Yulianto Sabat
Universitas PGRI Delta

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Do the Modules Meet the Need? A Study of Students’ Reading Text Skills in the Digital English Era Yulianto Sabat; Abd Syakur; Rizki Prasetya; Moh Hilman Fikri
Online Learning In Educational Research (OLER) Vol. 4 No. 2 (2024): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v4i2.524

Abstract

This study addresses the crucial issue of low reading proficiency among English language students. It investigates the impact of digital modules on enhancing reading skills using a quasi-experimental quantitative design with a sample of 80 students randomly selected from a population of 450. The results, analyzed through ANOVA, reveal a significant improvement in reading skills, with digital modules providing an effective and engaging learning tool. This research highlights the potential of technology-driven interventions in addressing literacy challenges and offers valuable insights for integrating digital modules into higher education to improve academic outcomes.
Student Perception of Using Arknights Game to Develop Vocabulary Mastery Rangga Wahyu Atmoko; Yulianto Sabat; Endah Alamsari Andayani; Siti Aisyah; Lailatul Musyarofah
Journal of English Language and Education Vol 11, No 5 (2026)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v11i5.3264

Abstract

Vocabulary remains one of the toughest hurdles for those learning English, and surprisingly, narrative-driven mobile games are emerging as a unique way to gain language exposure outside the usual classroom environment. This research delves into how Indonesian players of the mobile game Arknights pick up and understand English vocabulary through its engaging, story-rich content. Using a qualitative approach, the researchers collected open-ended responses from player, mostly university students, and performed a thematic analysis on the data. Data identified five main themes: player characteristics, the difficulties of reading unfamiliar or literary language, the introduction of new vocabulary through the main story and dialogues, using strategies like using translation tools and contextual clues, the players' views on their vocabulary growth. Most participants noted that the game's vocabulary posed a real challenge, often filled with literary or old-fashioned terms; however, the repeated exposure throughout the storyline helped them remember these words. The findings suggest that vocabulary acquisition in this setting happens informally, fueled by ongoing exposure and self-directed problem-solving rather than traditional teaching methods.