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Journal : Innovative: Journal Of Social Science Research

Integrating Technology in Education: Disney+ Hotstar as a Tool for Vocabulary Improvement Agustiani, Aulia; Rery, Nurul Masyithah; Putri, Hikmah Zalifah
Innovative: Journal Of Social Science Research Vol. 5 No. 1 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i1.17561

Abstract

Enhancing vocabulary acquisition requires teachers to be innovative in the recent advancement of technology, particularly in the instructional process. Teachers can use many platforms to benefit from emerging technology in education. One of them is using Disney+ Hotstar that promotes its subtitled content. This paper explored the impacts of using Disney+ Hotstar on students' vocabulary mastery—the present study distributed a questionnaire to 35 sixth-semester students of one university in Riau. As a result of the research, it was discovered that Disney+ Hotstar could enhance students' vocabulary mastery. It allowed the students to discover new vocabularies while watching TV shows or movies on Disney+ Hotstar. For future studies, it is highly recommended that English teachers adopt Disney+ Hotstar content as an innovative teaching strategy for enhancing students' vocabulary mastery. In addition, it can be authentic, up-to-date, contextual and interesting learning material for students to gain more knowledge and enhance their vocabulary mastery. In summary, emerging technology in education can enhance students’ knowledge and understanding. There are so many platforms and digital tools that teachers can use in teaching and learning processes to create interesting and engaging teaching and learning activities.
Evaluating The Effectiveness of The 'Guess Who/What' Game in Improving EFL Students' Speaking Skills Rery, Nurul Masyithah; Putri, Hikmah Zalifah; Agustiani, Aulia
Innovative: Journal Of Social Science Research Vol. 5 No. 1 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i1.17562

Abstract

Speaking is a critical skill in English as a Foreign Language (EFL) learning, yet many learners face challenges in fluency, accuracy, vocabulary, and pronunciation. This study investigates the effectiveness of the "Guess Who/What" game in improving the speaking performance of junior high school EFL students, focusing on descriptive texts. Using a quasi-experimental design, pre-test and post-test scores from 32 students were analyzed quantitatively. Two trained raters assessed performance using a standardized rubric across four criteria. Inter-rater reliability was calculated with Cohen's Kappa (κ = 0.88 for the pre-test and κ = 0.92 for the post-test). Results indicated significant improvements in all criteria, with the greatest gains in vocabulary (+15.6 points). A paired-sample t-test confirmed the statistical significance of the improvement (t = 13.45, p < 0.001). The findings highlight the potential of interactive games to enhance EFL speaking performance and provide practical insights for classroom implementation.