307 research outputs found

    Students' Perceptions of WordUp Utilization in Vocabulary Learning

    Get PDF
    Given the increasing role of mobile technology in language education, understanding students’ perceptions of gamified vocabulary applications is essential for optimizing their effectiveness in EFL contexts. This study aims to explore junior high school students’ perceptions of the WordUp application as a digital tool for enhancing vocabulary mastery and to identify its contributions to the field of mobile-assisted language learning. Employing a phenomenological approach, the research involved observations, semi-structured interviews, and documentation with 12 students from an Islamic junior high school in Sumatra, Indonesia, and the data were analyzed by thematic analysis. The findings indicate that students generally reported positive experiences, including engaging and enjoyable learning activities, gamified vocabulary practice that fosters intrinsic motivation among teenagers, authentic multimodal contexts that support comprehension, and noticeable improvement in vocabulary mastery. Nevertheless, several challenges emerged, such as information overload, which sometimes hindered retention, and limited content coverage that did not always align with students’ immediate learning needs. The study underscores the significant role of mobile applications in facilitating language learning and offers practical recommendations for improving the user experience of WordUp to better accommodate learners’ preferences. By providing empirical insights into students’ experiences, this research contributes to the understanding of how gamified mobile applications can be optimized to enhance vocabulary acquisition in English as a foreign language contexts.This study investigates junior high school students' perceptions of the WordUp application as a tool for enhancing vocabulary mastery. The research employed a phenomenological approach, involving observations, semi-structured interviews, and documentation with 12 students from an Islamic junior high school in Sumatra, Indonesia. The findings revealed that students generally had positive experiences such us fun learning, gamified vocabulary learning that triggers instrinsic motivation in teen learners, authentic multimodal context and improved vocabulary. However, challenges such as overload information and limitations in content. The study highlighted the importance of mobile applications in language learning and provides recommendations for enhancing the user experience of WordUp to better meet students' needs

    COMMUNICATIVE GAME-BASED LEARNING IN EFL GRAMMAR CLASS: SUGGESTED ACTIVITIES AND STUDENTS’ PERCEPTION

    Get PDF
    The role of grammar instruction is inevitably important for second and/or foreign language mastery. Unfortunately, in practice, many English teachers in foreign language contexts such as in Indonesia still teach grammar deductively; that is, learners are provided the grammar rules and examples, are told to memorize them, and then are asked to apply the rules to other examples. This particular method of teaching is believed to produce learners who cannot use the language communicatively although they have considerable knowledge of grammar rules. It has also been seen as contributing to learners’ passive participation and negative feelings towards grammar learning. The aims of this paper are to give an alternative solution to that problem by offering some ideas of game-based activities and to investigate students’ perception of the implementation of communicative game-based grammar learning. Using pre- and post-study questionnaire, the research study was conducted with 30 adult EFL learners taking an after-class English course. The findings indicated that these activities were effective in creating a non-threatening and more relaxing grammar classes, changing students’ negative perception of grammar learning and improving their perceived communicative skills

    CODE- SWITCHING AS AN EFL INSTRUCTIONAL STRATEGY: AN INSIGHT TO INDONESIAN LECTURERS’ PRACTICES

    Get PDF
    Studies on code-switching (CS), particularly in Indonesian EFL context have a proclivity for the occurrences i.e., its types and forms being produced by the speakers, few on their motives of practising it. This study aims to fill the void by examining Indonesian EFL lecturers’ practices of CS in General English classes for first-year university students from typological and functional points of view. Involving participant observation and interview as the instruments for data collection, the results reveal that the two lecturers participated in this study employed three types of CS, namely inter-sentential switching, intra-sentential switching, and tag-switching (ordered accordingly from the mostly to the least used type). Furthermore, it is also found that the lecturers’ practises of CS served three pedagogical functions: 1) to enhance students’ comprehension; 2) to scaffold students’ learning; and 3) to encourage students’ participation. Findings suggest that strategic use of CS in instructional practices may enhance EFL teaching as well as maximize learning efficacy

    The role of flash mathematics learning media in mathematics learning at Darur Rahmah Middle School

    Get PDF
    Learning Media is a learning tool that is used by someone with the aim of facilitating the delivery of information in learning. This is very helpful for teachers in their teaching and can be a solution to eliminating boredom when students are happy during learning activities. Flash media is a program that produces interactive and animated media that can combine images, audio, and video and give an effect that makes it interesting for students. This study aims to determine the effectiveness of flash learning media in learning mathematics at Class VII Junior High School, Darur Rahmah, Jember Regency. The method uses descriptive language by examining the teacher's ability to manage learning, responses, activities, and student learning outcomes. Based on the results of the analysis related to the effectiveness of flash learning media in mathematics learning at Darur Rahmah Junior High School, it can be concluded that (1) The ability of teachers to manage mathematics learning using flash media is categorized as very good; (2) Student activity is categorized as good with a percentage of student activity of 81.4%; (3) Student response to positive mathematics learning with a percentage of 94.29%; and (4) student learning outcomes meet the criteria of classical completeness with students completing 85.2%. Thus, the role of flash media in learning mathematics for class VII at SMP Darur Rahmah can be said to be effective

    MENGGAPAI SAKINAH, MAWADDAH, DAN RAHMAH DALAM PERNIKAHAN PERSPEKTIF MARXISME DAN SUFISME

    Get PDF
    This article seeks to answer the question of how a married couple can achieve sakinah, mawaddah, and rahmah families. To get the answer, the writer conducted a qualitative research by tracing written sources historically-chronologically-philosophically with a concentration on Marxism and Sufism. Although the author is also a taker of several other figures. The author gets the answer that a husband and wife partner to be able to reach a sakinah, mawaddah, and rahmah family must take a winding road and a long process. If a married couple has succeeded in achieving it, then that is a happy family. The ideal happy family according to the Quran is to have succeeded in achieving a solid degree of faith in Allah SWT and knowledgeable.Keywords: Sakinah, mawaddah, and rahmah, Marxism, Sufis
    corecore