This study examines studentsâ€™ perception on the implementation of mobile games to engage young learners in learning English vocabulary. Thirty young learners in Islamic elementary school MI As-Syahid, Bekasi were the participant of the study. This qualitative study applied observation, survey, and interview. The findings revealed that: 1) young learners perceived that educational mobile games are effective in improving studentsâ€™ activeness in learning and boost their motivation to learn vocabulary. 2) Young learners expand their vocabulary knowledge through mobile games, and.3) Learners have positive attitudes towards the use of educational mobile games as a supplementary medium of English learning. Additionally, mobile games can also be a potential tool to stimulate the motivation of children who experience failure in learning. This study contributes to the literature regarding vocabulary learning media and the use of mobile game in Indonesia. It highlights young learnersâ€™ perception of learning using mobile games.
The research consists of two variables, namely the independent variable (Instagram) and the dependent variable (writing ability). The aim of this research is to find out whether or not the use of Instagram is effective in teaching writing Descriptive Text. The population of this research was all grade ten students at SMAN 3 Bekasi, consisted of 370 students divided into 10 classes. The sample of this research was 74 students divided into 2 classes, taken from the population using Cluster Random Sampling Technique. This research used the Quasi Experimental Method, and the design was randomized post-test only control group design. To collect the data, the writers used instrument. The instrument consists of 10 question items in an essay. They were developed from the indicators of writing as specified in BluePrint. To get a good instrument, it was tried out to other classes outside the sample classes, and the instrument was analyzed in the item of its validity, reliability, difficulty index, and discrimination power by using Ms. Excel 2010. After it has been analyzed, it gained 5 items which were used to collect data for the research. The writers used a T-test to find out whether the alternative hypothesis (Ha) was accepted or rejected. The result of this research presented that there was a significant difference of Instagram on studentsâ€™ writing ability at SMAN 3 Bekasi. The significance (Sig.) score of T-test 0.000 is lower than (<) 0.05. Therefore, the research had a significant difference in Instagram on Grade Ten Studentsâ€™ Writing Ability at SMAN 3 Bekasi. In addition, Instagram helped the students to develop their writing, and also, it can ease the teaching and learning process.
This research has objective to investigate studentsâ€™ listening comprehension through the use of podcast in EFL classroom. 60 high school students in Indonesia were taken as sample for this research with distribution of 30 students in experiment class and 30 students in control class. The samples were taken by using cluster random sampling. Quasi-experimental method with the post-test only control group design was applied in this research. In addition, a survey questionnaire was administered to experimental group to explore their perception on the use of podcast instruction in teaching listening. Findings revealed that there is a significant difference of post-test score between two groups, favoring experimental group. Data analysis using one way ANOVA showed significance value (sig. 0.010) is lower than < 0.05 which interpreted that Podcast has significant impact on studentsâ€™ listening comprehension. Additionally, the result of questionnaire indicated that students have positive attitude toward the use of podcast in listening classroom. Students perceived that podcasts provided authentic materials, interesting activities including listening exercises and meaningful tasks for them so they felt more motivated to learn English. This study recommended that teacher may utilize podcast in teaching listening considering its effectiveness as technology based learning tool.
The COVID-19 pandemic affects almost all aspects of life, including social and language aspects. One of the phenomena of language change is the emerging of new words during COVID-19. Taken from a linguistic perspective, this research aims to analyze the new words created during COVID-19, to analyze their meaning of the new words, and how they affect human social life. The method used in this research is discourse analysis using a descriptive qualitative research design. The researchers collected these new English words from social media, books, articles, and news. Findings reveal that there are nineteen new English words created during COVID-19. These new words are now very popular on social media and are used in general conversation. In addition, it suggests that these new words have profoundly affected our social life and also the teaching and learning process of English.
The main objective of this study was to motivate EFL (English Foreign Language) students in learning English vocabulary by using collaborative video Project. This study followed a case study methodology to describe how video project experience can engage students to learn English and provide them an opportunity to participate in tasks as well as enrich their vocabulary. Twenty-five EFL students in the Vocabulary Building Course (VBC) participated in this study. This study used three phases for evaluations: the pre-production phase, production phase and post production phase. Data were collected from classroom observations, the video Project process and document analyses. A summary of the findings related to the video theme and narrative analysis of students’ videos are presented in this paper. Data analysis showed that students responded differently to their video project assignments and produced different types of collaborative videos with the help of a camcorder and computer application. Then, a survey was conducted to collect feedback from participants to learn their opinions and attitudes regarding the use of collaborative video project, students’ learning and motivation. Participants in this study expressed positive attitudes and opinions toward their video-project experiences. This study demonstrates that video Project can be a great tool for promoting students’ motivation and participation in learning English, enriching their vocabulary and can be an effective and powerful tool to create fun, interactive, and collaborative learning environments.
By combining an audio and visual media like video can be categorized as an effective multimedia to help teacher in teaching and learning process. Besides, many researchers also have done the research on the use of caption on video to improve students vocabulary. This research is aimed to find out whether or not there is an effect of using captioned video clip on students’ vocabulary achievement. The research samples were taken by means of cluster random sampling from the population, represented in this research by class IX.B as experiment class and IX.C as the control class with total number of samples being 50 students.The research was conducted at MTs PKP Jakarta Islamic School. The research method used in this research was Quasi Experimental research and the design was randomized post-test only control group design. To collect the data, the students were given objective test, numbering 35 items.The findings from the research indicated that there was significant difference that can be seen from the post-test score between the students who received captioned video clip on the experimental class and students who did not receive captioned video clip. It can be seen from the data analysis by using ANOVA that showed Fobserved (56.705) is higher than the critical value of Ftable (at the significant level of 0.05 and df = 1/48), namely 4.04. It can be concluded that there is significant effect of using captionedvideoclipon grade nine students’ vocabularyachievement at MTs PKP Jakarta Islamic School on the academic year 2016/2017.
This study aims to explore, describe and analyze the use of mobile game application byelementary students to support EFL (English as a Foreign Language) learning particularlylistening skill. In this study, observation and interview are utilized to obtain the data. 8(Eight) Elementary students were participated in this study. Finding shows that studentsuse mobile game application to access content such as listen to English words or sentenceby native speaker and vocabulary. The participants of this study show positive responsetoward the use of mobile game apps in learning English listening skill. They believed thatusing mobile game apps helped them in listening, vocabulary and spelling. As theimplication of this study, it is recommended to use mobile game application for EFLstudents in order to boost their interest in learning English and the apps can be one of bestmedia to teach listening for young learners.
The advancement of technology makes the use of media growing rapidly, but its application in the field of learning, especialy English is still fairly minimal. Recently, the use of technologies has grown to be popular in ESL / EFL teaching, TED (Technology, Entertainment, and Design) is one of them. Hence, the aim of this research is to find out whether there is or no effect of the use of TED Talks video on grade eleven students’ listening skill. The research was conducted at SMAN 89 Jakarta in the academic year 2017/2018. The population of this research consists of 216 students sitting on six classes. The samples of the research were taken by the means of cluster random sampling from the population with the total sample number of 70 students consisted of 35 students each class. The adopted research methodology was quasi-experimental research, with the research design being randomized post-test only control group design. The statistic method used to analyze the data was One-Way ANOVA using SPSS through the testing of Null Hypotheses, which was preceded by the normality test and homogeneity test as the pre-requisite to the data analysis. The result of the test showed that H0 is rejected and Ha is accepted which proves that there is significant effect of the use of TED Talks on grade eleven students’ listening skill.
This research entitled “Discovery Learning strategy on Grade Eleven Students’ Reading Comprehension in Report text at SMA Negeri 6 Karawang” principally aims to investigate whether or not DL strategy significantly affects on Students’Reading Comprehension. Research method used in this research was quasi experimental, quantitative and the design was randomized post-test only control group design.To collect data the writer used instruments in the form of objective, multiple choice 30 question items for sample class out of 60 questions items that have been tried out in IPS class on grade eleven at SMA Negeri 6 Karawang. The scores obtained from the try-out class were used to analyze the validity, reliability, discrimination power and difficulty index of each question items in the instruments. The sample of this research was grade eleven students in IPS class consisting of 60 students. The students is divided into two classes, 30 students in experimental class thought using DLstrategy and 30 in control class thought without DL strategy that are taken from the population using cluster random technique.The analysis using SPSS-based One Way Anova Formula produced significance (Sig.) value of 0.002, since the significance value was smaller than (<) Alpha 0.05, H0 is rejected and HAis accepted. It means that DL Strategy has significant effect on students’ reading comprehension.
This study specifically discusses the motivation make young generations want to read fanfiction in English while in the fact Indonesian fanfiction is as good as English fanfiction. This study will examine how fanfiction can influence people learning English. This study is used a qualitative method The participants of this study consists of five participants. The participants are the ones who’s read English Fanfiction the data will be collected by interview and analyze by using qualitative method. The interview will be conducted via email for 30 minutes per person. This study mention gender, age, and fandom for the data.