Aulia Hanifah Qomar
Universitas Muhammadiyah Metro, Indonesia

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Overcoming Learning Boredom through Digital Game-Based Learning Aulia Hanifah Qomar; Refai Refai; I Nyoman Aditya Mahendra; Zharifa Putri Rahmadani; Inggita Rantya Lolita; Fitri Palupi Kusumawati
Linguapedia Vol. 9 No. 2 (2025): November
Publisher : English Education Department, Faculty of Teacher Training and Education, Islamic University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/linguapedia.v9i2.4900

Abstract

This study investigates the implementation of Digital Game-Based Learning (DGBL) as a creative solution to reduce learning boredom at Yos Sudarso Metro High School. It explored the impact of game-based tools on student engagement, motivation, and understanding during the learning process. This research employed a qualitative method, with data collected through classroom observations and Google Forms questionnaires. The data were analyzed using Qualitative Thematic Analysis to identify recurring patterns in students’ experiences. The findings indicated three main themes, namely increased student engagement, perceived effectiveness of digital game platforms, and challenges in implementation. Platforms such as Quizizz and Wordwall encourage interactive and enjoyable learning, leading to improved comprehension, particularly in English subjects. This qualitative study involved 32 eleventh-grade students selected through purposive sampling, with data collected through classroom observations and a structured questionnaire.  However, limitations such as unequal access to technology and inconsistency in tool effectiveness remain obstacles. The study concludes that DGBL is a promising approach to minimize learning boredom and fostering a more dynamic, student-centered learning environment. These results suggest that integrating game-based tools into classroom instruction can enhance participation and learning outcomes, provided that implementation challenges are addressed with proper planning and resources
THE EFFECTIVENESS OF USING MEMRISE APPLICATION FOR STUDENTS VOCABULARY MASTERY ELEMENTERY SCHOOL Cindy Antika Rahma; Fitri Palupi Kusumawati; Aulia Hanifah Qomar
Journal of English Education and Entrepreneurship (JEEP) Vol. 4 No. 2 (2024): JULY
Publisher : English Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jeep.v4i2.9040

Abstract

This research aims to find out whether the memrise application has an effect and significant differences toward vocabulary for fifth grade at SD Negeri 2 Kalibening. This research uses Quasi-Experimental Research. The sample of this research is fifth grade at SD Negeri 2 Kalibening. The result of first hypothesis test is the Sig (2-tailed) was less than 0.05 (0.000<0.05), indicating that Ha is accepted,Alternative Hypothesis (Ha) There is an effect of using Memrise application to the mastery of English vocabulary for fifth grade students at SD Negeri 2 Kalibening. In second hypothesis test is the significant value (2-tailed) is 0.016, this indicates that the significant value is smaller than 0.05 (sig<0.05), Ha is accepted. There is a significant difference when using Memrise application to the mastery of English vocabulary for fifth grade students at SD Negeri 2 Kelibening. In conclusion, the Memrise application offers a valuable tool for improving vocabulary mastery and should be considered a beneficial addition to the language learning curriculum.
THE USE OF DIGITAL ANIMATED STORIES TO IMPROVE STUDENT’S LISTENING SKILL Selvia Nurul; Aulia Hanifah Qomar; Fitri Palupi Kusumawati
Journal of English Education and Entrepreneurship (JEEP) Vol. 5 No. 1 (2025): JANUARY
Publisher : English Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jeep.v5i1.9132

Abstract

Listening is the process of receiving, interpreting, and understanding auditory stimuli, usually in the form of spoken words and other sounds. This research aims to determine the effect of digital animated stories in improving student's listening skills and to determine students' perceptions of the use of digital animated stories. The design of this research is Classroom Action Research. The procedure of Classroom Action Research is planning, action, observation, and reflection. This research was conducted at eleventh grade at SMK AL-FAJAR consist of 31 students. The results of this research indicate that digital animated stories significantly improve students' listening skills, with average test scores increasing from 47.09 in the pre-test to 59.1 after Cycle 1. This shows an increase of 25.5 compared to the pre-test score, and then to 77.9 in Cycle 2. The investigation into students' perceptions of digital animated stories showed that students had positive perceptions of digital animated stories, reporting increased engagement, motivation and comprehension. The integration of these stories also improved the classroom environment, encouraging greater focus and participation, aligning with existing research on the benefits of digital animated stories in language learning. In conclusion, this research provides compelling evidence that digital animated stories are a highly effective tool for enhancing students' listening skills, shaping positive perceptions of learning materials, and improving classroom dynamics. The findings suggest that digital animated stories can be an effective tool in enhancing listening skills in an EFL context. This study recommends the integration of digital animated stories into the regular curriculum to support language learning and improve student outcomes.
IDIOMATIC EXPRESSIONS FOUND IN THE VLOG VIDEO BY SACHA STEVENSON Viona Azzhani; Fitri Palupi Kusumawati; Aulia Hanifah Qomar
Journal of English Education and Entrepreneurship (JEEP) Vol. 5 No. 1 (2025): JANUARY
Publisher : English Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jeep.v5i1.9133

Abstract

The objectives of this research are to find out the types of idiomatic expressions, describe the meaning of idiomatic expressions, and find out the strategies used in translating idiomatic expressions. Subject This research is a video vlog script by Sacha Stevenson. The research method used in this research is descriptive qualitative. The results of the research were in the form of 6 types of idioms and 4 idiomatic translations strategies in idiomatic expressions vlog videos by idiom Sacha Stevenson. The idiomatic expression types there are 1 Similes, 1 Binomials, 2 Proverbs, 5 Euphemisms, 8 Clichés and 15 Fixed Statements. The idiomatic translations strategies there are 14 Similar Meanings and Forms, 3 Similar Meanings but Different Forms, 6 Translations by Paraphrasing and 9 Last Translations by Omissions. Based on the data, the researcher concluded that the 6 types of idioms and 4 idiomatic translation strategies in this video, all of them are found in this vlog video.
Metacognition and Digital Reading: How Medium Platform Enhances Self-Awareness and Comprehension in Learners Fenny Thresia; Kayla Zalfa; Aulia Hanifah Qomar
Journal of English Education and Entrepreneurship (JEEP) Vol. 6 No. 2 (2026): JULY
Publisher : English Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/j.v6i2.12597

Abstract

This study explores how the Medium platform contributes to the development of metacognitive awareness and reading comprehension in digital learning environments. In the era of technology-based education, learners are increasingly required to become active and independent readers who can regulate their own learning processes. Metacognition plays a significant role in helping learners monitor, evaluate, and improve their understanding while reading. At the same time, reading comprehension remains a major challenge in many educational contexts, including Indonesia. Through its long-form articles, interactive features, and diverse academic content, Medium provides learners with opportunities to engage in reflective and critical reading practices. The platform encourages users to analyze information, identify comprehension gaps, and develop critical thinking skills through continuous interaction with meaningful texts. Furthermore, Medium supports both literacy development and higher-order thinking by creating a digital space that promotes deep cognitive engagement rather than passive content consumption. Therefore, this article argues that the Medium platform serves as an effective digital tool for enhancing learners’ metacognitive awareness, reading comprehension, and critical thinking abilities in contemporary education.