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Interactivity and Interpersonality Elements Produced by College Students in Spoken Discourse Rokhayani, Atik; Wijayanti, Dina Novita; Tardaguila, Pauline Joy Gelacio; Shofiyuddin, Muh
Journal of English Teaching and Learning Issues Vol 7, No 1 (2024): June 2024
Publisher : Institut Agama Islam Negeri Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jetli.v7i1.26149

Abstract

Speaking tends to be a difficult skill for Indonesian students. To overcome the problem, one can use discourse markers (interactivity and interpersonality elements) for a conversation.  The purposes of the study are to explain the kinds of interactivity and interpersonality elements and the implementation of interactivity and interpersonality elements of spoken discourse produced by college students. The study belongs to qualitative research. The data are the elements of interactivity and interpersonality, while the data source is transcripts of job interviews. The instrument of this study is documentation. Based on the findings, all interactivity and interpersonality elements are found in the data source. Based on the findings of the study, all kinds of interactivity and interpersonality elements are found in the data source. The students dominantly use discourse markers as first rank to fill the gap between previous and next utterances and maintain the stability of the conversation. In contrast, their application in the spoken discourse of college students is still low because only one element out of four is used dominantly (more than 50%). In order to address the issue, students must enhance their self-confidence in speaking English. Also, consistent practice leads to improvement.
PENDAMPINGAN GURU SMK PADA IMPLEMENTASI MERDEKA BELAJAR MELALUI DESAIN PEMBELAJARAN PROJECT BASED LEARNING Shofiyuddin, Muh; candraloka, olyvia revalita
Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2023): Juli
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v3i1.755

Abstract

Pengabdian ini bertujuan untuk meningkatkan pengetahuan dan keterampilan guru SMK Al-Hidayah Jepara dalam menerapkan model pembelajaran Project Based Learning (PjBL) dalam proses pembelajaran. Metode pelaksanaan pada program ini adalah pelatihan, pendampingan, dan evaluasi. Mitra pada program ini adalah guru bahasa inggris pada SMK Al-hidayah mayong. Peserta antuasias dan berpartisipasi aktif dalam kegiatan. Pelatihan yang dilaksanakan berupa pemaparan merdeka belajar, konsep dan tahapan project based learning, desain dan implementasi PjBL dalam kurikulum merdeka belajar. Pada tahap pendampingan, peserta didampingi dalam pembuatan rancangan atau desain pembelajaran PjBL dalam pembelajaran berdiferensiasi, serta praktik mengajar. Evaluasi dilakukan menggunakan Focus Group Discussion dan kueisoner. Sebanyak 75% peserta mampu memahami dan terampil dalam mendesain dan mengimplementasikan model pembelajaran Project based learning. Kata Kunci: kurikulum merdeka belajar, project based learning, proses pembelajaran
Interactivity and Interpersonality Elements Produced by College Students in Spoken Discourse Rokhayani, Atik; Wijayanti, Dina Novita; Tardaguila, Pauline Joy Gelacio; Shofiyuddin, Muh
Journal of English Teaching and Learning Issues Vol 7, No 1 (2024): June 2024
Publisher : Institut Agama Islam Negeri Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jetli.v7i1.26149

Abstract

Speaking tends to be a difficult skill for Indonesian students. To overcome the problem, one can use discourse markers (interactivity and interpersonality elements) for a conversation.  The purposes of the study are to explain the kinds of interactivity and interpersonality elements and the implementation of interactivity and interpersonality elements of spoken discourse produced by college students. The study belongs to qualitative research. The data are the elements of interactivity and interpersonality, while the data source is transcripts of job interviews. The instrument of this study is documentation. Based on the findings, all interactivity and interpersonality elements are found in the data source. Based on the findings of the study, all kinds of interactivity and interpersonality elements are found in the data source. The students dominantly use discourse markers as first rank to fill the gap between previous and next utterances and maintain the stability of the conversation. In contrast, their application in the spoken discourse of college students is still low because only one element out of four is used dominantly (more than 50%). In order to address the issue, students must enhance their self-confidence in speaking English. Also, consistent practice leads to improvement.
Pendampingan Implementasi Manajemen Pembelajaran Berbasis Online Role-Playing Game di SMP Negeri 2 Kaliwungu Kudus Himawati, Ulya; Shofiyuddin, Muh; Zulfahmi, Muhammad Nofan; Attalina, Syailin Nichla Choirin; Ulumuddin, Imam Khoirul; Amal, Tri Akhsanul; Aziza, Nailatul; Salma, Siti
Indonesian Journal of Community Services Vol 6, No 1 (2024): May 2024
Publisher : LPPM Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/ijocs.6.1.66-73

Abstract

Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk mengadakan pembekalan dan pendampingan implementasi manajemen pembelajaran berbasis online Role-Playing Game (RPG) yang ditujukan kepada guru SMP Negeri 2 Kaliwungu Kudus. Pengabdian ini melibatkan 30 peserta dari unsur guru. Metode penerapan PKM ini menggunakan metode pembekalan dan pendampingan dengan tahapan Training and Education, Experience dan Mentoring. Selanjutnya, Pembekalan dan pendampingan kegiatan dilaksanakan selama 2 hari dari tanggal 16 oktober sampai 17 Oktober 2023. Pada hari pertama, tim pengabdian masyarakat melakukan pembekalan terkait kurikulum merdeka dan bagaimana cara penerapan online RPG pada pembelajaran di kelas. Hari kedua, peserta melakukan praktik untuk pembuatan game online RPG secara mandiri yang didampingi oleh tim pengabdian masyarakat sehingga hasil dari kegiatan PKM adalah guru dapat membuat game online RPG secara mandiri dan mengaplikasikannya ke dalam pembelajaran sehingga meningkatkan kemampuan guru dalam hal pengembangan media pembelajaran.This Community Service (PKM) aims to provide provision and assistance in the implementation of online RPG game-based learning management for teachers at SMP Negeri 2 Kaliwungu Kudus. This service involved 30 participants from the teacher element. This method of implementing community service uses the provision and mentoring method with the stages of Training and Education, Experience and Mentoring. Furthermore, provision and assistance for activities was carried out for 2 days from 16 October to 17 October 2023. On the first day, the community service team provided provision regarding the independent curriculum and how to apply online Role-Playing Game (RPG) to classroom learning. On the second day, participants practiced creating online RPG games independently, accompanied by a community service team. Therefore, the results of community service activities are that teachers can create online RPG games independently and apply them to learning so as to increase teachers' abilities in terms of developing learning media.
Developing Macbox Media in Teaching English Grammar for Indonesian Students Shofiyuddin, Muh; Mansuro, Lukluan; Nichla Choirin Attalina, Syailin; Febrianti, Nissa
JALL (Journal of Applied Linguistics and Literacy) Vol 8, No 1 (2024)
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jall.v8i1.12983

Abstract

This research aims to develop a learning media namely, Macbox. This media is a kind of flashcard built with the appropriate concept of matching box. This research is a Research and Develoment (R&D) research with four steps, 1) Definition, 2) Design, 3) Development, 4) Dissemination. Interview, observation and test were used to obtain the data. The data results show that the macbox media was suitable for use by students. It can be seen from the validation from the material and media experts. Besides, in the media trial, the pretest results the average score in the control class is 48,02. Meanwhile in the experimental class the average value is 48,47. Then in the posttest score the average score in the control class is 62,76. Meanwhile in the experimental class the average value is 75,41. The data show that it increased students’ grammar mastery who taught using macbox media. Thus, it can be concluded that the development of macbox media is very feasible and effective to used in teaching grammar.
POLITENESS STRATEGIES IN ENOLA HOLMES 2 MOVIE SCRIPT Imama, Fitria Mafaizatul; Shofiyuddin, Muh
Journal Albion : Journal of English Literature, Language, and Culture Vol 6, No 1 (2024): Issue 1
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/albion.v6i1.9886

Abstract

ABSTRACTThis research aims to describe language politeness strategies in the film “The Enola Holmes Mysteries” directed by Harry Bradbeer on Netflix. This research focuses on the principles of language politeness using the theory of Geoffrey Leech's six maxims, namely wisdom, generosity, respect, simplicity, consensus, and sympathy. The method used in this research is descriptive qualitative with four steps data collection, data reduction, data display, and drawing conclusion. The object of study is film. The data are the transcribed subtitles of the film's main characters and supporting characters in the form of text. This research results revealed that there are 397 data on positive (40%), 304 data on bald (30%), 286 data on negative (29%), and 14 data on off-record (1%). In addition, the film's dominant strategy is a positive strategy that includes both speaker and listener, marking identity, seeks agreement, asserts that speakers know and care about listeners' wants, avoids agreement, is optimistic, promises, satisfies listeners to show understanding, assumes or assert reciprocity in the activity of communication, and assumes or assert reciprocity.Keywords: Politeness strategies, Politeness types, Enola Holmes 2
Transforming English Learning: The Role of ClassDojo in Enhancing Vocabulary Mastery of International Business Administration Students Hanik, Siti Rofiatul; Shofiyuddin, Muh
Jambura Journal of English Teaching and Literature Vol 6, No 1 (2025): Jambura Journal of English Teaching and Literature
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jetl.v6i1.29626

Abstract

The ClassDojo app proved to be effective in improving vocabulary mastery through gamification approaches and interactive features. This approach increased engagement and motivation to learn, created a dynamic and personalized learning environment, and supported more effective language learning. This study examines the effectiveness of ClassDojo in enhancing vocabulary mastery among International Business Administration students. This study was conducted at higher vocational education of Polytechnic Balekambang Jepara, in the International Business Administration department. This research is a quantitative use pretest-posttest design involving 44 fourth-semester students enrolled in the English for Business II course. Results indicated significant improvements in students’ vocabulary mastery post-intervention, as measured through paired-sample t-tests and effect size calculations. ClassDojo’s interactive and gamified approach was shown to increase engagement and motivation, supporting vocabulary acquisition. However, social factors in the classroom also influenced outcomes, suggesting a need for further research to identify unobserved variables affecting vocabulary mastery. These findings highlight the potential of ClassDojo as an effective tool for language learning in higher education.
The Development of Matching Card Book in Improving Students’ Vocabulary Mastery Febrianti, Nissa; Shofiyuddin, Muh
Journal of Language Intelligence and Culture Vol. 7 No. 1 (2025): Journal of Language Intelligence and Culture
Publisher : Faculty of Tarbiyah and Teacher Training, IAIN Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/jlic.v7i1.640

Abstract

Vocabulary is a crucial element in mastering English language; however, many students struggle to learn it due to ineffective learning methods and lack of interesting media. This study aims to create an engaging Matching Card Book as an interactive print-based learning resource aimed at improving vocabulary mastery among seventh-grade students. This research employs the Research and Development (R&D) method, utilizing the ADDIE model, which encompasses the stages of Analysis, Design, Development, Implementation, and Evaluation. This media has received validation from both material and media experts with the result of “very feasible” both in terms of content and design. To test the effectiveness of the media quasi-experimental design was employed that included a non-equivalent control group. The findings showed that the Matching Card Book significantly improved students’ vocabulary scores with the experimental group (average post-test 87.31) outperforming the control group (average post-test 75.31). The implication of this study suggests that interactive and visually engaging media can bridge the gap in vocabulary learning and serve as an effective alternative especially in educational environments that have limited technological resources. The Matching Card Book is proven to be an interesting, easy to use, and effective media in improving students' vocabulary mastery and promote more active student participation in English learning.
Developing a Bogamon-Talk (board game of monopoly talking) to improve students' English speaking skills Aminah, Siti; Shofiyuddin, Muh
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 2 (2025): June
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i2.83475

Abstract

The rapid development of technology emphasizes the importance of effective learning media. Students often struggle with English speaking due to limited practice and monotonous learning methods. This study aims to develop BOGAMON-TALK (Board Game of Monopoly Talking) to enhance student motivation and speaking skills. Using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), this Research and Development (R&D) study involved 33 eighth-grade students from Darul Ulum Purwogondo Junior High School. Data collection used interviews and tests, and was analyzed quantitatively. Validation by material experts yielded a score of 4.6 (very feasible), while media experts rated it 4.0 (feasible). The product's effectiveness was shown by a significant increase in student performance: pretest (52.03) and posttest (88.03). These results suggest BOGAMON-TALK is both valid and effective in improving students’ English speaking skills. It is recommended that subsequent researchers consider the adaptation of this board-based educational game into non-print or electronic media to enhance its accessibility and facilitate the enhancement of English speaking skills.
The Impact of the Word Webbing Technique on EFL Students’ Descriptive Writing Skills Ismayanti, Nita; Shofiyuddin, Muh
Jurnal Pendidikan Progresif Vol 15, No 3 (2025): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v15i3.pp2073-2088

Abstract

The Impact of the Word Webbing Technique on EFL Students’ Descriptive Writing Skills. Writing is among the most demanding skills for English as a Foreign Language (EFL) learners because it requires the integration of vocabulary mastery, grammatical accuracy, idea organization, and developing the idea. Many students struggle to put their thoughts into an organized, written form.  This study examined the efficacy of the Word Webbing Technique (WWT) in tackling these obstacles, especially in the composition of descriptive texts.   Objective: This study aimed to evaluate the effectiveness of the word webbing approach in improving the writing skills of tenth-grade students at an Islamic senior high school. Methods: The study employed a quantitative methodology, utilizing a quasi-experimental design with pre-test and post-test non-equivalent groups.  There were thirty-five grade ten students in this study: 18 students from the social class, forming the control group, and 17 students from the science class, forming the experimental group. This research employed pre-tests and post-tests to assess students' writing skills, and then utilized SPSS to analyze the data using an independent sample t-test.  Findings:  The experimental group had an average score of 87.06, whereas the control group had an average score of 71.67.  The experimental group's scores increased from 61.47 to 87.06, whereas the control group's scores rose from 60.83 to 71.67.  The t-test yielded a t-value of 9.227 at a 0.05 significance level (df = 33). These results indicate that WWT can significantly enhance students' writing abilities by facilitating the generation of more ideas, the use of new vocabulary, the application of correct grammar, and the production of more structured and descriptive material.   Conclusion: The WWT is a highly effective writing method for tenth-grade students learning English as a foreign language, enabling them to enhance their descriptive writing skills.  Teachers should utilize this method in the classroom to engage students, encourage them to generate new ideas, and enhance their writing skills. Keywords: word webbing technique (WWT), learning technique, writing skill, descriptive text, EFL writing.