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Improving Students Reading Comprehension Using Listen-Read-Discuss Strategy Rifara; Mashuri; Dewi, Anjar Kusuma; Patmasari, Andi
Acuity: Journal of English Language Pedagogy, Literature and Culture Vol. 10 No. 3 (2025): Acuity: Journal of English Language Pedagogy, Literature and Culture
Publisher : LPPM Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35974/acuity.v10i3.3991

Abstract

The aim of this research is to determine whether the Listen-Read-Discuss (LRD) strategy can improve the reading comprehension of seventh-grade students at SMP Negeri 10 Palu. A quantitative approach was employed, using a pre-experimental design involving a single class—the experimental group. The population consisted of 65 seventh-grade students, from which a purposive sample of 32 students from class VII Ketapang was selected. Data were collected through a test comprising a pre-test and a post-test. The results show that the LRD strategy effectively enhanced students' reading comprehension, as evidenced by an increase in the average score from 56.33 (pre-test) to 87.44 (post-test), reflecting a 31.11-point improvement. These findings suggest that the LRD strategy can serve as an effective instructional approach for teaching descriptive texts and improving students' reading comprehension skills.
Using Circle Game to Improve Students’ Vocabulary Mastery of the Eighth Grade Students Ferayanti; Usman, Sriati; Mashuri; Aminah
Acuity: Journal of English Language Pedagogy, Literature and Culture Vol. 11 No. 1 (2026): Acuity: Journal of English Language Pedagogy, Literature and Culture
Publisher : LPPM Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35974/acuity.v11i1.4008

Abstract

This study aims to determine the effectiveness of the circle game in improving the vocabulary mastery of eighth-grade students at SMP Labschool Untad Palu. The background of this study is the low mastery of English vocabulary among students, which affects their ability in four basic English skills. The researcher applied the circle game as an engaging learning strategy to overcome this issue. The research employed a pre-experimental design with one group pre-test and post-test. The sample consisted of 19 students from class VIII. The research instrument was a vocabulary test in the form of multiple-choice questions, administered before and after the treatment. The findings showed that the students’ vocabulary mastery significantly improved after the implementation of the circle game. The average score of the pre-test was 60.35, while the post-test average rose to 78.60. The gain score was 18.25. Based on the paired sample t-test result, the significance value was 0.000, which is lower than the standard alpha value of 0.05. This means that the improvement is statistically significant. These findings prove that the use of the circle game has a positive impact on students’ vocabulary acquisition. In addition to the quantitative results, qualitative observations indicated that students were more enthusiastic, confident, and active during the learning process. The atmosphere in the classroom became more dynamic and supportive, which encouraged students to participate and use English vocabulary in a fun and relaxed way.
The Effect of Augmented Reality on Vocabulary Mastery of Seventh Grade Students Sutanti, Sri; Sriati Usman; Mashuri; Nur Sehang Thamrin
Acuity: Journal of English Language Pedagogy, Literature and Culture Vol. 11 No. 1 (2026): Acuity: Journal of English Language Pedagogy, Literature and Culture
Publisher : LPPM Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35974/acuity.v11i1.4092

Abstract

This research aims to investigate the effect of Augmented Reality (AR) on students’ vocabulary mastery among seventh-grade students at SMP Negeri 19 Palu. Vocabulary is a fundamental aspect of language learning, yet many students struggle to master it due to lack of motivation and conventional teaching methods. To address this problem, the researcher applied AR-based learning using the Assemble Edu application, which provides 3D visuals and interactive features to improve engagement. This study used a quasi-experimental method with two groups: an experimental class that received AR-based instruction and a control class that received traditional instruction. Both classes were given a pre-test and post-test to measure vocabulary mastery. The results showed a significant improvement in the experimental class, with an average post-test score of 82.00, compared to 59.80 in the pre-test. Meanwhile, the control class only increased from 63.00 to 72.40. Statistical analysis using SPSS showed that the difference between the two groups was significant (Sig. 2-tailed = 0.001), indicating that AR had a strong positive effect on vocabulary acquisition. These findings support previous research showing that AR enhances motivation, memory retention, and contextual understanding in language learning. The use of AR aligns with constructivist learning theory and supports the Merdeka Curriculum, which emphasizes student-centered and technology-integrated learning. In conclusion, AR-based learning can effectively improve students’ vocabulary mastery and is recommended as a modern instructional strategy in English language teaching
PENGARUH MEDIA SOSIAL TERHADAP PERILAKU AKHLAK SISWA SEKOLAH MENENGAH Hasballah; Ainal Mardhiah; Masbur; Mashuri
Jurnal Manajemen Pendidikan Islam Al-Munadzomah Vol 5 No 1 (2025): AL-MUNADZOMAH
Publisher : Institut Ummul Quro Al-Islami Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51192/almunadzomah.v5i1.2404

Abstract

This study aims to analyze the effect of social media use on the moral behavior of high school students in Banda Aceh. Social media has become an integral part of teenagers' lives and has a significant influence on their mindset, attitudes, and social interactions. Although it can be a means of learning and self-expression, excessive use of social media without supervision can have a negative impact on students' moral and spiritual development. This study uses a quantitative approach with a survey method by distributing questionnaires to a number of high school students in the Banda Aceh area. The data obtained were analyzed using a simple linear regression test to determine the relationship between the intensity of social media use and students' moral behavior. The results of the study show a significant relationship between the two variables, where the higher the intensity of social media use, the lower the level of politeness, responsibility, and empathy among students. However, this study also found that social media can have a positive impact if used in an educational and creative manner. Therefore, effective supervision and guidance from parents are needed, as well as the role of schools in instilling digital literacy and character education so that social media becomes a means of positive moral formation.