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Journal : EBONY

Reviewing Teacher Effectiveness in Improving Student Learning Iwan Fauzi; Andrian Nuriza Johan
General English Education Vol 4 No 1 (2024): EBONY- Journal of English Language Teaching, Linguistics, and Literature
Publisher : The Study Program of English Education of Palangka Raya University 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/ebony.v4i1.12295

Abstract

This research is dealing with the review of teacher effectiveness in improving student learning. A qualitative research method by using technique of library research was applied in analyzing the data in this research. There are four aspects of teacher effectiveness reviewed by the researchers: firstly, the nature of teacher’s effectiveness; secondly, teacher effectiveness based on the teacher’s performance; thirdly, teacher effectiveness based on the student’s achievement; and fourthly, benefits of teacher effectiveness for improving student learning. The results from four aspects which are reviewed give a comprehensive definition of effective teachers and specific method on how to evaluate teacher effectiveness based on teacher performance such as supervisors’ rating, students’ evaluation of teachers, peer-reviewed assessment, and self-evaluation. In addition, the review also evaluated teacher effectiveness based on student’s achievement in which value-added models were exemplified to the measurement of the effectiveness. Last, beyond teachers’ contribution to student achievement; this library research also includes how effective teachers impact student learning which obviously contribute to important outcomes for students as benefits for learning improvement.
Games in Enhancing Productive Skills for EFL Students Munawarah, Siti; Hayati, Sifa; Fitriyani, Windi; Rahman, Erwan; Mieyrandha, Mieyrandha; Maharani, Laura Melinda; Tegar, Jonathan; Fauzi, Iwan
General English Education Vol 4 No 2 (2024): EBONY- Journal of English Language Teaching, Linguistics, and Literature
Publisher : The Study Program of English Education of Palangka Raya University 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/ebony.v4i2.14032

Abstract

This article explores the use of games as an effective pedagogical strategy for improving EFL students' speaking and writing skills. Conducted through a literature review, the study examines various games used in language classrooms and their impact on language learning outcomes. The importance of language as a communication tool and the need to enhance students' English-speaking and writing skills are emphasized. Teachers' role in leveraging innovative game-based learning strategies is highlighted, focusing on games like Zepeto, board games, spinning wheel games, and guessing games. These games offer engaging, real-time language practice, promoting fluency, confidence, and motivation. The research method used by this study was literature reviews. Findings indicate the efficacy of these games in enhancing speaking and writing skills for the EFL students. The study underscores the value of game-based learning in making language education more enjoyable and effective. Concluding, the study advocates for the integration of game-based strategies in language classrooms to boost students' interest, engagement, and proficiency in English.
An Analysis of Wordplay and Idiom Translation in Harry Potter and the Chamber of Secrets into Indonesian Fauzi, Florence Angelaila; Hamid, Faishal Hamdan Syakirin; Syahid, Abdul; Fauzi, Iwan
General English Education Vol 5 No 2 (2025): EBONY- Journal of English Language Teaching, Linguistics, and Literature
Publisher : The Study Program of English Education of Palangka Raya University 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/ebony.v5i2.21232

Abstract

This study investigates the translation of wordplay and idioms in Chapter 1 of Harry Potter and the Chamber of Secrets into Indonesian, highlighting the linguistic and cultural challenges inherent in translating creative language. Utilizing Delabastita’s (1993) typology for wordplay and Baker’s (2017) strategies for idioms, the research employs a qualitative comparative method. Findings reveal that wordplay is predominantly paraphrased (66.7%), often resulting in diminished humor and stylistic nuance, while idioms are largely translated literally (55.6%), occasionally producing unnatural phrasing. Nonetheless, successful cultural substitutions—such as rendering “a load of rubbish” as “omong kosong besar”—demonstrate effective dynamic equivalence. The study underscores the tension between maintaining textual fidelity and achieving cultural accessibility, offering practical insights for translators working with fantasy literature and linguistically inventive texts.
Exploring Gamer English Usage: Insights from a Narrative Inquiry Nasution, Hikmal Maulana; Fauzi, Iwan; Emeral; Muliawan, Sunanda Alam; Jami, Sonia Vriska Yulinda
General English Education Vol 6 No 1 (2026): EBONY- Journal of English Language Teaching, Linguistics, and Literature
Publisher : The Study Program of English Education of Palangka Raya University 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/ebony.v6i1.23314

Abstract

Games are increasingly recognized as effective tools for supporting language learning, particularly in the development of speaking and pronunciation skills. While previous studies have highlighted the potential of digital games for language learning, fewer have examined informal online gaming experiences from learner narrative perspectives, especially in relation to speaking and pronunciation development. This study explores how a recent high school graduate improved his English proficiency through online gaming, aiming to understand how informal and extramural activities contribute to language development outside the classroom. Using a narrative inquiry approach, data were collected through semi-structured interviews, transcribed, and thematically analyzed to capture the participant personal experiences. The findings reveal that online gaming provided meaningful exposure to English and motivated the participant to communicate more actively with teammates. Through interactions on platforms such as Discord and PlayStation Party, the participant practiced pronunciation, expanded vocabulary, and received immediate feedback from other players. The collaborative and immersive nature of gaming created a low-anxiety environment that increased confidence and willingness to speak. These results demonstrate that language learning can occur beyond formal education and that extramural activities offer rich opportunities for authentic language use.