Claim Missing Document
Check
Articles

Found 2 Documents
Search

Design of Augmented Reality as Digital Teaching Media English Vocabulary: Word Warrior Lukcyhasnita, Andam; Tumanggor, Orli Binta; Syafitri, Winda; Siregar, Dina Arfianti; Juneidy
International Journal of Research in Vocational Studies (IJRVOCAS) Vol. 3 No. 4 (2024): IJRVOCAS - Special Issues - International Conference on Science, Technology and
Publisher : Yayasan Ghalih Pelopor Pendidikan (Ghalih Foundation)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53893/ijrvocas.v3i4.5

Abstract

The need for digital learning innovation is one of the latest issues. Especially in learning English. This is because Indonesia, based on the English Proficiency Index, or EPI (English Proficiency Index), is ranked 81st out of 111 countries in the world and is ranked 15th out of 24 countries in Asia with low English proficiency status results. So, in order to encourage English language skills, innovative efforts are needed in English language learning that can generate interest in learning. Especially in delivering English vocabulary teaching materials. Therefore, this research aims to produce a multimedia product that can be applied as an interactive teaching medium for English vocabulary. To achieve the output, this research used the Research and Development research method, using research steps consisting of (1) Define, (2) Design, (3) Development, and (4) Dissemination. However, this research is limited to the development level, so the final result of this research is a digital medium in the form of an Instagram vocabulary game filter game called Word Warrior. This filter game carries vocabulary games with correct spelling.
INNOVATIVE APPROACHES TO TEACHING SPEAKING: A CASE STUDY OF SHORT FILM PROJECTS Tumanggor, Orli Binta
Wacana: Jurnal Penelitian Bahasa, Sastra dan Pengajaran Vol. 21 No. 2: Wacana, Vol. 21, No. 2, Juli 2023
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jwacana.v21i2.27080

Abstract

This study aims to investigate students' speaking performances in short film projects and their perspectives on these projects. The research involved seventy-seven second-semester students from three classes in the Multimedia Graphic Engineering Technology program at Politeknik Negeri Medan. This research employed a descriptive qualitative research design, collecting data through observation, questionnaires, and interviews. The study evaluates students' speaking abilities, considering indicators such as range, accuracy, fluency, interaction, and coherence. Additionally, it explores students' perspective regarding the use of short film projects as a final assessment in their English subject. The research findings indicate that the majority of students typically reach a C1 level across various speaking descriptors, demonstrating a strong command of the language with room for improvement in specific areas. From the students' perspectives, it becomes evident that short film projects offer several advantages, including the stimulation of critical and creative thinking, the promotion of teamwork, the development of technical multimedia skills, and enhanced confidence in English communication. Nevertheless, the study acknowledges the existence of challenges, such as time constraints and the need for access to equipment and resources. Nonetheless, the integration of short film projects into graphic engineering multimedia classes emerges as a promising approach to enhance English language learning while enriching students' skills and experiences.