastiwi ◽  
Kinanti Resmi Hayati

Bahasa Inggris memiliki peran penting saat ini terutama bagi mahasiswa teknik kelautan. Penelitian ini bertujuan untuk mengukur keefektifan game android sebagai media pembelajaran untuk meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan. Sampel penelitian ini adalah 50 mahasiswa teknik kelautan yang telah mengambil mata kuliah Bahasa Inggris. Data penelitian diperoleh dari hasil pre-test dan post-test. Semua kata dalam tes tersebut adalah kosakata permainan. Penelitian ini merupakan penelitian eksperimental semu dengan desain matching only pretest - posttest control group design. Hipotesis penelitian ini dianalisis menggunakan nilai t-test yang dihitung dengan SPSS 16. Nilai sig dari pre-test menunjukkan 0,659 yang berarti lebih besar dari 0,05 dan nilai sig post-test menunjukkan 0,003 yang berarti lebih rendah. dari 0,05. Dari hasil penelitian didapatkan bahwa game android dapat meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan                                                                                                                                                         Kata Kunci: Efektivitas, game android, media, kosa kata bahasa inggris.   ABSTRACT English has an important role nowadays especially for marine engineering students. This study aims to measure the effectiveness of android game as a teaching media to improve English vocabulary among marine engineering students. The samples of the study are 50 students of marine engineering students who have taken English subject. The data of the study are gained from the result of pre-test and post-test. All the words in those tests are the vocabularies of the game. This study is quasi-experimental research with the matching only pretest – posttest control group design. The hypothesis of this study is analyzed using t-test value counted by SPSS 16. The sig value of pre-test shows 0,659 which means it is higher than 0,05 and the sig value of post-test shows 0,003 which means it is lower than 0,05. From the result of the study, it is found that android game improves the English vocabulary of marine engineering students.                                                                                                   Keywords: Efektivity, android game, media, English vocabulary.


Author(s):  
Efi Kurniati ◽  
Dyah Kusumastuti

The purpose of this research was to find out the effectiveness of concept map to organize ideas in writing exposition text. This research was conducted in one senior high school in Purwokerto in academic year 2018/2019. The population was all the eleventh grade students in that school. Researcher used two classes as control group and experimental group. This research used quasi experimental research which was done in November 2019. The instrument of collecting data was tested. The test was done twice which called pre-test and post-test. The type of the test was writing test. T-test formula was used to analyze the data. Based on the computation, t-test result was 3.535 and the t-table was 1.677 at significant level 0.05 with the degree of freedom 48. It showed that t-result was higher than t-table. Based on the research result, it can be concluded that concept map was effective to organize ideas in writing exposition text.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Nurkamila Nurkamila ◽  
Winda Amelia

This study aims to determine the effect of the Contextual Teaching and Learning Model on the Mathematics Problem Solving Ability of Class IV Students on Fractions. This research was conducted at SDN Cikoko 03 with a sample of fourth grade students in the first semester of the 2020/2021 school year. Samples were taken using the Cluster Random Sampling technique. The method used is a quasi-experimental research method (quasi experimental research) with a pretest-posttest control group design research design. The data was collected using an instrument in the form of descriptions that have been theoretically and empirically validated. The data obtained were analyzed using the normality test with the Liliefors test, and the homogeneity test with the Bartlett test. The results of the normality and homogeneity tests show that the data are normally distributed and the class is homogeneous. Furthermore, the data were analyzed by t-test. The results of t-test calculations, obtained t count of 8.25 and t table of 1.99 for the significant level ∝ = 0.05 and dk = 62, so that t count is greater than t table (8.25> 1.99), then the hypothesis zero null hypothesis (H0) is rejected and the alternative hypothesis (H1) is accepted. Thus, it can be concluded that the Contextual Teaching and Learning model has a positive and significant effect on students' mathematical problem solving abilities.


2018 ◽  
Vol 6 (01) ◽  
pp. 15-26
Author(s):  
Nita Lia Rosidi ◽  
Sumihatul UMMAH

This research applied experimental design with a quantitative approach. It was quasi-experimental research type. The instrument research used test (pre-test and post-test) and documentation. The population of this research was the whole class XI  students of  SMAN 3 Pamekasan and the sample of this research was XI-MIPA3 as control group and XI-MIPA4 as experimental group. The control group was 30 students and either the experimental group. So, the sample of this research was 60 students. the The data collected were analyzed by using t-test formula to find whether any effect of using physical line-up game on students’ grammar achievement at the eleventh grade of SMAN 3 Pamekasan. The result of this study showed that t-value ( ) is higher than t-table ( ) either 5% or 1% where (5% = 1,67 < 3,33) or (1% = 2,39 < 3,33). But in this case, the researcher used significant on 5% (5% = 1,67 < 3,33). Thus, it can be concluded that Ha (Alternative Hypothesis) was accepted and the Ho (Null Hypothesis) was rejected. So, the effect was far in achieving the student’s ability of grammar comprehension by using physical line-up game.   Abstrak: Penelitian ini menerapkan desain eksperimen dengan pendekatan kuantitatif. Jenis penelitian kuasi-eksperimental. Instrumen penelitian menggunakan tes (pre-test dan post-test) dan dokumentasi. Populasi dalam penelitian ini adalah seluruh siswa kelas XI SMAN 3 Pamekasan dan sampel penelitian ini adalah XI-MIPA3 sebagai kelompok kontrol dan XI-MIPA4 sebagai kelompok. Jumlah siswa pada Kelompok kontrol dan kelompok eksperimen adalah 33 siswa. Jadi, sampel penelitian ini adalah 66 siswa. Data yang terkumpul dianalisis dengan menggunakan rumus t-test untuk mengetahui apakah ada pengaruh penggunaan physical line-up game terhadap prestasi grammar siswa pada kelas XI SMAN 3 Pamekasan. Hasil penelitian ini menunjukkan bahwa t-nilai (t0) lebih tinggi dari t-tabel (tt) baik 5% atau 1% di mana (5% = 1,67 <3,33) atau (1 % = 2,39 <3,33). Tetapi dalam hal ini, peneliti menggunakan signifikan pada 5% (5% = 1,67 <3,33). Dengan demikian, dapat disimpulkan bahwa Ha (Hipotesis Alternatif) diterima dan Ho (Null Hypothesis) ditolak. Jadi, efeknya jauh dalam mencapai kemampuan pemahaman gramatika siswa dengan menggunakan physical line-up game.


TEME ◽  
2018 ◽  
pp. 057
Author(s):  
Mirsada M. Džaferović

The aim of this paper was to explore the effects of implementing a program based on nonviolent communication and the influence of the causes and frequency of conflict behaviour of younger school age children. A quasi-experimental research was carried out, including 180 fourth-grade primary school students. The classes were divided into the control and experimental group by using the randomization method. The groups were matched for gender, age and frequency of conflicts, as demonstrated in the pre-test stage. The research model was quasi-experimental, combining the intra- and inter-group design. For the purposes of this quasi-experimental research, a special scenario composed of 15 workshops that directly dealt with the topics related to nonviolent communication was developed, as well as a survey questionnaire, designed to assess the general modalities of nonviolent communication. The questionnaire consisted of 14 questions with different response formats, and its internal consistency reliability (Cronbach’s alpha) was satisfactory (α=0.76). In the analysis of the data, the methods of descriptive statistics as well as the methods of nonparametric inferential statistics were used. In order to examine the inter-group differences, two Mann–Whitney U tests (nonparametric substitute for the independent samples t-test) and two Wilcoxon signed-rank tests (nonparametric substitute for the dependent samples t-test) were conducted, followed by four χ2 tests.The results of the post-test point to the positive effects of implementing the contents of nonviolent communication, with the respondents from the experimental group (average rank=99.12) achieving lower scores than the respondents from the control group (average rank=81.88), suggesting that the students from the experimental group had shown a reduced tendency towardsconflict behaviour. The results related to the frequency of conflict causes, for all four quasi-experimental situations,emphasize, as the most frequent causes of conflict: insults and derogatory name-calling (in all four quasi-experimental situations – 22.44% to 44.44%), saying inappropriate things about one`s family (experimental group – initial assessment and both assessments in the control group; 26.11% to 30.00%), as well as persuading other children not to socialize with the respondent (experimental group –final assessment; 24.44%). The post-test, which assessed the frequency, confirmed the positive effects of the NVC program on the students from the experimental group in relation to the students from the control group.


2019 ◽  
Author(s):  
Yoong Soo May ◽  
Noor Aini Ahmad

The purpose of this study is to develop and evaluate the effectiveness of DoCtor WoRM’s Module in improving multiplication skills among Year Four low achievers in National-Type Chinese Primary School (SJKC). DoCtor WoRM’s Module had been designed based on Constructivist Theory, mastery learning, and game-based learning. The module was developed based on Sidek’s Module Development Model. Quantitative approaches with quasi-experimental design were used for this study. A number of 60 Year Four low achievers from Manjung District were selected using random sampling. The sample was divided into the treatment and control groups. The former went through a teaching and learning process using DoCtor WoRM’s Module, while the latter learnt through traditional teaching. After the pre-test, three months of intervention was carried out to both groups of sample, followed by a post-test. Data was analysed using descriptive and inferential statistics. Dependent t-test showed that there was a significant increase in the achievement of treatment group from pre-test (M = 59.47, SD = 27.242) to post-test (M = 91.53, SD = 12.566), t(29) = 6.254, p < .001. The independent t-test had shown that the achievement of multiplication skills in post-test of treatment group (M = 91.53, SD = 12.566) is higher than the post-test of control group (M = 79.17, SD = 22.588), t(58) = 2.621, p < .012. As a conclusion, DoCtor WoRM’s Module has improved the multiplication skills among Year Four low achievers in SJKC. This study implicates that DoCtor WoRM’s Module should be applied to the low achievers in Malaysia in order to improve their Mathematics achievement particularly in multiplication skills.


2020 ◽  
Vol 10 (2) ◽  
pp. 51
Author(s):  
Heni Zulatifah ◽  
Henky Muktiadji

Pembelajaran  matematika di sekolah cenderung monoton dan kurang adanya inovasi pembelajaran dari guru yang menjadikan peserta didik jenuh. Dalam hal ini peneliti ingin memberikan suatu media video pembelajaran agar suasana belajar tidak monoton. Oleh karena itu penelitian ini bertujuan untuk mengetahui ada tidaknya pengaruh media video pembelajaran terhadap hasil belajar matematika peserta didik di SMPN 4 Jombang.Penelitian ini menggunakan rancangan penelitian kuantitatif jenis penelitian eksperimen semu (Quasi Experimental Research) dengan desain penelitiannya the nonequivalent posttest-only control group desaign. Populasi yang digunakan adalah seluruh peserta didik kelas VII di SMPN 4 Jombang tahun ajaran 2019/2020 yang terdiri dari delapan kelas. Pengambilan sampel menggunakan teknik cluster random sampling. Dari delapan kelas diambil dua kelas yang dijadikan sampel penelitian yaitu kelas VII C berjumlah 29 peserta didik sebagai kelas eksperimen dengan pembelajaran online menggunakan aplikasi whatsapp grub (WAG) dan diberi perlakuan berupa pemberian media video pembelajaran dan kelas VII D berjumlah 31 peserta didik sebagai kelas kontrol dengan  pembelajaran online menggunakan aplikasi whatsapp grub (WAG) dan tidak diberi perlakuan berupa pemberian media video pembelajaran.  Pengumpulan data dilakukan menggunakan instrumen berupa tes hasil belajar. Data yang diperoleh dari nilai post–test akan dianalisis untuk menguji hipotesis penelitian menggunakan uji perbedaan rata–rata dua sampel bebas (independent sample t-test). Berdasarkan hasil analisis menggunakan aplikasi SPSS 20.0 for windows diperoleh nilai  dan dengan diperoleh nilai  yang berarti nilai . Selain itu berdasarkan nilai Sig(2–tailed) sebesar 0,000 maka nilai Sehingga dari pengujian hipotesis tersebut H0 ditolak dan H1 diterima yang berarti dapat disimpulkan bahwa ada pengaruh media video pembelajaran terhadap hasil belajar matematika peserta didik di SMPN 4 Jombang. Kata kunci: Media Pembelajaran, Video Pembelajaran, Hasil Belajar Matematika


2017 ◽  
Vol 1 (1) ◽  
pp. 48-57
Author(s):  
Kiki Juniarti ◽  
Dedi Sofyan ◽  
Kasmaini .

This study aimed at investigating the effect of using Graphic Organizer to students’ writing ability. This research was designed as a quasi-experimental research. The population of this research were all eleventh grade students at SMA N 1 Bengkulu Utara. The sample of this research was chosen by purposive sampling technique, so there were two science classes which consist of 52 students as the sample. Pre-test and post-test were involved as the instrument of this research. The first group was as experimental group taught by graphic organizer technique and the second group was as control group taught by conventional technique. The pre test was given to both experimental and control groups at the beginning, treatments were given in six meetings, and post test given at the end of the term. The data were analyzed by using t-test formula. From the calculation, the researcher found that the t-test value was 5.00, the degree of freedom value was 50, and the t-table was 3.49. Since t-test was higher than t-table (5.00 > 3.49), it meant that alternative hypothesis (H1) was accepted. Thus, it could be concluded that the use of graphic organizer was effective to students’ writing ability in term of content, organization, and language use.


2019 ◽  
Author(s):  
Yoong Soo May ◽  
Noor Aini Ahmad

The purpose of this study is to develop and evaluate the effectiveness of DoCtor WoRM’s Module in improving multiplication skills among Year Four low achievers in National-Type Chinese Primary School (SJKC). DoCtor WoRM’s Module had been designed based on Constructivist Theory, mastery learning, and game-based learning. The module was developed based on Sidek’s Module Development Model. Quantitative approaches with quasi-experimental design were used for this study. A number of 60 Year Four low achievers from Manjung District were selected using random sampling. The sample was divided into the treatment and control groups. The former went through a teaching and learning process using DoCtor WoRM’s Module, while the latter learnt through traditional teaching. After the pre-test, three months of intervention was carried out to both groups of sample, followed by a post-test. Data was analysed using descriptive and inferential statistics. Dependent t-test showed that there was a significant increase in the achievement of treatment group from pre-test (M = 59.47, SD = 27.242) to post-test (M = 91.53, SD = 12.566), t(29) = 6.254, p < .001. The independent t-test had shown that the achievement of multiplication skills in post-test of treatment group (M = 91.53, SD = 12.566) is higher than the post-test of control group (M = 79.17, SD = 22.588), t(58) = 2.621, p < .012. As a conclusion, DoCtor WoRM’s Module has improved the multiplication skills among Year Four low achievers in SJKC. This study implicates that DoCtor WoRM’s Module should be applied to the low achievers in Malaysia in order to improve their Mathematics achievement particularly in multiplication skills.


Sign in / Sign up

Export Citation Format

Share Document