Pandemic of Covid-19 has made teaching and learning process change from conventional into digital. With “Kurikulum Merdeka Belajar” teachers can choose any learning method which allows more innovation. The purpose of this study is to improve students' vocabulary mastery through Quizizz. This study was an action research project. The research was conducted at SMA Bruderan Purwokerto. The subject of the research was twenty-six students of X MIPA 1. The research was done in two cycles. There were four steps in each cycle. They were planning, action, observation, and reflection. The result shows that the students’ vocabulary mastery is improving. When the pre-test is compared to the post-test, the mean score increases significantly, from 64 to 85. Beside the cognitive ability improves, the affective factors of the learners improve. This is due to their enjoyment and easiness of memorization. Quizizz can be one of the learning media that can make the students more enjoyable in learning English especially vocabulary since the students can memorize and get new vocabulary much easier.
This paper is a qualitative descriptive study that aims to describe the concept of color in Sundanese. In this study, the authors used the free-to-speak listening method without involving the participants. To support data collection, the author involves intuitive knowledge. In the method of analysis, the writer uses referential methods and semantic methods to describe and compare the relationship between metaphorical expressions as the source and the intended meaning of the target. The data taken are fragments of song lyrics, fragments of sentences from short stories, and proverbs. As a result, the authors found the colors hideung, beureum, bodas, konéng, héjo and blue in the concept of color as a Sundanese metaphor.Keywords: Metaphors, cognitive semantics, Sundanese language, conceptual metaphors
This research examines the use of a snake and ladder board game implemented in SMK N 1 Banyumas. This research aimed to explore students’ perceptions of the use of a snake and ladder board game to facilitate vocabulary learning for the students participating in the English Club of SMK N 1 Banyumas. The researcher formulated two different issues in this study: (1) The students’ perceptions of the implementation of a snake and ladder board game for English Club students’ SMK N 1 Banyumas and (2) How the use of snake and ladder board game could enhance the English Club students’ vocabulary mastery at SMA SMK N 1 Banyumas. A case study as the research design was applied in this research. The research participants were thirty-three (33) students and an English teacher of the English Club at SMK N 1 Banyumas. In collecting data, the researcher conducted observation, distributed questionnaires, and conducted interviews with students and an English teacher of the English Club. The data were presented in the form of narrative descriptions. This study indicates that the participants were interested in using a snake and ladder board game. In fact, the participants realised that the use of a snake and ladder game could encourage students’ ability to enrich their vocabulary and suggested that the game is used for learning vocabulary in class.
This study aims to reflect on the problems and challenges in teaching culture to English Young Learners (EYL) primarily related to the English context. The study focused on two objectives; to find out problems and challenges faced by the teacher in teaching culture for EYL, as well as the effective methods used to teach culture for EYL. Recently, many more pre-schools in Indonesia have offered English as a major in the learning process. For example, KB TK Hj Isriati Baiturrahman 2 made English as a central subject in daily life. Ideally, the teachers are required to know English culture besides the teaching itself. However, they found some problems in teaching culture when they asked the students to practice “how to say, go to the toilet in English”; it made students’ perspectives in their home opposites. This study tried to investigate this issue from the teachers’ problems. The interviews and classroom observations data showed that the cultural aspects of language were still not good. The possible strategies also showed a solution to face the problems. Thus, teaching English in Indonesia should consider the culture because to communicate functionally using the language and the students have to be familiar with the culture.
Penelitian ini bermula ketika peneliti ingin melihat tingkat keterbacaan Novel asli yang berjudul Kaya Tujuh Turunan yang ditulis oleh Kevin Kwan dan di alih bahasa oleh Cindy Kristanto ini apakah memiliki keterbacaan yang baik karena pemilihan kata yang ada di dalam novel tersebut mudah untuk dipahami. Maka dari itu, tujuan dari penelitian kali ini adalah untuk mengetahui seberapa mudah atau sukarnya teks bacaan Novel Kaya Tujuh Turunan bagi pembaca di tingkat remaja. Hal ini di dukung oleh kuisioner yang ditujukan kepada siswa remaja di SMA Bruderan Purwokerto sebagai subyek dari penelitian ini. Hal lain yang membuktikan bahwa Novel Kaya Tujuh Turunan ini memiliki tingkat keterbacaan yang baik dibuktikan dengan menggunakan diagram fry. Setelah dilakukan penelitian dengan menggunakan metode kuisioner dan juga diagram Fry, temuan menunjukan jika dilihat secara lebih mendalam, ada beberapa kata yang ditemukan memiliki makna yang tidak tepat apabila dilihat dari bahasa sumber ke bahasa sasaran. Peneliti juga menyimpulkan bahwa adanya kesepadanan makna yang berasal dari segi budaya dan sosial yang ada sehingga penerjemah ingin membuat pembaca lebih mudah untuk membaca novel terjemahan ini.
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