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Developing OCEAN as a Game Based on English Learning in Teaching Vocabulary Prastiwi, Afita Dewi; Saktiono, Maxima Ari
IJET (Indonesian Journal of English Teaching) Vol. 12 No. 1 (2023): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2023.12.1.27-38

Abstract

Abstract This study applied Research and Development (R&D) study which developed game application based English learning. The purpose of this study is to improve the leaner’s vocabulary and reduce their anxiety in mastering English. Vocational maritime students had problem in memorizing vocabularies and based on the result of need analysis, they need a media that can ease them in learning English. This study followed some steps in developing the game application, those were; assessing need analysis, writing performance objective, instructional strategy’s development, instructional materials’ development and selection, implementation of formative and summative evaluation. The instrument of this study were questionnaire and interview to gain students response in need analysis process and in evaluation. OCEAN can catch the learner’s attention and decrease their anxiety in learning English. Most of students agree if the game improves their motivation and they can enjoy playing the game. The development of this game as an educational game has good impact and responses even though some improvements are needed.
The Influence of OCEAN as Educational Media to Improve Students' Vocabulary Prastiwi, Afita Dewi; Saktiono, Maxima Ari; Wijaya, Yudha Hadi
IJET (Indonesian Journal of English Teaching) Vol. 13 No. 1 (2024): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2024.13.1.110-116

Abstract

Media as an important part of English teaching has been developed massively. The role of media in teaching English cannot be separated from students and teachers. This study aims to measure the effect of media that has been developed by the writer in order to know the effectiveness of the media itself in improving students’ vocabulary. OCEAN is a media development that provide some features to improve students’ English skill. This study implemented and tested OCEAN to measure the effectiveness of the media. This study used experimental quantitative research and T-test to gain and analyze the data. The result said that the average value of English vocabulary from pre-test is 65.81 ± 5.19, which is lower than the average value of English vocabulary in the post-test, which is 82.12 ± 5.86. To find out whether there is a significant increase in the average variable value of English vocabulary from the pre to post, the Wilcoxon test was carried out. From the Wilcoxon test, it was found that the calculated Z value was smaller than the -Z table (-4,594 < -1,960), and the p-value was smaller than α (0,000 < 0,050), so the decision was taken that H0 was rejected, which means that there is a significant difference in the average between pre and post-test. The conclusion of this study showed that the media is effective in teaching English vocabulary.
Aplikasi Pembelajaran Berbasis Multimedia untuk Meningkatkan Kemampuan Pemahaman Reading Maxima Ari Saktiono; Afita Dewi Prastiwi; Zaki Bima Ajun Nugraha
Adopsi Teknologi dan Sistem Informasi (ATASI) Vol. 5 No. 2 (2026): Adopsi Teknologi dan Sistem Informasi (ATASI)
Publisher : Mulawarman University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/atasi.v5i2.3676

Abstract

Reading skills are one of the fundamental abilities that play a crucial role in the process of learning English and have a significant impact on academic achievement. However, based on the results of the national literacy survey, Indonesians’ reading interest is still relatively low. Several inhibiting factors include limited access to reading materials, less engaging teaching methods, and a lack of innovation in providing technology-based learning media. The use of Android-based applications can be a potential solution to overcome these problems. Therefore, this research aims to design an Android-based application specifically focused on improving users’ reading skills, particularly for students. The method applied in this study is ADDIE (Analysis, Design, Development, Implementation, Evaluation). The OCEAN application was developed using the Flutter framework with the Dart programming language. The wireframe and mockup design process was carried out using Figma, a web-based application for designing user interfaces and user experiences. The system is also equipped with a database for storing authentication data and user levels. The user interface (UI) applied is a Graphical User Interface (GUI) – Mobile User Interface, optimized specifically for smartphones and tablets. The testing results, obtained through questionnaires given to seven students of the Ship Engineering Technology Study Program, Faculty of Vocational Maritime Studies, showed that the application received a Single Ease Question (SEQ) score of 6.82. In the context of application testing, an application is considered to be easy to use by respondents if it achieves at least an SEQ score of 5.5 out of a maximum score of 7.