Muth'im, Abdul
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Students' Engagement in the Implementation of Flipped Classroom for English Lessons Sunway, Angelia Widia; Arapah, Elvina; Muth'im, Abdul
Journal of English Education Program Vol 5, No 1 (2024)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v5i1.69756

Abstract

This study aims to describe the students"™ engagement in the implementation of the flipped classroom method in the English lessons during the post Covid-19 pandemic. This research used a descriptive qualitative design, and the techniques of collecting data were observation and interview. The data were obtained from 23 students as research subjects. Findings of this research show that the students have positive engagement with the implementation of the flipped classroom method in the post-Covid-19 pandemic. Positive student engagement can be seen based on students' attitudes, which show indicators in the three dimensions of student engagement: behavioral, emotional, and cognitive engagement in a positive sense. This has been proven by the student response data which show that the students were enthusiastic about the learning activities conducted in the flipped classroom because they already had the knowledge they gained before the meeting. Students feel more prepared to participate in the discussion process in class, enthusiastically participate in the learning activities, and can study independently.
The Use of Video Games on Vocabulary Learning in English as Second Language Context fadillah, erfan fajar; Nasrullah, Nasrullah; Muth'im, Abdul
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 11 No. 2 (2023): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v11i2.4802

Abstract

Abstract Vocabulary acquisition is a fundamental aspect of language learning, and the search for effective strategies to facilitate vocabulary development is ongoing. This study explores the potential of video games as tools for vocabulary acquisition in language learners, considering the impact of individual differences. The systematic literature review methodology is employed to analyze previous studies on the topic. The review highlights the advantages of video games, such as their motivational qualities, cooperative learning environments, and real-world contexts that enhance students' communicative skills. Video games provide a safe virtual environment for learners to experiment, receive immediate feedback, and be rewarded, fostering effective vocabulary learning. The review also reveals that context-embedded approaches, motivation, word frequency, game design, and instructional strategies are significant factors influencing vocabulary acquisition through video games. Additionally, learners' individual differences, including age, gaming experience, and language proficiency, affect the effectiveness of video game-based vocabulary learning. These findings underscore the importance of considering instructional design and learner characteristics when incorporating video games into language education. By integrating video games into vocabulary learning, language classrooms can offer engaging and effective instruction that promotes vocabulary acquisition.