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Journal : Journal of Computer Interaction in Education (JCIE)

INVESTIGATING THE STUDENTS’ PERCEPTIONS TOWARD THEIR MOBILE LEARNING EXPERIENCES AT THE FIFTH SEMESTER STUDENTS OF ENGLISH EDUCATION DEPARTMENT: A Descriptive Study Meydina, Erika; Dalle, M. Basri; Ma'ruf, Amar
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

This research aimed to find out the sorts of mobile learning experiences used by the fifth semester students and their perceptions toward mobile learning in learning English. This research was conducted through descriptive quantitative method. The population was the fifth semester students of Muhammadiyah University of Makassar and took 60 students as the sample. The researcher used instrument to find out the sorts of students’ mobile learning experiences and their perceptions.Findings in this research are almost all students’ mobile learning experiences are from smartphone. It showed 100% students chose smartphone, 18% chose laptop, 17% chose netbook, and 5% chose MP3 Player. Then, the result of students’ perceptions showed students are (85%) strongly agree that M-Learning is engaging, (82%) strongly agree M-Learning is convenient, (79%) agree M-Learning is flexible and (79%) agree M-Learning is interactive. Based on the research findings above, it could be concluded that students’ has experienced smartphone as their Mobile learning, and mobile learning is effective as a learning tool to learn English.
THE USE OF “BIG CITY ADVENTURE SYDNEY AUSTRALIA SOFTWARE GAME” IN ENHANCING THE STUDENTS’ VOCABULARY: A Classroom Action Research Herlina, Rika; Akib, Erwin; Ma'ruf, Amar
Journal of Computer Interaction in Education Vol. 1 No. 1 (2018): JCIE:Perception, Music Video, Mobile Learning and Social Media toward Language
Publisher : FKIP Unismuh Makassar

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Abstract

This research aimed to find out the improvement of students’ vocabulary by using Big City Adventure Sydney Australia Software Game as learning method and to know the students’ attitude towards using media game in learning vocabulary at SMAN 13 Luwu. The researcher used Classroom Action Research as the research method. The researcher conducted two cycles; each cycle consisted of three meetings. It was done at class XI IPA2 which consist 36 students. The research findings indicated that Big City Adventure Sydney Australia Software Game improved the students’ English vocabulary that focus on noun. It was proved by the improvement of the students’ achievement. Before treatment, the students’ vocabulary was very poor. Only 3 students (8.33%) got Good score. Most of the students are difficult in memorizing some vocabularies. At the end of the first cycle, any 9 students (25%) got Good score. In the second cycle, any 19 students (52.77%) got Good score. the mistake made by students in stressing syllables decreased, and the words that they memorize had increased. Finally, the students’ result of the cumulative vocabulary test there are 2 students (5.55%) got excellent score and 25 students (69.44%) got Good score. It could be concluded that use of Big City Adventure Sydney Australia Software Game was improve significantly of the students’ achievement. The students’ attitude in memorizing English words, It was proves that the presence of Game as a method and media improved the students’ enthusiasm in learning and also enhanced the students’ participant during learning process
THE USE OF SPOTIFY APPLICATION TO IMPROVE STUDENTS ABILITY IN LISTENING THROUGH ENGLISH SONG: A Pre-Experimental Research Andriani; Akib, Erwin; Ma'ruf, Amar
Journal of Computer Interaction in Education Vol. 1 No. 2 (2018): JCIE : Teaching Media, Web-blog, CALL, MALL and Games Application for Language
Publisher : FKIP Unismuh Makassar

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Abstract

This research aimed at finding out the improvement of the students’ listening ability in listening skill by using SPOTIFY Application as a tool that focused on Listening English song to identify what words the singer said and the meaning of the song. The researcher applied pre-experimental method with one group pre-test - post-test design, and collected the data based on the test. The sample of the research was the first semester students, which consisted of 25 students. The sample was taken by using purposive sampling technique. The research findings showed that the first semester students of English Department of Muhammadiyah University of Makassar had fairly score in pre-test. After treatment, their listening ability in identify phoneme words increase significantly. The result of the research were the mean score obtained by the students through pre-test was 57.2 and posttest was 74.4 with the t-test value orientation is greater than t-table (10.8>2.06). Listening through English Song in term of identify the phoneme words improved 17.2%. The result of calculating t-test of the indicators in the students’ t–test listening ability in listening through English Song was greater than t-table 25.1>2.06. Eventually, based on findings and discussion above, the researcher concluded that the improvement of the students listening ability through English song using SPOTIFY Application was significant improved