在名词化教学中应用纠错游戏提高学生讨论文写作水平

Siti Aisyah Dailla Fasha, H. Bachtiar
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引用次数: 0

摘要

与目前在印度尼西亚应用的2013年课程相关,要求学生学习体裁,然后独立编写文本。十二年级学生学习的体裁类型之一是议论性讨论。然而,在撰写讨论文本时,他们往往在表达和阐述自己的观点和理由方面遇到困难,因为他们不知道具体如何做。本研究试图通过定性设计和系统功能语言学分析,找出专家撰写的讨论文本的分析结果,并以此作为识别学生文本中发现的主要问题的基本参考,从而有助于发现教学意义,提高学生的写作水平。结果表明,专家文本是一种理想的讨论文本模型。此外,在情景语境中,学生的语篇还存在名词化缺失和被动句缺失两个问题。前者成为主要问题,因为它被认为会影响后者的外观。纠错游戏融入体裁教学法中,其实施表现为教学意蕴。
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APPLYING CORRECTION GAME IN TEACHING NOMINALIZATION TO IMPROVE STUDENTS’ WRITING OF DISCUSSION TEXT
Related to curriculum 2013 which is currently applied in Indonesia, students are required to learn genres and later write the text independently. One of the genre types learned at higher level of students, grade XII is argumentative discussion. However, they often face difficulties in delivering and elaborating their opinions and reasons in writing discussion text since they do not know exactly how to do so. Using qualitative design and Systemic Functional Linguistics analysis, this study attempts to find out the analysis result of the discussion text written by expert in which becomes the basic reference to identify the main problem found in the students’ texts which later help to discover pedagogical implication to improve their writings. The results show that the expert’s text is considered as an ideal model of discussion text. Besides, there are two problems appeared in the students’ texts in term of the situational contexts such as lack of nominalization and the absence of passive sentence. The former becomes the major problem since it is assumed to affect the appearance of the latter. The implementation of Correction Game which is integrated in the genre based approach teaching reveals as pedagogical implication.
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审稿时长
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