Muhammad Najmussaqib Diya Alhaq
Universitas Sebelas Maret

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IDLE Challenges: Playing Digital Games? Muhammad Najmussaqib Diya Alhaq; Nur Arifah Drajati; Agus Wijayanto
AL-ISHLAH: Jurnal Pendidikan Vol 13, No 1 (2021): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (690.334 KB) | DOI: 10.35445/alishlah.v13i1.440

Abstract

The purpose of this research is to examine the challenges faced by the learner and the activities they undertake concerning informal digital learning of English (IDLE) implementation in the English as foreign language (EFL) context. The impact of the COVID-19 on the education sector feels very challenging. Especially in EFL learning at the high/secondary school level, it is crucial since the skills are needed to support such level students' more complex need. It leads many experts to find the formal model's best alternative: playing digital games as IDLE. However, the current indications showed various challenges in the efforts of implementing IDLE within an academic context. As part of a more extensive sequential qualitative mixed-method study, seven high school students from various Indonesia parts were interviewed. From the findings, it is discovered that there were still some challenges regarding the implementation of IDLE in an academic context: physical and behavioural assumptions, dealing with the growth of physical and behavioural effect misconception and logical fallacy within the community; communal judgment, the a priori assumption of 'gaming stereotype' which massively wide-spread; and, technical challenges, regarding the implemental availability of the contemporary learning model. It is also recommended that finding solutions to these challenges requires many parties' involvement. It is due to some of the challenges were fundamentals. It is expected that many parties' involvement will make the resulting efforts to be a holistic solution.
Self-Efficacy Analysis of EFL Student with Digital Game Experiences Muhammad Najmussaqib Diya Alhaq; Nur Arifah Drajati; M. Sri Samiati Tarjana
Aksara: Jurnal Bahasa dan Sastra Vol 21, No 1 (2020): AKSARA: Jurnal Bahasa dan Sastra
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (486.942 KB)

Abstract

The English lessons in the school curricula are designed to be a benchmark of student foreign language competency measurement. To succeed in every single aspect of the lesson, students need to enhance their will and motivation so they can fulfill all the needs and complete it. Self-efficacy is one of the most critical factors which can sustain student academic intention amongst all. Thus, the role of experience is one of the factors which can keep a prominent way of developing functional self-efficacy. As a form of experience, playing a video game (also known as gaming behavior) is the one who considered valuable in hoisting the effectiveness of student's English learning, especially in developing the existence of student's self-efficacy. Some students in different stages of formal education schools like elementary, and senior high scholars with different specifications toward the experience and the characteristics of self-efficacy will be the object of this research. Using a descriptive qualitative approach, six students from a different grade and school are analyzed and proved in having self-efficacy toward English lesson. This thing implies that students that have some experiences in playing digital games are provided with self-efficacy and appears more dominant than the students without such experiences. http://dx.doi.org/10.23960/aksara/v21i1.pp17-32