Noor Azlan Ahmad Zanzali
Universiti Muhammadiyah Malaysia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

AI-Integrated Learning in Society 5.0: Advancing Critical Thinking in English Language Education Deni Yuliana; Ikhfi Imaniah; Noor Azlan Ahmad Zanzali; Moh. Iqbal Firdaus
Pedagogy Review Vol 5, No 1 (2026): Pedagogy Review
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/pedrev/v5i1.pp01-15

Abstract

The rapid integration of artificial intelligence (AI) in education has transformed learning environments in the era of Society 5.0, particularly in English language education, where critical thinking skills are increasingly required to support learners’ academic and digital competencies. This study investigated the relationship between AI-integrated English for Academic Purposes-Based Learning (EAPBL) and students’ critical thinking performance among English Language Learners (ELLs). The study employed a mixed-method explanatory sequential design involving 64 undergraduate students enrolled in English-related courses at Universitas Muhammadiyah Tangerang, Indonesia. Data were collected through questionnaires, performance-based assessments, AI-supported learning tasks, students’ reflective responses, and semi-structured interviews. The questionnaire measured AI engagement, AI literacy, cognitive engagement, and perceived critical thinking skills using a five-point Likert scale, while rubric-based assessments evaluated students’ written academic outputs. Quantitative data were analyzed using descriptive statistics, paired sample t-tests, multiple regression analysis, and Partial Least Squares Structural Equation Modeling (PLS-SEM). In contrast, qualitative data were analyzed through thematic analysis to support the interpretation of the quantitative findings. The findings revealed a moderate but statistically significant improvement in students’ critical thinking performance, with an overall post-test score of 46%. Among the five dimensions of critical thinking, interpretation demonstrated the highest performance, followed by argumentation, while analysis, evaluation, and synthesis remained relatively underdeveloped. The PLS-SEM analysis indicated that AI engagement significantly influenced cognitive engagement, which in turn contributed to students’ critical-thinking performance. In addition, AI literacy strengthened the relationship between cognitive engagement and critical thinking outcomes. Qualitative findings further revealed that AI-supported learning helped students organize ideas, generate initial responses, and improve learning efficiency; however, several participants demonstrated dependence on AI-generated responses, limited critical evaluation of AI outputs, and difficulty synthesizing multiple perspectives. These findings suggest that AI-supported learning can foster critical thinking when accompanied by active cognitive engagement and adequate AI literacy. The study highlights the importance of integrating digital, cognitive, and ethical AI literacy into English language education in the context of Society 5.0.Keywords: Society 5.0, Artificial Intelligence, Critical Thinking, English for Academic Purposes-Based Learning, AI Literacy
An Analysis of Idiomatic Expression In Voice Lines Heroes in Dota 2 Video Game Ramandhika Aditya Wikarta; Arjulayana Arjulayana; Nargis Nargis; Noor Azlan Ahmad Zanzali
Globish: An English-Indonesian Journal for English, Education, and Culture Vol. 14 No. 1 (2025): Globish: English-Indonesian Journal for English Education and Culture
Publisher : Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/globish.v14i1.12055

Abstract

This research analyzes idiomatic expressions in the voice lines of heroes in the video game Dota 2, using Charles Hockett's theory. This research highlights the potential of video games as an effective tool for language learning, offering native English speakers an authentic context to understand and internalize idiomatic expressions. Through qualitative analysis, 50 idiomatic expressions were identified and classified into six categories: Substitutes, Proper Names, Abbreviations, English Phrase Compounds, Allusions, and Slang. Specifically, Substitutes accounted for 8 idioms, Proper Names for 12 idioms, English Phrasal Compounds for 7 idioms, Figures of Speech for 14 idioms, and Slang for 9 idioms, with no examples of Abbreviations. Each idiom's contextual meaning is analyzed, thus contributing to a deeper understanding of their function in the game. The insights gained create an equivalence between digital games and language education, providing valuable implications for gamers and educators or learners in utilising video games for language development.