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Increasing the Students\u27 Ability in Writing Sentences by Using Card Game Technique at the Eight Year Students of SMP Negeri 2 Lotu in 2013/2014

机译:2013/2014年SMP Negeri 2 Lotu八年级学生使用纸牌游戏提高学生的句子表达能力

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摘要

The purpose of the research is to increas the studets\u27 ability in writing sentence by using Technique at the eight year students of SMP Negeri 2 Lotu. It is done based on the researchr\u27s observation in the field. It is founf that the students are not able to arrange or write simple sentence and construct a short text well based on, that is 50. This is caused by some problems and the situation given so what is expected in the syllabus of the eight year students of SMP negeri 2 Lotu, especially in the writing skill cannot be achieve by the students. This is proved by the students\u27 average mark in which it is under 60 (KKM) that is 50. This is caused by some problems and one of the most crucial problems is teacher\u27s technique in teaching writing is monotonous or the teachers only uses a certain technique, that is the teacher asks the students to write sentence and than translate the sentence word by word. In this research, the researcher usus Classroom Action Research as the research method. It is done in to three cycle. Each sycle consist of two meetings. The procedures of action implementation of planning, action, observation, and reflection. The researcher applies Card Game Technique and all of the students\u27 and also the researcher\u27s activities observed by the English teacher as anobserver. Based on the research finding, it is found that in Cycle I at the first meeting, the activities of the research that are not done: 8 activities (26,66%); done but not good: 17 (56,67%); from 30 activities. Fithermore, it is found that there were 3 students (6,90%) who were crative from 29 students. At the second meeting, the activities of the researcher there are not done: 6 activities (20%); but not good: 15 activities (43,33%); and done and good 9 activities (30%) from 30 activities. The result gives inpact toward the students in which there are 3 students (10,34%) who were active, 6 students (20,69%) who were cooperative, and 3 students (10,34%) who were creative from 29 students. The students\u27 average mark is 50,34. In cycle II at the first meeting, the activities of the researcher that are not done: 5 activities (16,67%); but not good; 10 (33,33%); and done and good: 15 activities (50%) from 30 activities. Futhermore, it is found there were 4 students (13,79%) who were active, 7 students (24,14%) who were cooperative and 4 students (13,79%) who were creative from 29 students. At the second Meeting, the activities of the researcher that are not done; 4 activities (13,33%); but not good; 6 activities (20%) and done and good: 20 activities (66,67%) from 30 activities. In addition, there are 5 students (17,24%) who were active 8 students (27,59%) who were cooperative and 6 students (20,69%) who were creative from 29 students the students\u27 average mark is 67,41. The cycle III at the first meeting the activities of the researcher that are not done: 1 activity (3,33%); done but not good: 2 (6,67%): and done and good: 27 activities (90%) from 30 activities. Futhermore, it is found that there were 6 students (20,69) who were active, 9 students (31,03%) who were cooperative, and 7 students (24,14%) who were creative from 29 students. At the second meeting, the activities of the researcher that are not activity that is not done: done but not good: 1 activity (3,33%); and done and good: 29 activities (96,67%) from 30 activities. The result gives the positive impact toward the students in which there are 8 students (27,59%) who were active, 11 students (37,39%) who were cooperative, and 10 students (33,33%) who were creative from 29 students. The students\u27 average mark is 80,34. From the result of the research it can be concluded that use CAR game technique in the classroom can develope the students\u27 ability in writing sentences.
机译:该研究的目的是通过使用技术提高SMP Negeri 2 Lotu八年级学生的写作能力。它是根据研究人员在现场的观察完成的。导致学生无法安排或编写简单的句子,并不能很好地基于50来构造短文本。这是由于某些问题和给定的情况造成的,因此八年级学生的课程提要SMP negeri 2 Lotu的特点,尤其是在写作技巧上,学生无法达到。学生的平均分数在60(KKM)以下,即50,这证明了这一点。这是由一些问题引起的,最关键的问题之一是教师的写作技巧是单调的,或者只有教师使用某种技术,即老师要求学生写句子,然后逐字翻译句子。在这项研究中,研究人员使用“课堂行动研究”作为研究方法。分三个周期完成。每个sycle包含两次会议。计划,行动,观察和反思的行动实施程序。研究人员应用纸牌游戏技术以及所有学生以及英语老师作为观察员观察到的研究人员的活动。根据研究发现,在第一轮第一次会议上,未进行的研究活动为:8项活动(26.66%);做好但不好:17(56.67%);来自30个活动。此外,发现有29名学生中有3名学生(占6.90%)是专家。在第二次会议上,研究人员的活动尚未完成:6个活动(占20%);但不好:15个活动(43.33%);完成了30项活动中的9项活动(占30%)。结果对29名学生中有3名(10.34%)活跃的学生,6名(20.69%)合作的学生和3名(10.34%)有创造力的学生产生了影响。学生的平均分数是50.34。在第一次会议的第二周期中,研究人员未完成的活动:5个活动(16.67%);但不好10(33,33%);做得好:30项活动中有15项活动(50%)。此外,发现有4位活跃的学生(13,79%),7位合作的学生(24,14%)和4位来自29位学生的有创造力的学生(13.79%)。在第二次会议上,研究人员的活动尚未完成; 4项活动(13,33%);但不好6个活动(占20%)和已完成和良好的:30个活动中有20个(66.67%)活动。此外,在29位学生中,有5位学生(17.24%)是活跃的,有8位学生(27.59%)是合作的,有6位学生(20.69%)有创造力,学生的平均分数是67 ,41。在第一次会议上,研究人员尚未完成的活动的第三个周期:1个活动(3.33%);已完成但不好:2(6.67%):已完成,并且良好:30项活动中有27项活动(90%)。此外,发现有6名学生(20,69)活跃,有9名学生(31.03%)合作,有7名学生(24.14%)来自29名学生。在第二次会议上,研究人员的活动不是未完成的活动:已完成但不好:1个活动(3.33%); 1个活动(3.33%)。完成和良好的:30项活动中有29项活动(96.67%)。结果对积极的学生产生积极影响,其中有8位学生(27,59%)活跃,11位学生(37.39%)合作,10位学生(33.33%)来自于创新29名学生。学生的平均分数是80,34。从研究结果可以得出结论,在课堂上运用CAR游戏技术可以提高学生的句子写作能力。

著录项

  • 作者

    Maruao, Nursayani;

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  • 年度 2014
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  • 原文格式 PDF
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