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Journal : diksi

RESENSI BUKU: READING TO LEARN IN THE CONTENT AREAS Syamsi, Kastam
Diksi Vol. 13 No. 2: DIKSI JULI 2006
Publisher : Fakultas Bahasa, Seni, dan Budaya, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/diksi.v13i2.6478

Abstract

Resensi BukuREADING TO LEARN IN THE CONTENT AREAS(Judy S. Ricahrdson, Raymond E. Morgan, & Charlene Flener, Sixth Edition, 2006,Belmont CA: Thomson Higher Education, xxi, 501 pp.)
PERANG TARIF DALAM INDUSTRI LAYANAN JASA TELEPON SELULER: ANALISIS WACANA IKLAN OPERATOR TELEPON SELULER DI MEDIA MASSA Syamsi, Kastam
Diksi Vol. 16 No. 1: DIKSI JANUARI 2009
Publisher : Fakultas Bahasa, Seni, dan Budaya, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (201.482 KB) | DOI: 10.21831/diksi.v16i1.6570

Abstract

As a product of media, advertisements in both print and electronic media withtheir hegemony are made to persuade readers or listeners to act as the advertisements wish,namely buying the advertised products. Based on an analysis of mass media, inadvertisements by cellular phone operators, there is a price war as a strategy to attractconsumers. Each cellular phone operator tries to show an image that the company offersthe lowest price. This may influence and deceive consumers as the party that is forced touse the company's service. In practice, an offer with a low price usually needs a conditionand requirement that consumers have not known before. Therefore, it is necessary thatconsumers should be selective and critical in digesting an advertisement made by a cellularphone operator offering a low price.Keywords: advertisement, cellular phone operator, mass media
Virtual reality implementation for enhanced listening skills learning: A study of student engagement Nafri Yanti; Arono Arono; Edi Susanto; Fina Hiasa; Kastam Syamsi; Nur Hidayah; Gita Mutiara Hati
Diksi Vol. 34 No. 2026: DIKSI (SEPTEMBER 2026)
Publisher : Fakultas Bahasa, Seni, dan Budaya, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/diksi.v34i1.77695

Abstract

The need to adopt more innovative and interactive learning technologies is becoming increasingly important in the digital era. Virtual Reality (VR) technology has emerged as a potential solution to improve the quality of learning in higher education. This study aims to investigate the effectiveness of implementing VR to enhance student engagement and learning outcomes in listening skills courses. It was hypothesized that the immersive VR experience would significantly improve motivation and understanding compared to conventional methods. The research adopted a pre-experimental quantitative design with a one-group pretest and post-test-only method, complemented by descriptive analysis. The respondents were 33 undergraduate students at the University of Bengkulu taking listening skills courses. Data were collected through pre-test and post-implementation tests (for outcome comparison), quantitative questionnaires (for engagement and motivation), and interviews. The VR content utilized a 360-degree video simulation from local tourist attractions in Bengkulu City, specifically designed as a stimulus for critical listening practice. The results showed that students gave an overwhelmingly positive assessment, with the average response score across all measured components (novelty, effectiveness, motivation, engagement, immersiveness, and content understanding) exceeding 4.20 on a 5-point Likert scale. Specifically, content understanding and motivation scored 4.33, confirming the positive impact. These findings indicate that VR technology significantly enhances the quality of listening instruction by fostering engagement and deeper content understanding. However, this study still has limitations, such as the small number of respondents and limited knowledge of VR technology. Although challenges related to technology adaptation and infrastructure persist, VR demonstrates great potential as an effective, immersive pedagogical tool in higher education.