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Journal : JTechLP

ANALYSIS OF MOVIE CLIPS AND STUDENTS’ SELF-CONFIDENCE IN ENGLISH LEARNING Hermayana, Amelia Resky; Talib, Ahmad; Sally, Fauzan Hari Sudding
JTechLP: Journal of Technology in Language Pedagogy Vol 4, No 1, March (2025): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jtechlp.v4i2, June.73903

Abstract

This research aims to determine the relationship between movie clips and students’ self-confidence of SMPN 18 Makassar students toward learning English using movie clips. The qualitative method was employed in this study. Students from SMPN 18 Makassar’s class VIII-5 participated in this study during the 2023-2024 school year. Simple random selection was used to choose ten students to participate. An interview is the tool utilized in this study to get information for the research question’s findings Overall, the majority of students gave positive responses to English learning using movie clips. Positive perceptions regarding English learning using movie clips were expressed as follows: 1) Increasing self-confidence, 2) increasing sense of independence, and 3) helping in learning. Therefore, it can be concluded that students have a positive perception of English learning using movie clips.
THE RELATIONSHIP BETWEEN STUDENTS’ SELF-EFFICACY AND LEARNING OUTCOMES IN ENGLISH LANGUAGE LEARNING Muchtar, Rezki Nurhidayah; G, Hasriani; Sally, Fauzan Hari Sudding
JTechLP: Journal of Technology in Language Pedagogy Vol 4, No 1, March (2025): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jtechlp.v4i2, June.73899

Abstract

This research seeks to recognize the causality between students' self-efficacy and their learning outcomes in English language learning. The method used was quantitative with a sample of 32 students of class VIII'4 which was obtained through a random sampling method. In obtaining the data, the researchers used questionnaires and documentation as research instruments. The findings from the data analysis indicated that the connection between students' self-efficacy and their learning outcomes had a very strong relationship. It was proven by the F value of self-efficacy and students’ learning outcomes which was 0.001 < 0.05. Therefore, H0 is dismissed, and Ha is affirmed. It was concluded that the association between students’ self-efficacy and students’ learning outcomes in English language learning in class VIII'4 SMP Negeri 2 Sungguminasa is a very strong relationship.
THE TEACHERS IMPLEMENTATION DIGITAL GAMES IN TEACHING ENGLISH VOCABULARY Az-zahra, Fatimah; Sofyan, Ryan Rayhana; Sally, Fauzan Hari Sudding
JTechLP: Journal of Technology in Language Pedagogy Vol 4, No 3, Nov (2025): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jtechlp.v4i3, Nov.78433

Abstract

This research was a qualitative case study aimed at investigating how teachers implement digital games in teaching English vocabulary and how these games impact young learners. The research subjects consisted of one English teacher and 20 fifth-grade students at SD Islam Athirah Bukit Baruga. Data were collected through observation checklists, field notes, interviews, and documentation, and were analyzed using four steps: data collection, data condensation, data display, and conclusion drawing/verification. The findings showed that the teacher implemented the Wordwall digital games systematically, starting from preparation, implementation, to evaluation. The use of Wordwall improved students’ vocabulary retention, participation, and confidence in learning English. Although some students preferred traditional methods such as textbooks, most found game-based learning more enjoyable and easier to understand. Challenges such as differences in student ability and technical issues were overcome through teacher support. Overall, digital games had a positive impact on vocabulary learning for young learners.
DEVELOPMENT OF RELEVANT AND INTERESTING ENGLISH TEACHING MATERIALS FOR ELEMENTARY SCHOOL STUDENTS Al-Faj'rii, Nurul Hasana Lail; Korompot, Chairil Anwar; Sally, Fauzan Hari Sudding
JTechLP: Journal of Technology in Language Pedagogy Vol 4, No 3, Nov (2025): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jtechlp.v4i3, Nov.78427

Abstract

This study aims to identify relevant and interesting English teaching materials for elementary school students and analyze their impact on students' motivation and learning outcomes. This study employs a qualitative and quantitative method (mixed method) with participants consisting of the fifth-grade students at SDN 2 Sawerigadi. The data were collected through observations, interviews, and questionnaires and were analyzed descriptively. The findings indicate that the use of relevant and interesting teaching materials positively contributes to students' motivation in learning. The implemented strategies of developing teaching materials include the use of visual media, interactive learning methods, the selection of themes relevant to students' daily lives, and the adaptation to different learning styles (visual, auditory, kinesthetic). The positive impact is evident in the increase in students' learning motivation, as reflected in their active participation in class and improved learning outcomes. Questionnaire data show that after using the developed teaching materials, most students experienced better comprehension and academic progress. Therefore, it can be concluded that relevant and interesting teaching materials can enhance elementary school students' motivation and learning outcomes in English language learning.