2020
DOI: 10.23887/jpbi.v8i2.28649
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The Effect of Thematic Patterning Technique on Students’ Writing Competency of Tenth Grade Students at Sman 4 Singaraja

Abstract: This study aimed at investigating whether there is a significant effect of the implementation of Thematic Patterning Technique on students’ writing competency of the tenth grade students at SMAN 4 Singaraja.  This is an experimental research.  The population of this study was the tenth grade students. There were two classes, consist of 75 students who were chosen as the samples of the study. Random sampling was used in order to find out the Experimental group and the Control group. This study was designed Post… Show more

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Cited by 3 publications
(3 citation statements)
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“…As a result, the most frequent errors in Grammarly-corrected texts were alternating form errors caused by this pattern of repetition. Alternating form errors are also found as the most common errors made by students in their writing in some studies (Ariantini & Budasi, & Swandana, 2018;Maharani, Ramendra, & Swandana, 2018). These findings suggest that even English teachers found alternating form challenging in writing.…”
Section: Types Of Error Produced By Non-native English Teachersmentioning
confidence: 79%
“…As a result, the most frequent errors in Grammarly-corrected texts were alternating form errors caused by this pattern of repetition. Alternating form errors are also found as the most common errors made by students in their writing in some studies (Ariantini & Budasi, & Swandana, 2018;Maharani, Ramendra, & Swandana, 2018). These findings suggest that even English teachers found alternating form challenging in writing.…”
Section: Types Of Error Produced By Non-native English Teachersmentioning
confidence: 79%
“…The selection of plastic-coated cardboard material is applied so that the board game has a good level of resistance so it is not easily damaged (Widiyanto & Yunianta, 2021). Images that are relevant to the subject matter will attract students' interest in learning while playing (N. Dewi et al, 2017;Elianta et al, 2018;Halimah, 2019). The developed boardgame staidear fulfills the feasibility of the material and media.…”
Section: Discussionmentioning
confidence: 99%
“…During the learning process, 36.7 percent of students tend to dislike the learning process by reading books and prefer the learning process accompanied by games. There is a difference in the level of student involvement between conventional learning and gamification learning, where gamification learning has an effect on increasing student involvement in the learning process (Dewi et al, 2017;Hakak et al, 2019;Navarro-Espinosa, J. A. et al, 2022).…”
Section: Introductionmentioning
confidence: 99%