Reko Serasi
Universitas Islam Negeri Fatmawati Sukarno Bengkulu, Bengkulu, Indonesia

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

Found 2 Documents
Search

The Effectiveness of Augmented Reality in Teaching English Vocabulary to Seventh-Grades Students Iisra Kurnia; Riswanto Riswanto; Reko Serasi
Journal of Innovation in Teaching and Instructional Media Vol 6 No 1 (2025): Journal of Innovation in Teaching and Instructional Media
Publisher : Yayasan Sembilan Pemuda Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52690/jitim.v6i1.1291

Abstract

Mastering vocabulary is a significant challenge for English as a Foreign Language (EFL) learners in Indonesia. Students often face difficulties in mastering vocabulary due to low engagement and the limitations of traditional teaching methods. This study addresses the problem by examining the use of Augmented Reality (AR) in vocabulary instruction. A true-experimental design was employed, involving two groups: an experimental group taught using AR media and a control group taught through traditional methods. A total of 64 students participated in this study. Data were collected through pre-tests and post-tests and analyzed using descriptive statistics, normality and homogeneity tests, paired sample t-tests, and N-Gain analysis. The findings showed that the average post-test score of the experimental group (89.00) was higher than that of the control group (78.56). The N-Gain score in the experimental group (63.28%) also indicated a higher level of improvement compared to the control group (5.66%). The results of the t-test analysis showed a significance value of 0.000 (< 0.05), which means that there was a statistically significant difference between the two groups. These findings suggest that Augmented Reality is an effective and engaging tool for improving students’ vocabulary mastery in English learning. The study recommends incorporating AR technology into vocabulary instruction to enhance student engagement and learning outcomes.
The Effect of Pantonime Games in Improving Efl Students’ Speaking Ability Inge Restu Lestari; Fera Zasrianita; Reko Serasi
JPT : Jurnal Pendidikan Tematik Vol 7 No 2 (2026): August
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/jpt.v6i2.649

Abstract

Based on researcher observation, the students may be confused about what to speak although they know the topic which has been given by their teachers. They are confused to speak their ideas about the topic. They tend to difficult to memorizing vocabulary and error grammar because they do not interest in English learning. So, based on the students’ problem that they are faced, the writer wants to apply games in teaching English especially teaching speaking. The objective of the research is to see whether there is a significant effect of the use of pantomime game media on the speaking ability of the students. Based on the findings of research conducted in class VII at Junior High School Number 20 Bengkulu Selatan in Academic Year 2021/2022, the researcher can draw the following conclusions : 1) The average score in experimental class that used Pantonime Games is 76.2; while in the control class that only used teaching material derived from printed books without any auxiliary media and strategies are 74.5. Thus, it can be said that the experiment class showed a higher average result than the average score in the control class. 2) Pantonime Games to improving Students’ Speaking ability indicated by scores they get and from students’ responses to three meetings teach activities. It can be concluded that students enjoy the Pantonime Games. So, the researcher concludes that there is an effect on the Speaking Ability who teaches using Pantonime Games. This indicates that the research question has been answered.