Andi Tenri Ampa
Universitas Muhammadiyah Makassar, Indonesia

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Teaching Listening Through Real-World English: VOA Videos at SMP Negeri 13 Makassar Nirwana; Andi Tenri Ampa; ST. Asmayanti AS
English Language Teaching Methodology Vol. 5 No. 2 (2025): English Language Teaching Method
Publisher : FKIP Unismuh Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56983/eltm.v3i1.291

Abstract

This study investigates the effectiveness of Voice of America (VOA) videos as a medium for improving students’ English listening skills and examines student responses to this media. Using a pre-experimental design, data were collected through pre-tests, post-tests, and a questionnaire involving 30 eighth-grade students at SMP Negeri 13 Makassar. The results revealed a significant improvement in students’ listening performance, with mean scores increasing from 70.43 (pre-test) to 86.00 (post-test), reflecting a 22.10% gain. Statistical analysis showed a t-test value of 130.6, exceeding the t-table value of 2.045 (p < 0.05), confirming the significance of the improvement. Student responses to the use of VOA videos were mixed, with a tendency toward neutrality and disagreement. These findings suggest that while VOA videos can effectively enhance listening skills, student engagement and perception may vary. This study contributes to the existing literature on the integration of authentic multimedia in language instruction, particularly in listening comprehension.    
Boosting Vocabulary Through Play: Funbrain’s Impact on SMP Muhammadiyah 6 Students Warfida Suciani; Andi Tenri Ampa; Uyunnasirah Hambali
English Language Teaching Methodology Vol. 5 No. 2 (2025): English Language Teaching Method
Publisher : FKIP Unismuh Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56983/eltm.v5i2.911

Abstract

This study investigates the effectiveness of the Funbrain game in enhancing vocabulary achievement among seventh-grade students at SMP Muhammadiyah 6 Makassar. Addressing the urgent need for engaging, technology-based learning tools, a pre-experimental design with pre- and post-tests was employed. A purposive sample of 25 students participated, with data collected through a 20-item multiple-choice vocabulary test. Results revealed a significant improvement in students’ vocabulary scores—from a pre-test mean of 62 to a post-test mean of 83.8. Statistical analysis using a t-test confirmed the significance of this improvement (t-value = 13.6 > t-table = 1.71), leading to the acceptance of the alternative hypothesis (H1) and rejection of the null hypothesis (H0). These findings highlight the potential of educational games like Funbrain to support vocabulary acquisition in EFL contexts, offering a novel and interactive approach to language learning.