Arjulayana
Biographic Data
| ID | 10044379 |
|---|---|
| NAME | Arjulayana |
| FAMILY NAME | Arjulayana |
| SIGNATURE | ARJULAYANA |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2021 |
| H-INDEX | 0 |
The Effect of Anagram Game on the Eighth Grade Students’ Vocabulary Mastery at SMPN 3 Balaraja
This research was aimed to know the effect of Anagram Game on students’ vocabulary mastery. This research used quantitative method, with quasi-experimental design. This research was conducted in SMPN 3 Balaraja. The number of the sample of the research was 70 students of eighth grade. The instrument in this research was divided into two steps of test, namely pre-test and post-test. Based on the criteria of hypothesis test that if tcount ttable th…
Secondary Students Performance in English Virtual Environment at Aculmaitl School Mexico
The purpose of this research was to relate the extent to which the virtual learning environment improved the English language performance of first-year secondary school students in Mexico. This research had a quantitative approach with a correlational and explanatory scope to see how the variables were related, observing how reliable a virtual environment could be. In short, the importance of the study is that students develop digital skills and …
Analysis Student’s Speaking Fluency in Speaking Class Performance
Speaking skill becomes one of the most fundamental skills in this era; however English learners need to develop their capability to show their language skill through speaking practice. This research aims to investigate students speaking fluency level toward speaking practice. The qualitative descriptive method is used to describe data analysis. The sample of this research is single sample, English language program students at semester 5. The vide…
No prominent works on this page.
The Effect of Anagram Game on the Eighth Grade Students’ Vocabulary Mastery at SMPN 3 Balaraja
This research was aimed to know the effect of Anagram Game on students’ vocabulary mastery. This research used quantitative method, with quasi-experimental design. This research was conducted in SMPN 3 Balaraja. The number of the sample of the research was 70 students of eighth grade. The instrument in this research was divided into two steps of test, namely pre-test and post-test. Based on the criteria of hypothesis test that if tcount ttable th…
Secondary Students Performance in English Virtual Environment at Aculmaitl School Mexico
The purpose of this research was to relate the extent to which the virtual learning environment improved the English language performance of first-year secondary school students in Mexico. This research had a quantitative approach with a correlational and explanatory scope to see how the variables were related, observing how reliable a virtual environment could be. In short, the importance of the study is that students develop digital skills and …
Analysis Student’s Speaking Fluency in Speaking Class Performance
Speaking skill becomes one of the most fundamental skills in this era; however English learners need to develop their capability to show their language skill through speaking practice. This research aims to investigate students speaking fluency level toward speaking practice. The qualitative descriptive method is used to describe data analysis. The sample of this research is single sample, English language program students at semester 5. The vide…
Computer Science (3 works) · Mathematics education (3 works) · Psychology (3 works) · Artificial Intelligence (2 works) · Linguistics (2 works) · Pedagogy (2 works) · Vocabulary (2 works) · Anagram (1 work) · Data collection (1 work) · Digital literacy in education (1 work)