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IMPROVING ENGLISH LITERACY THROUGH THE USE OF BILINGUAL STORYBOOKS AND DIGITAL TECHNOLOGY-BASED GAMES AT SLB B YAKUT PURWOKERTO Laxmi Mustika Cakrawati; Weksa Fradita Asriyama; Slamet Riyadi
Abdi Dosen : Jurnal Pengabdian Pada Masyarakat Vol. 10 No. 2 (2026): JUNI
Publisher : LPPM Univ. Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/abdidos.v10i2.3219

Abstract

Students with disabilities have the same right to access education. Although in reality, teaching students with disabilities presents many challenges, teachers are still expected to facilitate students' learning needs so that students can get the best education. Teaching English to students with hearing disabilities presents its own challenges. Not only does English have different word and sentence structures from Indonesian, but the sign language used in Indonesian and English is also different. Due to these obstacles, English language learning at SLB B Yakut Purwokerto is not yet optimal. Therefore, through a program to improve English literacy through the use of bilingual storybooks and digital technology-based games, it is hoped that teachers can improve students' ability to acquire English vocabulary and use it in appropriate everyday contexts. The objectives of this community service program are 1) to describe the use of teaching media in English learning in the classroom, and 2) to identify the impact of the use of teaching media in improving the English literacy of students with hearing disabilities at SLB B Yakut Purwokerto. The methods used in this community service program included 1) coordination with the school through observation and discussion and 2) implementation of the community service program, which included the socialization of the community service program, discussion on the use of teaching media to optimize English language learning, practice in using teaching media, and program evaluation. The results of the activities showed positive responses from both teachers and students.
Developing Gamified Learning Media for English Language Classrooms: A TPACK Perspective on Pre-service Teachers' Experiences Laxmi Mustika Cakrawati; Weksa Fradita Asriyama
English Language in Focus (ELIF) Vol. 9 No. 1 (2026): English Language in Focus (ELIF)
Publisher : English Department, Faculty of Education, Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/elif.9.1.125-136

Abstract

Digital technology has encouraged teachers to integrate innovative tools into language education. This qualitative study explored the experiences of 38 pre-service English teachers who collaboratively developed gamified learning media as a final project in an ICT in Education course and as preparation for a teaching internship. The media were designed for elementary or junior secondary learners. Data were collected through focus-group discussions and individual reflective papers and analysed thematically using a deductive–inductive approach informed by Technological Pedagogical Content Knowledge (TPACK). Five themes were identified: platform selection and design decisions, perceived alignment with learning objectives, perceived pedagogical potential, reported professional learning benefits, and technological, pedagogical, and collaborative challenges. Participants reported considering learner characteristics, English-language content, task difficulty, game elements, and platform features. They viewed the project as an opportunity to practise creativity, collaboration, technical problem-solving, and teaching preparation. Challenges included adapting activities to learners’ proficiency levels, using unfamiliar platforms, accessing paid features, and negotiating group decisions. The findings identify TPACK-related considerations in participants’ accounts of the design process but do not provide an objective measure of their TPACK competence or the instructional effectiveness of the media.