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The Utilizing of Three-step Interview in Improving Speaking Ability Mustari, Sri Hariati
International Journal for Educational and Vocational Studies Vol 1, No 5 (2019): September 2019
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v1i5.1663

Abstract

This research was conducted to solve students’ problem in speaking especially the students never practiced to speak each other. The researcher applied the three-step interview technique in improving their speaking ability. The instruments were speaking test, observation sheet and questionnaire. The researcher applied Classroom Action Research. It consisted of two cycles. Each cycle consisted four meetings and four steps. The steps included plan, action, observation, and reflection.The result of the research in the first cycle showed that the students’ achievement and performance were so low. It could be seen from the students’ score in the first cycle was 2.74. the highest score in the first cycle was 4 which were acquired by three students but the highest score at the end of the second cycle was 5.3 which was acquired by 4 students. The lowest score in the first cycle was 1.7 which acquired by one student and the lowest score in the second cycle was 3.3 which was acquired by four students. Based on the data, the researcher concluded that three-step interview technique could increase the students’ ability in speaking. This technique had proven that three-step interview technique was a successful technique to help students in speaking.
Optimization of Motor Vehicle Tax Revenue through the Superior SAMSAT Program at UPT Revenue Maros Sakir, Ahmad Rosandi; Mustari, Sri Hariati
Jurnal Magister Administrasi Publik Vol 1 No 2 (2021): September
Publisher : Program Studi Magister Administrasi Publik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/jmap.v1i2.3733

Abstract

Tax is a mandatory contribution to the state that is owned by an individual or entity that is coercive in nature based on the law, with no direct compensation and is used for the needs of the state for the greatest prosperity of the people. Tax is one of the main sources of revenue for a country that is paid by the public. Taxes are also levies that can be levied by the government based on the provisions of tax laws and regulations and as a form of public participation for taxpayers to directly and jointly carry out tax obligations needed for state financing and national development. One source of Regional Revenue comes from Motor Vehicle Tax (PKB). Motor vehicle tax has an important role in regional development, so it is appropriate for every individual or community owner of motorized vehicles to comply and timely pay taxes in accordance with the law to facilitate programs and activities that have been planned by the regional government. The research method used is deductive qualitative. Respondents are the heads of the Maros Revenue Service and taxpayers. The results of the study explain that the very good Samsat Program is very well felt by the community because, in addition to facilitating the service process, it also brings the community closer to the service process for Payment of Motor Vehicle Taxes. The Samsat Unggul program includes activities for Samsat Outlets and Shops, Mobile Samsat, and Door To Door.
Integrating Digital Games-Based Language Learning for EFL Speaking Skills Development: A Case Study in an Indonesian University Mustari, Sri Hariati; Noni, Nurdin; Salija, Kisman
Journal of English Culture, Language, Literature and Education Vol. 12 No. 2 (2024): E-CLUE: Journal of English Culture, Language, Literature, and Education
Publisher : English Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/eclue.v12i2.10904

Abstract

Digital learning has become a potential learning tool since the COVID pandemic which causes the use of new technologies including digital games-based language learning. However, the implementation still has challenges due to technical, instructional, and financial barriers. Previous studies suggest exploring more teaching experiences related to the use of digital games-based language learning for future contributions. This study aims to explore the implementation of digital games-based language learning in higher education. To achieve this goal, this study was conducted in an Indonesian higher education, the State University of Makassar by applying a qualitative case study to collect data. The researcher collected the data from 2 lecturers recruited using a convenient sampling technique. The thematic analysis was used to analyze the collected data. This study explores teacher experiences in using digital games-based language learning in a speaking classroom. This study found that the lecturers plan, implement, and evaluate digital games-based language learning in three categories namely well, moderate, and low implemented. From this result, it is claimed academically that digital games-based language learning (DGBLL) can be planned, implemented, and evaluated strategically in speaking classrooms based on learning objectives, learning outcomes, and students' learning needs. Combining technology with game-based learning, education can be more dynamic and relevant, accommodating a variety of learning styles and motivating students to be more actively involved in the learning process.
The Lecturers’ Perception of Digital Games-Based Language Learning at Higher Education Mustari, Sri Hariati; Noni, Nurdin; Salija, Kisman; Sulaiman, Iskandar; Sakkir, Geminastiti
ELT Worldwide: Journal of English Language Teaching Vol 12, No 1: April
Publisher : Pascasarjana Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/eltww.v12i1.71565

Abstract

Digital learning has become a potential learning tool since the COVID-19 pandemic that has caused the use of new technologies including digital games-based language learning. However, the implementation still has different challenges due to technical, instructional and financial barriers. Previous studies suggest exploring more teaching experiences related to the use of digital games-based language learning for future contribution.  This study aims to explore the perception of the lecturers on digital games-based language learning in higher education. To achieve this goal, this study was conducted in an Indonesian higher education, the State University of Makassar by applying a qualitative case study to collect data. The researcher collected the data from 2 lecturers recruited using a convenient sampling technique. The thematic analysis was used to analyze the collected data.  This study explores teacher experiences in using digital games-based language learning in a speaking classroom. This study found that the lecturers perceived that Digital Games-Based Language learning (DGBLL) is useful, easy to use, and have a positive attitude toward its use. From this result, it is claimed academically that digital games-based language learning (DGBLL) can be used in speaking classrooms and modified based on learning objectives, learning outcomes and students’ learning needs.
The Utilizing of Three-step Interview in Improving Speaking Ability Mustari, Sri Hariati
International Journal for Educational and Vocational Studies Vol. 1 No. 5 (2019): September 2019
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v1i5.1663

Abstract

This research was conducted to solve students problem in speaking especially the students never practiced to speak each other. The researcher applied the three-step interview technique in improving their speaking ability. The instruments were speaking test, observation sheet and questionnaire. The researcher applied Classroom Action Research. It consisted of two cycles. Each cycle consisted four meetings and four steps. The steps included plan, action, observation, and reflection.The result of the research in the first cycle showed that the students achievement and performance were so low. It could be seen from the students score in the first cycle was 2.74. the highest score in the first cycle was 4 which were acquired by three students but the highest score at the end of the second cycle was 5.3 which was acquired by 4 students. The lowest score in the first cycle was 1.7 which acquired by one student and the lowest score in the second cycle was 3.3 which was acquired by four students. Based on the data, the researcher concluded that three-step interview technique could increase the students ability in speaking. This technique had proven that three-step interview technique was a successful technique to help students in speaking.
Students’ Perception on Teacher’s Nonverbal Communication in EFL Classroom at UPT SMP Negeri 7 Sabbang Selatan Rostina, Rostina; Mustari, Sri Hariati; Ariyati, Dien Afni
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i2.30421

Abstract

Penelitian ini mengeksplorasi persepsi siswa terhadap komunikasi nonverbal guru dalam pembelajaran Bahasa Inggris sebagai Bahasa Asing (EFL) di UPT SMP Negeri 7 Sabbang Selatan. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Data dikumpulkan melalui kuesioner dan wawancara yang melibatkan siswa dari dua kelas, yaitu IXA dan IXB. Hasil penelitian menunjukkan bahwa sebagian besar siswa memandang komunikasi nonverbal guru seperti ekspresi wajah, gerakan tubuh, tatapan mata, dan intonasi suara sebagai elemen yang mendorong dan menarik perhatian selama proses belajar berlangsung. Isyarat nonverbal ini berperan penting dalam menciptakan suasana kelas yang positif, meningkatkan keterlibatan siswa, serta mendorong partisipasi mereka. Secara keseluruhan, penelitian ini menekankan pentingnya penggunaan komunikasi nonverbal secara sadar dan efektif oleh guru untuk membangun lingkungan pembelajaran EFL yang mendukung secara emosional dan melibatkan siswa secara aktif.
Ecological Metaphors in the Lontar manuscript of the Megantaka folklore: An ecolinguistics analysis Assiddiq, Muhammad Azwar; Mustari, Sri Hariati; Pilu, Reski; Mustakim, Mustakim
Studies in English Language and Education Vol 12, No 3 (2025)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/siele.v12i3.38537

Abstract

This study investigates the ecological metaphors used in the lontar manuscript of the Megantaka folklore of the Sasak tribe in Indonesia. Using an ecolinguistic approach and referring to Halleys ecological metaphor categories, the data were collected from the Lontar manuscript and analysed using the Metaphor Identification Method (MIP). The findings revealed that the metaphors belong to several categories: 1) the being category used in Tembang Sinom and Tembang Dandang, 2) the cosmos category appearing in Tembang Durma, Tembang Pangkur, and Tembang Dandang, 3) the energy category in Tembang Asmaradana, Tembang Durma, and Tembang Pangkur, 4) the substance category in Tembang Durma, 5) the terrestrial category in Tembang Durma, Tembang Pangkur, and Tembang Dandang, 6) the object category in Tembang Sinom, Tembang Asmaradana, Tembang Pangkur, and Tembang Dandang, 7) the living category in Tembang Durma, Tembang Pangkur, and Tembang Dandang, and 8) the animate category in Tembang Durma, Tembang Pangkur, and Tembang Dandang. This study is essential for preserving local wisdom, providing an overview of social and cultural life in the past, and serving as material for community reflection in strengthening the national character. This study reflects the ecological conditions of language users and provides insights into the social and cultural lives of the Sasak people.
CONTEXTUAL TEACHING AND LEARNING (CTL) IN OFFLINE SETTINGS: ENHANCING BUSINESS ENGLISH FLUENCY FOR WOMEN ENTREPRENEURS THROUGH REAL-WORLD SCENARIOS A. Bohang, Muthmainnah Bahri; Khartha, Aqzhariady; Alfian, Heri; Marhamah, Marhamah; Reskiawan, Bimas; Hustiana, Hustiana; Mustari, Sri Hariati
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 7 No 1 (2025): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v7i1.1289

Abstract

This study investigated the effectiveness of Contextual Teaching and Learning (CTL) in enhancing business English fluency among 30 Women micro-entrepreneurs in Makassar, Indonesia, through offline simulations of real-world business scenarios. A mixed-methods approach was employed, combining pre/post-tests (modified IELTS Speaking Test) with qualitative data from interviews and observations to assess improvements in linguistic proficiency and confidence. Participants engaged in eight sessions of CTL-based activities, including negotiation role-plays, product presentations, case studies, and collaborative proposal writing, aligned with Kolb’s Experiential Learning Theory and ESP principles. Quantitative results revealed significant gains: mean IBECT scores increased from 5.2 to 7.0 (Cohen’s d = 1.46, large effect), while self-reported confidence rose by 35% (p < 0.05). Qualitative insights highlighted enhanced critical thinking and strategic negotiation skills through simulations (e.g., adapting to non-verbal cues, tactical decision-making) and vocabulary expansion via peer collaboration. However, time constraints in role-plays were noted as a challenge, albeit fostering adaptability under pressure. Despite limitations such as a small sample and short intervention period, the findings underscored CTL’s potential to bridge theoretical knowledge and practical application, offering actionable strategies for inclusive, context-specific training programs. The study recommended flexible practices—like dual-role-play formats—to balance realism and pedagogical depth, ultimately empowering women entrepreneurs in global business contexts.
Integrating Digital Games-Based Language Learning for EFL Speaking Skills Development: A Case Study in an Indonesian University Mustari, Sri Hariati; Noni, Nurdin; Salija, Kisman
Journal of English Culture, Language, Literature and Education Vol. 12 No. 2 (2024): E-CLUE: Journal of English Culture, Language, Literature, and Education
Publisher : English Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/eclue.v12i2.10904

Abstract

Digital learning has become a potential learning tool since the COVID pandemic which causes the use of new technologies including digital games-based language learning. However, the implementation still has challenges due to technical, instructional, and financial barriers. Previous studies suggest exploring more teaching experiences related to the use of digital games-based language learning for future contributions. This study aims to explore the implementation of digital games-based language learning in higher education. To achieve this goal, this study was conducted in an Indonesian higher education, the State University of Makassar by applying a qualitative case study to collect data. The researcher collected the data from 2 lecturers recruited using a convenient sampling technique. The thematic analysis was used to analyze the collected data. This study explores teacher experiences in using digital games-based language learning in a speaking classroom. This study found that the lecturers plan, implement, and evaluate digital games-based language learning in three categories namely well, moderate, and low implemented. From this result, it is claimed academically that digital games-based language learning (DGBLL) can be planned, implemented, and evaluated strategically in speaking classrooms based on learning objectives, learning outcomes, and students' learning needs. Combining technology with game-based learning, education can be more dynamic and relevant, accommodating a variety of learning styles and motivating students to be more actively involved in the learning process.
Next-Gen Vocabulary Tools: How Chatbots Elevate Technical English for Computer Science Students Alfian, Heri; Putra, Eko; A. Bohang, Muthmainnah Bahri; Mustari, Sri Hariati; Pratiwi, Alifiah
BRILIANT: Jurnal Riset dan Konseptual Vol 10 No 4 (2025): Volume 10 Nomor 4, November 2025
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v10i4.2367

Abstract

This study examined how well chatbot-enhanced training can help computer science students understand technical vocabulary. Semi-structured interviews were combined with a pre-test and post-test design as part of a mixed-methods strategy. With a substantial effect size (Cohen's d = 1.59) and a mean increase of 12.7%, quantitative data showed a statistically significant improvement in vocabulary scores, suggesting major practical implications. A thematic analysis of qualitative responses identified three main themes: usability limits, motivation and involvement, and perceived benefits. Students commended the chatbot's ability to offer real-time, contextual feedback and promoted deeper learning by using examples that are interwoven with coding situations. The conversational tone, individualized contact, and emotional engagement of the chatbot were credited with increasing motivation. However, some students pointed up issues including repeating outputs, overuse of synonyms, and complex instances, highlighting the necessity of adaptive content calibration. These results demonstrated that, with careful integration, AI-powered chatbots can function as efficient, customized vocabulary instructors; nevertheless, wider adoption will require enhancements to content delivery systems.