Journal of Language and Literature Studies
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Investigating EFL Students’ Speaking Skills Viewed from Self-Efficacy: Instructional Experiences Learned from Seniors High Schools
This study investigated EFL students’ speaking skills viewed from self-efficacy at seniors high schools. This to measure students' self-efficacy beliefs and assessments to evaluate their speaking performance to find factors influencing their speaking skills.. The findings of this study had the potential to provide valuable insights into the factors influencing students' speaking skills development and contribute to the enhancement of language learning and teaching practices, also to find whether there is a relationships between students' self-efficacy levels and their performance in speaking tasks. A quantitatave approach was employed by using SPSS IBM 26 and qualitative approach was employed by using observation and questionnaires, utilizing surveys, to measure students' self-efficacy beliefs and assessments to evaluate their speaking performance. The research included 30 second-grade Social Studies students from SMAN 7 Mataram, selected through purposive sampling. A questionnaire with two types of items, totaling 10 questions, was employed as the research tool. The major factors influencing students’ self efficacy at IPS class at SMAN 7 Mataram are social persuasion (50%) and Emotional & Physiological States (50%). The results indicated a strong relationships, with a Pearson correlation coefficient (R) of 0.895, which is considered very high, falling within the 0.80 to 1.000 range. The statistical analysis at a significance level of ? = 0.05 showed a p-value lower than 0.05 (0.000 < 0.05). Thus, the alternative hypothesis (H1) was accepted, and the null hypothesis (H0) was rejected, confirming a significant correlation between students’ self-efficacy and their speaking skills. It means that students need encouragement and support from parents, teachers, and their community to boost their self-efficacy to improve English speaking skills
The Effectiveness of Drill Method in Improving Language Students’ Listening Skills of News at the Islamic-Affiliated Middle Schools
This research aimed to investigate the effectiveness of the Drill method in improving junior high school students' listening skills, particularly in the context of listening to the news. The focus was on eighth-grade students at MTsN 5 Kuningan. Observations indicated that these students generally exhibited low proficiency in news listening. To address this, the study employed an experimental approach, utilizing a quantitative research method. Data were collected through tests, employing specific research instruments such as test sheets, to evaluate the impact of the Drill method on student learning outcomes. The study involved 23 students, and the data processing techniques included statistical analysis, specifically using t-test tests. This was to determine the significant impact of the Drill method on enhancing students’ news listening skills. Results indicated a positive effect of the Drill method on students' listening abilities. A comparative analysis was conducted between the traditional lecture method and the Drill method. It was found that the Drill method was more effective, as evidenced by a t-count of 366.82, which is significantly higher than the t-table value of 2.015. This suggests that the Drill method, through its practice-oriented approach using audio-visual media, facilitates better understanding and retention of theory and information from news sources, thereby improving news listening skills among junior high school students
The Use of Collaborative Method through Jeopardy Games to Enhance Learners’ Vocabulary Knowledge
Vocabulary knowledge is a primary aspect of understanding word meanings, including definition, nuances, and usage in different contexts. This research aims to explore the use of the Collaborative method through Jeopardy games in enhancing students’ vocabulary knowledge. This research is a quantitative study, utilizing a comparative research design. The research involved 8th graders as the respondents. The paired sample T-test was used to assess the effectiveness of the method. Based on the findings, the Jeopardy games used in conjunction with the collaborative method significantly enhanced students’ vocabulary knowledge. The implications of this research indicate that the combination of Jeopardy games and collaborative methods appears to have advantages in improving language skills and vocabulary retention, as perceived by a significant portion of students; wherein, 82% of students perceived vocabulary growth after using Jeopardy games in a collaborative method and 73% of students found Jeopardy games used with collaborative methods to be interesting. There has been a marked improvement in students’ vocabulary knowledge. Incorporating interactive and collaborative activities, such as Jeopardy games, into language learning provides students with opportunities to improve their learning experiences and outcomes
Character Narratives in Indonesian Digital Fiction: A Semi-Digital Stylistics Approach
Digital fiction is a collection of art texts in the form of short stories and novels that combine technology, virtual space, media elements, and provide access to readers or netizens to carry out certain activities in it. Narratology of Characterization is the initial foundation in research in the field of literary studies. Narratology is a field of study that explains narratives and narrative structures in a discourse context. Narratology of characterization talks about the position or scheme of characters in the story. The position of the character talks about the role and impact of the role of the character. The character gives birth to characterization. Characterization gives birth to implications. Implications provides birth to messages and perspectives that will be captured by the reader. Narratology research in digital fiction is research that aims to explain the position, role, and function of the character and characterization itself. This study found that in digital fiction, characters are dominated by women. Female characters in digital fiction hold various roles and impacts on the roles they play. Not only that, this study also found that all works included in the digital fiction category are works that are ready to be owned by many people. Digital fiction does not only belong to the author but also to the reader who acts as a ghost writer who has the right to make decisions or provide suggestions and criticisms of the contents of the story. The author is still recognized as the creator of the story and netizens still take their position as figures who assess the work subjectively and objectively, subjective because there are thoughts, ideas, personal points of view in assessing a fiction, objective in providing assessments, input, suggestions, and criticisms for the maturity or goodness of the story
The Use of Moving Class Learning Model to Enhance Speaking Skills Viewed from Motivation
The moving class is a teaching and learning model designed to infuse the learning environment with a fresh atmosphere. This model involves the systematic rotation of students between classrooms according to a predetermined schedule, thereby facilitating varied interactions and experiences. In this context, the present study endeavors to assess the effectiveness of the moving class learning model in enhancing students' speaking skills, with a specific focus on motivation. Employing classroom action research (CAR) as the methodological framework, the study progresses through distinct phases, including planning, implementation, evaluation, and reflection. The research participants consist of second-grade students from SMP Dwijendra Mataram, and the evaluation encompasses various aspects of speaking skills, including pronunciation, accuracy, grammar, vocabulary, and comprehension. Data collection methods include speaking tests and observation sheets to provide a comprehensive understanding of student performance. Through meticulous analysis, the study concludes that the utilization of the moving class learning model effectively contributes to the enhancement of students' speaking skills, particularly when viewed through the lens of motivation
Analyzing Language Politeness of Maxim of Courage Produced by Students in the Mobile Legends Game
Online games, particularly Mobile Legends, have become highly popular among students, especially college students. While engaging and entertaining, this attraction can lead students to neglect important aspects of their behavior, including their language use. This research focuses on the impact of online gaming on language politeness among Unitomo students living in Pumpugan 3, Surabaya. Specifically, the study aimed to examine the influence of frequent online gaming on the level of language politeness among these students, with a qualitative research design conducted in April 2024. The study focused on five Unitomo students, consisting of three female and two male participants, who were active Mobile Legends players. Data collection methods included interviews and observations, providing insights into the students' everyday language use. The results revealed that the environment, particularly time spent playing online games, significantly affected their language politeness. The students often adopted words and phrases from the online gaming environment into their daily conversations, including vulgar language such as "fuck you," "damn," "crazy," "dog," and others, both in English and Indonesian. These findings underscore the importance of self-awareness in maintaining polite language, particularly as the influence of gaming environments can contribute to the erosion of linguistic decency. Developing and practicing polite language habits from a young age is essential to counteract the negative influence of such environments. The research highlights the need for greater awareness and personal responsibility in fostering polite communication in both gaming and everyday contexts
Politeness Strategies in Sasak Language: Avoiding Rudeness in Conversations with Elders
This study explores the politeness strategies embedded in the Sasak language, spoken by the Sasak people of Lombok, Indonesia. These strategies reflect deeply rooted cultural norms emphasizing respect and harmony, particularly in interactions with elders. The Sasak people use a linguistic system known as undag bangse/bahase, or “language levels,” allowing speakers to adjust their language based on age, social relationship, and status. Through this system, communication aligns with Sasak cultural priorities, especially the value placed on avoiding conflict and maintaining social cohesion. A central feature of Sasak politeness is the use of indirect and deferential speech, enabling speakers to convey disagreement or decline requests subtly, minimizing confrontation and preserving harmony. This qualitative study, based on interviews with native speakers, reveals how these strategies not only support the diversity of Sasak dialects but also reinforce the community’s core cultural values. The Sasaknese language, influenced by historical and regional factors, remains distinct and resilient, reflecting the cultural heritage of Lombok in a rapidly modernizing world. Sasaknese language practices, marked by respect and indirectness, play a key role in expressing social identity and cultural wisdom, positioning the language as both a means of connection and a symbol of identity. This research highlights the Sasak people’s dedication to preserving cultural values through language, demonstrating how linguistic practices help sustain social harmony and cultural continuity
Investigating EFL Students’ Perception to Speaking Performance: A Learning Experience through Hallo Application
The Hallo application, a mobile platform designed to enhance speaking skills by enabling users to connect with English speakers worldwide, has recently garnered significant attention among EFL (English as a Foreign Language) learners. This study aimed to explore EFL students' perceptions of using the Hallo application to improve their speaking performance. The research involved 15 participants from the Foreign Language Academy at Universitas Muslim Indonesia, all of whom were EFL students. A qualitative research approach was adopted, utilizing questionnaires and interviews as the primary data collection methods. The findings indicate that the students generally perceive the Hallo application as an effective tool for improving their speaking, listening, vocabulary, and pronunciation skills. They reported that the platform creates a relaxed, pressure-free environment that fosters language learning, which may contribute to greater engagement and motivation. However, the study also revealed several challenges, including the presence of excessive advertisements and encounters with inappropriate users, which could potentially hinder the overall learning experience. Based on the findings, the EFL students demonstrated a positive attitude toward the Hallo application and recognized its potential for enhancing their English-speaking performance. These results suggest that mobile applications like Hallo could be valuable tools for language learning, particularly in fostering communication practice in authentic contexts. For future research, it would be useful to explore how the integration of such applications can be further optimized to minimize user-related challenges, such as inappropriate interactions and disruptive advertisements. Additionally, investigating the long-term impact of using the Hallo application on speaking proficiency would provide more insights into its effectiveness and potential improvements
Discourse Analysis on the Cohesive Devices in the Graduate Student Thesis
One of the significant elements of writing skills is cohesion. Cohesion is a concept that refers to the connection and smooth relationship between elements in a text or discourse. In the context of writing, cohesion is the ability to connect ideas, sentences, or paragraphs so that they form a coherent and easy-to-understand whole. Cohesion plays an important role in ensuring that a text has a logical flow and can be understood well by readers. Therefore, the purpose of this study is to investigate cohesive devices found in graduate students' theses. It is the case that the language that is utilized the most frequently in print, electronic, and internet media is English. Writing in English is becoming an increasingly crucial ability, particularly in the academic sphere, as English continues to prevail as the universal language of choice for scientific research and publications. To comprehensively analyze how cohesive devices are utilized in the thesis text, the present study employs a qualitative descriptive method. Coding was used to analyze the data from the theses written by one graduate students. The categories of text and texture, cohesion, grammatical cohesion, and lexical cohesion were considered during the analysis. Based on the findings of this study, grammatical coherence was examined in eight sentences, while lexical cohesion was examined in four sentences
The Use of Picture-Based English Materials to Improve Students’ Vocabulary Mastery for States Elementary Schools
The research aimed to find out improving students’ vocabulary mastery by using pictures. This research was conducted by using Classroom Action Research (CAR). The subject of this research was grade III of MIN 2 Mataram 2023/2024 academic year which consisted of 35 students consisting of 20 female and 15 male. The object of this research was to improve the students’ vocabulary mastery through pictures. This researcher was conducted in two cycles which each consists’ of planning, acting, observing, and reflecting. The data were gathered through qualitative and quantitative data. The qualitative data were gained by analyzing the test and observation result. Then, quantitative data were obtained from the students’ vocabulary score of pre-test and post-test. Based on the result of this research showed that there was a development on the students’ vocabulary mastery, it can be seen if the score of students who got >73 grew up. It can be seen from the mean score of pre-test were 61.31, the mean score of post-test 1 was 72.39, and the mean score of pot-test cycle 2 was 82.39. In addition, there were 12 students (31,57%) who passed Minimum Mastery Criterion (KKM) in the post test of cycle 1. Meanwhile, in the cycle 2, there were 23 students (89, 4%) who passed Minimum Mastery Criterion (KKM). so the criteria of success was achieved. Then, from the result of observation it showed that there was improvement of positive responses in the teaching-learning process of vocabulary through pictures as media and it also showed that the students were motivated in teaching-learning process during the implementation of pictures