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Students' Perceptions Towards The Use of Kahoot On Learning Motivation In English Language Learning Amalia, Tiara; Rachman, Dzul; Surya Mahyanti, Ni Wayan; Rahmawati, Yeni
Borneo Educational Journal (Borju) Vol. 6 No. 1 (2024): February
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/bej.v6i1.1431

Abstract

The objective of this study is to elucidate students' perspectives regarding the utilization of the Kahoot application as a learning medium to enhance their motivation. This research employed a qualitative descriptive approach, namely a case study design. The participants of this study consist of students enrolled in the English Education Department at Universitas Muhammadiyah Kalimantan Timur (UMKT) who possess specific traits. This study employed semi-structured interviews to investigate students' impression of the impact of using Kahoot on their intrinsic motivation for learning. The findings indicate that Kahoot had numerous beneficial impacts on students' learning. The students evaluated Kahoot as a captivating online game-based learning tool that enhanced their knowledge and stimulated their drive and excitement, resulting in active learning. Additionally, this study identified the difficulties encountered by students when use Kahoot, including anxiety stemming from time constraints, inadequate internet connectivity, and instances of cheating.
The Use of Short Clip Movie on Reading Comprehension at Higher Education Putri, Azzahra Namira; Rachman, Dzul
Borneo Educational Journal (Borju) Vol. 6 No. 2 (2024): August
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/bej.v6i2.1656

Abstract

Reading is a fundamental skill that requires deliberate study and mastery in order to acquire knowledge and collect information. Conversely, videos provide an enjoyable method for both language acquisition and entertainment. The goal of this study is to investigate if watching short clip movies can enhance the reading comprehension of higher education students, who often have challenges in learning to read. The research approach employed in this study is correlation. The researcher collects data from second semester students at the English Language Education Study Program, Teacher Training and Education Faculty Universitas Muhammadiyah Kalimantan Timur. The study used a convenience sample approach to gather data. The allocation of this research is done in a convenience sampling among students belonging to a specific class. The researcher will employ a questionnaire and a test to gather data regarding the experience of watching a brief movie clip with English subtitles. The test will specifically focus on measuring reading comprehension abilities. The study findings indicate a very low correlation and a positive correlation between students' reading comprehension and using of short clip movie.
Using Digital Game Wordwall in Supporting English Vocabulary Mastery Rattri, Artha Rattri Wardhana; Rachman, Dzul
Borneo Educational Journal (Borju) Vol. 6 No. 2 (2024): August
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/bej.v6i2.1657

Abstract

English, a global language, weaves through education, business, relationships, technology, and science. Mastering vocabulary is pivotal for English proficiency. Utilizing media for vocabulary learning engages and challenges students, rendering the process more enjoyable and effective. This study looks into the effectiveness of using the digital game Wordwall to assist English Vocabulary Mastery at SMP Negeri 8 Samarinda. This study is being undertaken with the eighth graders of SMP Negeri 8 Samarinda. In this study, the researcher uses a mixed method with quasi-experimental design to compare two classes. The focus of this research is eighth grade, namely VIII C and VIII D. VIII D is the experimental class with 21 students and VIII C is the control class with 27 students. The quantitative data is acquired using multiple choice and fill-in-the-blank tests. Qualitative data is gathered through interviews. The results suggest that Wordwall media is effective in improving the vocabulary. Furthermore, Wordwall is a game/application that adds excitement, enthusiasm, and enjoyment to the learning environment. Wordwall entices students to use the application because to its appealing interface, simple gameplay, and broad selection of games.
Students’ Perspectives on DeepSeek as a Learning Aid for Enhancing English Writing Skills Maharani Sofha Nabilla; Yeni Rahmawati; Dzul Rachman
INTERACTION: Jurnal Pendidikan Bahasa Vol. 12 No. 4 (2025): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/interactionjournal.v12i4.2682

Abstract

In today’s digital era, students are constantly seeking new ways to improve their academic writing, especially in learning English as a Foreign Language (EFL). One tool gaining attention nowadays is DeepSeek, an AI-powered writing assistant that helps students organize ideas, correct grammar, and improve writing quality. While tools like Grammarly and ChatGPT have been widely researched, studies on students’ views of DeepSeek are still limited. This research explores students’ perspectives on using DeepSeek to improve their English writing skills. A mixed-methods approach was used, involving 55 second-semester English Education students from Universitas Muhammadiyah Kalimantan Timur who completed a questionnaire. Five students were then selected for in-depth interviews. The results show that students generally view DeepSeek as a helpful and easy-to-use tool that increases their confidence and motivation in writing. Many students reported improvements in grammar and spelling checks. However, some students raised concerns about becoming too dependent on AI and noted that DeepSeek sometimes lacks context in its corrections. The study implies that AI tools like DeepSeek can be valuable for supporting writing development in EFL learners. Still, students should be guided to use these tools wisely as assistance, not as a replacement for their thinking. A key limitation of this study is its small and localized sample, which may not reflect broader educational settings. Future research with larger and more diverse participants is recommended to better understand the wider impact of AI writing tools.
The Role of Gamification and Interactive Learning in Deep Learning for EFL Students Rizkyka Febrianisa; Abdul Halim; Dzul Rachman
INTERACTION: Jurnal Pendidikan Bahasa Vol. 12 No. 4 (2025): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/interactionjournal.v12i4.2914

Abstract

This study examines the impact of gamification and interactive learning on students’ achievement and engagement in English as a Foreign Language (EFL), alongside their perceptions of the learning environment. Employing a quasi-experimental posttest-only control group design, 60 eleventh-grade students at MAN 1 Samarinda were randomly assigned to an experimental group (gamification via Baamboozle) or a control group (conventional instruction). Data collection instruments included engagement observations, achievement tests, and Likert-scale perception questionnaires. Statistical analyses comprised normality and homogeneity tests, independent t-tests, and N-Gain calculations using SPSS. Results indicate that the experimental group significantly outperformed the control group (posttest means: 91.00 vs. 85.33, p=0.005) and exhibited higher engagement levels. Positive student perceptions were reported regarding motivation, teacher-student interaction, and learning atmosphere, though vocabulary development requires further focus. The integration of gamified elements with interactive learning promotes effective, meaningful, and engaging educational experiences. Continued application and adaptation of gamification strategies are recommended, with future research advised to explore long-term effects on communication skills.
Exploring the Use of TikTok as An Alternative Medium for Teaching English Grammar at Junior High School Yuana Rahmaniah; Khusnul Khotimah; Dzul Rachman
INTERACTION: Jurnal Pendidikan Bahasa Vol. 12 No. 4 (2025): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/interactionjournal.v12i4.3613

Abstract

This study directly addresses the lack of engaging methods for teaching English grammar to junior high school students by exploring TikTok as an alternative medium for instruction. Employing a mixed methods approach, it combines a one-group pre-test and post-test experimental design with qualitative observations to assess both learning outcomes and student experiences. The participants were 25 eighth-grade students at SMP Negeri 17 Samarinda. They created group-based TikTok videos to explain assigned grammar tenses after completing a grammar pre-test. The findings revealed a significant improvement in grammar mastery, as confirmed by statistical analysis, and students demonstrated increased motivation, creativity, and collaboration. These results suggest that TikTok, when used with clear objectives and instructional support, can be a powerful supplementary tool for grammar learning.
Using Songs to Boost Vocabulary Mastery in English Classrooms milarizka; Rachman, Dzul; Halim, Abdul
Borneo Educational Journal (Borju) Vol. 8 No. 1 (2026): February
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/bej.v8i1.2290

Abstract

This study investigates the effectiveness of English songs in enhancing vocabulary mastery among university-level EFL students and explores their perceptions of song-based learning. Employing a mixed-methods design, quantitative data were collected through pre-test and post-test vocabulary assessments, while qualitative data were obtained via semi-structured interviews. Participants were 23 English Education students at Muhammadiyah University of East Kalimantan selected through purposive sampling. Quantitative analysis using a paired-sample t-test revealed a statistically significant improvement in students’ vocabulary mastery after the intervention (p < .001), indicating a strong instructional effect. Beyond score improvement, the findings revealed that students demonstrated increased ability to infer word meanings from context and greater retention of newly learned vocabulary. Qualitative findings further supported the quantitative results, showing that English songs enhanced students’ motivation, engagement, and confidence in using new vocabulary, as well as improving their pronunciation awareness and listening comprehension. Nevertheless, students reported challenges related to fast song tempo and unfamiliar accents, which occasionally hindered comprehension. Overall, the findings suggest that English songs function not only as an effective tool for improving vocabulary mastery but also as a meaningful pedagogical medium that promotes contextual learning, learner engagement, and positive learning experiences in higher education EFL contexts.
The Relationship between English Teacher’s Praise and English Learning Achievement of The Tenth Grade of SMK Negeri 9 Samarinda Rachman, Dzul; Nur, Dedi Rahman
(JELE) Journal Of English Language and Education Vol 3 No 1 (2017)
Publisher : LPPM Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (704.313 KB) | DOI: 10.26486/jele.v3i1.242

Abstract

Reinforcement is one of the strategies in classroom management, which is familiar among teachers. One of the types of reinforcement in social reinforcement is praise. Praise can function as a tool for instruction and for increasing social and academic behaviors. To be effective, the student must view the attention provided through praise as pleasurable or motivational. The design of this study was correlation design. The research participant was the tenth grade students of SMK Negeri 9 Samarinda. The purposes of this study are to find out how is relationship between the teacher’s praise and the English learning achievement tenth grade of SMK Negeri 9 Samarinda and is there any significant relationship between English teacher’s praise and English learning achievement. The researcher conducted observation for a month, distributed questionnaires and collected the result of achievement test from the teacher, as the instruments of this study. Then the collected data were analyzed in order to find out the manifestation of reinforcement applied by the teacher. After analyzing the data gained through the observation, the researcher found out that English teacher praise significantly correlate with the English learning achievement of tenth grade SMK Negeri 9 Samarinda (r-value: 0,442 > r-table: 0,334). From the questionnaire, it was found that the students showed positive response or opinion toward the implementation of reinforcement in their class for example teacher praises immediately, frequently, enthusiastically, by using eye contact, uses many kinds of word praise and explains the reason why he praises students.
Students' Interest in Learning English and Reading Understanding Ability Using Story Texts Rachman, Dzul
(JELE) Journal Of English Language and Education Vol 4 No 1 (2018)
Publisher : LPPM Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (186.207 KB) | DOI: 10.26486/jele.v4i1.428

Abstract

This research analyzed the correlation of students’ interest and reading comprehension. The goals of the research are to realize the score of students’ interest in studying English, the score of reading comprehension, and to prove the giant correlation of students’ interest in studying English and reading comprehension capability. This research used quantitative research. The researcher implemented questionnaire to locate the score of students’ interest, and the researcher implemented a test to locate the score of studying comprehension of the 10th-grade students of SMAN 13 Samarinda. The result of this research showed that score of students’ interest of the 10th-grade students of SMAN 13 Samarinda is good. it could be seen from the end result of students’ interest score is 76.33. It showed that the students have interest in reading due to the fact they parents ask for reading English regularly, having a hobby in listening lyric songs and English movies increase vocabularies and that they take notes and recollect English difficult words then find out the that means. on this research also confirmed that score of reading comprehension the respondents is good. It additionally proved that there has been a correlation of students’ interest in getting to know English and their reading comprehension ability the use of narrative texts.
Stop mengetik lambat! Pelatihan situs gamifikasi untuk akselerasi typing skill Madina Boarding School Samarinda Fadilah, Arif; Hermanto, Ade Restu; Jiyad, Fadhil Ahmad; Alpika, Saltha Aulia; Salsabilah, Tasa; Zikrirullah, Alief; Wibowo, Anggita Jati; Rachman, Dzul
ABDIMAS DEWANTARA Vol 8 No 2 (2025): Article in Press
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/ad.v8i2.21429

Abstract

Tujuan penelitian ini adalah untuk menyelidiki seberapa efektif situs berbasis teknologi digital dan komponen gamifikasi meningkatkan kecepatan dan akurasi siswa di Madina Boarding School Samarinda. Pendekatan yang digunakan adalah eksperimen dasar dengan desain pra-tes dan pasca-tes menggunakan platform Monkeytype. Melalui sesi latihan terjadwal yang melibatkan penguasaan 10 jari, latihan teknik cepat dan tepat, serta pengenalan tantangan kompetitif, instruksi yang diberikan untuk membantu siswa fokus dan termotivasi. Hasil penelitian menunjukkan peningkatan yang signifikan di sebagian besar kelas, terutama pada kelompok siswa tingkat menengah, dengan KPM tertinggi yang disesuaikan mencapai 54,7 di kelas VIII B. Latihan berulang, penggunaan situs digital, dan lingkungan yang kompetitif telah terbukti meningkatkan kemampuan dan keterlibatan mengetik siswa. Meskipun kelelahan menyebabkan sedikit penurunan hasil ujian akhir, temuan umum menyatakan bahwa menggabungkan latihan yang diselenggarakan dengan aspek gamifikasi merupakan strategi yang berhasil untuk meningkatkan kemampuan mengetik di sekolah. Studi ini menunjukkan bahwa prinsip-prinsip program pelatihan berkelanjutan akan membantu memaksimalkan pertumbuhan literasi digital siswa.   Stop typing slowly! Gamification website training to accelerate the typing skills of students at Madina Boarding School Samarinda   Abstract: The purpose of this study was to investigate the effectiveness of digital technology-based applications and gamification components in improving the speed and accuracy of students at Madina Boarding School Samarinda. The approach used was a basic experiment with a pre-test and post-test design using the Monkeytype platform. Through scheduled training sessions involving 10-finger mastery, fast and accurate technique practice, and the introduction of competitive challenges, instructions were given to help students focus and stay motivated. The results of the study showed significant improvements in most classes, especially in the intermediate student group, with the highest adjusted KPM reaching 54.7 in class VIII B. Repetitive practice, the use of digital applications, and a competitive environment have been proven to improve students' typing skills and engagement. Although fatigue caused a slight decline in final exam results, the general findings indicate that combining organized practice with gamification aspects is a successful strategy for improving typing skills in schools. This study shows that the principles of a continuous training program will help maximize students' digital literacy growth.
Co-Authors A Halim A.A. Ketut Agung Cahyawan W Abd. Rajab Abdul Halim Abdul Halim Abdul Rohman Ade Ismail Ramadhan Hamid Ade Restu Hermanto Afiifah Nur Alyaa Ibrahim Agmal, Shafira Asti Ahmad Wira Yudha Alpika, Saltha Aulia AMALIA, TIARA Amin, Khoirul Aniq Hudiyah Bil Haq, Aniq Hudiyah Bil Anisa Izza Faudzia Anshary, Putri Elmira Fadyatulina Apino, Ezi Arbain Arlinwibowo, Janu Artini, Ni Nyoman Ashadi Auliasari, Yasmin Aura Paradiba Azhar Aziz Lubis Bayu Prasetyo Caly Setiawan Churotul Aini Danung Cipta Wardana Dedi Rahman Nur Dewi Maharani Diva Pangestu Ispriadi Fachry Abda El Rahman Fadilah, Arif Fadilah, Evan Ikhsan Fauzi*, Ahmad Fitriani, Desy Fuad Fansuri Geroda, Godefridus Bali Godlove Elioth Kiswaga Harfiza, Junisa Harfiza Hendrawan, Shafira Zinedhina Hauda Sari Heri Retnawati Hermanto, Ade Restu Hiping, Maria Goretti Adella Kornelia Yulianti I Putu Indra Kusuma I Putu Indra Kusuma I Putu Indra Kusuma Ibrahim Iwan Setiawan Jiyad, Fadhil Ahmad Julianur Julianur Junedi Junedi Khairul Amin Khatimah, Khusnul Khumayda Shofiyul Khaliyah Khusnul Khatimah Khusnul Khatimah Khusnul Khatimah, Khusnul Khatimah Khusnul Khotimah M.Yusuf Qardawi Maharani Sofha Nabilla Marianus Roni Marini*, Prameswari Ayudya Marisa, Sonia Miftahul Ramadhani milarizka Muhammad Adzha Yoanduanda Muhammad Handi Gunawan Muhammad Najeri Al Syahrin Nabila, Ashifa Naiyah*, Iis Ni Komang Arie Suwastini Ni Putu Astiti Pratiwi Ni Wayan Surya Mahayanti NUR ALAMSYAH Nurfani Yulianti Nurwardani Abdul Wahid Pane, Widi Syahtia Pasaribu, Indah Farma Paulus Widiatmoko Pratama*, Fikran Arendi Prof. Dr. Ni Nyoman Padmadewi,MA . Puspita, Rani Herning Putri Agya Syahada Putri, Ashifa Nabila Putri, Azzahra Namira Rabi'ah Al-Adawiyah Ramadhan Hamid, Ade Ismail Ramadhani, Novita Putri Ramadhany, Dimas Rani Herning Puspita Rattri, Artha Rattri Wardhana Riastini, Putu Nancy Rio Arif Pratama Rizky Ramadhi Rizkyka Febrianisa Rochma, Anis Firdatul Rohmah, Annisa Rosinta, Rosinta Salsabila, Nala Salsabilah, Tasa Saputra, I Nyoman Pasek Hadi Shabrina Nur Fadillah Sheilamitha Amanda Sidiq, Reza June Siti Nor Elisa Siti Sagirah Solly Aryza Soviyah, Soviyah Sunarti Sunarti Sunarti Surya Mahyanti, Ni Wayan Suyatman Suyatman Suyatman Suyatman Syarief Fajaruddin Syarief Fajaruddin Taghfirul Azhima Yoga Siswa Wahyono, Joko Waladdin Panggabean Wibowo, Anggita Jati Yeni Rahmawati Yeni Rahmawati Yeni Rahmawati, Yeni Yuana Rahmaniah Yuricho Dafa Mahendra Zikrirullah, Alief