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Journal : Academia Open

Cartoon Chronicles: Nurturing Oratory Skills in Junior High Aristanty, Novi; Santoso, Dian Rahma
Academia Open Vol 8 No 2 (2023): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.8.2023.7549

Abstract

This study aimed to assess the impact of utilizing cartoon movies as a learning medium in teaching monologue to enhance speaking abilities among junior high school students. Employing a pretest-treatment-posttest design within a pre-experimental study model, the research focused on a classroom using the cartoon movie "Ponyo" alongside the conventional program-based teaching method. The interactive and culturally rich Japanese cartoon with a theme centered on teen imagination was applied in the treatment, involving 29 students from class B. The results, based on monologue technique assessments, demonstrated favorable opinions from students regarding the cartoon movie medium. However, while the findings indicated an improvement in speaking abilities, the effect was not statistically significant. This study provides insights into the potential of cartoon movies as an engaging educational tool and suggests avenues for further research and instructional refinement. Highlights : The study explores the use of cartoon movies as a dynamic medium for enhancing monologue instruction in junior high school settings. While student opinions on the cartoon medium were positive, the research highlights a significant yet non-statistically significant improvement in speaking abilities, suggesting further avenues for exploration and instructional development. "Ponyo," a culturally rich Japanese cartoon, is employed to supplement traditional teaching methods, fostering interactive learning experiences. Keywords: Monologue Instruction, Cartoon Movies, Speaking Ability, junior High School, Educational Impact
The Effect of Stick Puppet As a Medium on Students’ Speaking Skill in Narrative Text at SMK Dian Indonesia  Febryanti, Wyndis Faradita; Santoso, Dian Rahma
Academia Open Vol 8 No 2 (2023): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.8.2023.8043

Abstract

The aim of this study was to find out there was any significant effect in learning speaking narrative using stick puppet as a medium in their storytelling. The background of this research has been conducted on eleventh TKJ students of SMK Dian Indonesia who have problems understanding in English learning especially in speaking skill. Research design which the researcher used was pre-expperimental one class research. The result of the Researcher used the standart 5% or 0.050. After consulted to t – table, the result is : tvalue ≥ ttable (14; 5% or 0.050) = 6,87 ≥ 1,76. After calculate it, the researcher count the value of Eta-square and the result was there is a significant effect of using the medium. Thus, the null hypothesis (Ho) is rejected and alternative hypothesis (Ha) is accepted. Based on the result above, there is significant effect of stick puppet as media on students’speaking skill in narrative text at SMK Dian Indonesia. Highlights: Innovative Teaching Medium: Stick puppet as a storytelling tool offers a creative approach to enhance speaking skills. Significant Effect: The research highlights the positive impact of stick puppet usage on students' narrative speaking abilities. Educational Implications: Findings suggest the potential for integrating unconventional mediums like stick puppets into language learning curriculum to address specific learning challenges. Keywords: Stick Puppet, Speaking Skill, Medium
ZepQuiz Game-Based Learning for Improving Students’ Narrative Reading Skills: ZepQuiz: Pembelajaran Berbasis Permainan untuk Meningkatkan Keterampilan Membaca Naratif Siswa Santoso, Dian Rahma; Tamara, Pasya Rahma; Nabhila, Calista Ananda; Ningsih, Andini Widia; Sujarwo, Gita Desire; Fadlilah, Nurul Lailatul Qodriatil
Academia Open Vol. 10 No. 1 (2025): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.12792

Abstract

General background: Reading comprehension remains a core challenge in English as a Foreign Language (EFL) learning. Specific background: Many high school students struggle to understand narrative text structures and implicit meanings. Knowledge gap: Few studies have investigated the integration of the ZepQuiz platform within Game-Based Learning (GBL) to enhance narrative reading comprehension at the secondary level. Aims: This study examined the use of ZepQuiz as a digital learning medium to improve students’ reading comprehension and motivation in narrative texts. Results: Using a one-group pretest-posttest quantitative design, findings from 35 students showed a statistically significant improvement (p < 0.05) in reading comprehension and motivation scores after ZepQuiz implementation. Novelty: The research highlights ZepQuiz’s ability to integrate gamification elements—leaderboards, instant feedback, and time challenges—to promote engagement and cognitive processing. Implications: ZepQuiz can be applied as an innovative and interactive learning approach to support digital-based English education. Highlight & Keyword• Motivation improvement through gamified reading• Cognitive engagement in narrative comprehension• Technology-based EFL instruction Keywords: ZepQuiz, Game-Based Learning, Reading Comprehension,Narrative Text, English Education