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Investigating The Learning of Incidental Vocabulary Through Animation Movie Permata, Elpasari; Kheryadi
Stairs Vol 3 No 1 (2022): STAIRS: English Language Education Journal
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat dan Program Studi Pendidikan Bahasa Inggris Fakultas Bahasa dan Seni Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/stairs.3.1.1

Abstract

This study aims to determine the process of incidental vocabulary learning through animated films, to know what conditions students learn incidental vocabulary through animated films, and to know what makes students successful in learning incidental vocabulary through movie-watching. This study uses a qualitative case study design with four 8th grade student participants and 1 English teacher at SMPN 1 Bojonegara. The researchers conducted observations and interviews to investigate all activities and conducted interviews to find more in-depth research results in their English vocabulary learning. The findings of this study indicate that some students already have several lists of vocabulary in their memory so that they can acquire familiar and newly acquired vocabulary. Watching animated films is very influential in acquiring incidental vocabulary because they unconsciously become active in exploring new vocabulary while watching them. However, students are still not interested in learning English, because they are not used to using animated films and are not used to exploring vocabulary because they are not used to doing it in everyday life.
Utilizing the Four Square Writing Method to Improve Students' Ability in Writing Narrative Text Utami, Evie Tri; Rohbiah, Tatu Siti; Kheryadi
English Education, Linguistics, and Literature Journal Vol. 3 No. 2 (2024): February - July
Publisher : Program Studi Magister Tadris Bahasa Inggris UIN Sultan Maulana Hasanuddin Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/ell.v3i2.10461

Abstract

This research aims to investigate the impact of the Four Square Writing method on student achievement in writing narrative texts. Additionally, it analyzes factors that could influence the students‘ achievement in writing narrative text. The study employs a quasi-experimental approach with two classes, an experimental class (Class X-2) and a control class (Class X-3). The primary data collection involves pre-tests and post-tests, where students are assessed in writing narrative stories. The assessment criteria are based on Jacob et al.'s theory, encompassing content, organization, grammar, language use, and mechanics. In addition, the questionnaire is also involved in this research to know the factors of writing narrative text achievement. The findings of this research indicate a significant positive effect of using the Four Square Writing method in teaching narrative text writing to tenth-grade students at SMA Al-Fath in Cilegon City. The statistical analysis reveals that t0 : tt = 4.632, which is greater than the critical value of at a 5% and 1% significance level. The factors influencing students' achievement in writing narrative text in sequental order are the teaching method, motivation, students' personality and interests, teaching materials, teacher feedback, cognitive ability, media use, and the classroom environment. This research helps students to improve their ability to structure and organize narrative writing effectively and enhances their understanding of grammar and proper language use in writing.
Can Augmented Reality Revive Vocabulary Learning? A Study on Motivation Among Secondary EFL Learners Fithrotul 'Aini, Alfi; Tarihoran, Naf'an; Kheryadi
VELES Voices of English Language Education Society Vol 9 No 2 (2025): August 2025
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/veles.v9i2.30339

Abstract

Augmented Reality (AR) is increasingly seen as a powerful educational tool that provides immersive and interactive learning experiences. However, its influence on English vocabulary learning among secondary school students remains underexplored. This study examines the effectiveness of AR in improving English vocabulary mastery and learning motivation among Grade VII students in Serang City, Indonesia. Using a randomized mixed-methods approach, 75 students (aged 12–13) were divided into an experimental group (n = 38), which received AR-based vocabulary instruction, and a control group (n = 37), which was taught using traditional image-based media. Quantitative data were collected through pre- and post-tests of vocabulary skills and motivation questionnaires, both showing high reliability (α = 0.932 and α = 0.890, respectively). Qualitative data were gathered via semi-structured interviews and analyzed thematically. Results from the Mann-Whitney U test and independent samples t-test indicated a significant improvement in vocabulary learning and motivation among students exposed to AR. The experimental group performed better than the control group in satisfaction, engagement, and interest. Interview results further supported these findings, emphasizing AR’s ability to increase interactivity, support memory retention, cater to diverse learning styles, and boost overall learner enthusiasm. These results highlight the pedagogical potential of AR in fostering vocabulary development and motivation in secondary English education.