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The Impact of You Tube Video Creation and AI Assisted on Students’ Speaking Performance Nurjana; Iis Sujarwati
International Journal of Innovation and Education Research Vol. 4 No. 2 (2025): November 2025
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/ijier.v4i2.45829

Abstract

This study investigated how students' speaking performance was affected by creating YouTube video projects using AI-assisted tools like CapCut, Canva, AI voice tools, Kine Master, Grammarly, ELSA Speak, etc. This study was quantitative in design. This pre-experimental study employed a one-group pretest-posttest strategy to ascertain whether the students' speaking performance was impacted by producing a video project. The population was eleven students in the electrical engineering program at SMKN 1 Rejang Lebong. The sample consists of 47 students. Tests, both pre- and post-test, were used to gather the quantitative data. The data were statistically analyzed using a paired sample t-test with IBM SPSS 25 for Windows. The results of this research showed that using AI to help students create a YouTube project significantly improved their speaking skills. It was an effective way to teach speaking because it improves students' speaking performance, fosters teamwork, sharpens their problem-solving abilities, and motivates them to be proactive, communicative, imaginative, and creative. As a result, using it to teach speaking is strongly advised. Keywords: AI-Assisted; Video Project; Speaking Performance
Social Media Use and Self-assessed Vocabulary Knowledge among English Study Program Students Rosalita Utami; Iis Sujarwati
International Journal of Innovation and Education Research Vol. 5 No. 1 (2026): International Journal of Innovation and Education Research (IJIER)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/ijier.v5i1.50456

Abstract

This study investigated social media use and self-assessed vocabulary knowledge among English study program students. By conducting a survey of 82 students enrolled in an English study program, the questionnaire sought to reveal the frequency and types of students’ social media use as well as the self-assessed vocabulary knowledge of students. The data were analyzed using descriptive statistics. The findings indicated that students were moderately active on their social media for learning English, but had variations in the frequency. Further, Instagram and TikTok emerged as the most frequently used platforms for vocabulary acquisition. Even though the moderate engagement of social media use to learn vocabulary, the students demonstrated positive levels in self-assessed vocabulary knowledge. These findings suggest that social media use is an additional learning tool for the students, particularly for learning vocabulary. Therefore, the results of this study suggest that the integration of social media into the language curriculum may support vocabulary acquisition through interactive tasks or assignments. Keywords: Self-assessed Vocabulary, Self-assessed Vocabulary Knowledge, Social Media Use, Vocabulary Acquisition
The Impact of the Digital Scrabble Game on Students’ Vocabulary in SMPN 32 Bengkulu Tengah Melia Nurjannah; Iis Sujarwati; Kasmaini
International Journal of Innovation and Education Research Vol. 5 No. 1 (2026): International Journal of Innovation and Education Research (IJIER)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/ijier.v5i1.50457

Abstract

One of the critical areas for using English effectively is vocabulary control. However, the vocabulary learning of many Indonesian junior high school learners in semi-rural areas is still problematic because they are not sufficiently exposed to English, and traditional learning activities are retained. The purpose of this research is to analyze the effect of digital-based Scrabble games, in this research is Scrabble GO, on the students’ vocabulary mastery at SMPN 32 Bengkulu Tengah. The study adopted the quantitative pre-experimental method with one-group pretest–posttest. Participants were 16 eighth-grade students from one intact class. A 20-item multiple-choice vocabulary test was administered before and after three treatment sessions using Scrabble GO. The data were analyzed using a paired samples t-test. The result showed that the mean score increased from 53.44 on the pretest to 58.75 on the post-test, representing a mean gain of 5.31 points. The paired samples t-test revealed a statistically significant difference between the pretest and post-test scores (p = .001). The results indicate that playing digital Scrabble games can help students significantly improve their vocabulary, behavior, and enhance their motivation and engagement in learning. Although the sample sizes in terms of number of participants are not large, and the research design is arguably not rigorous enough, this study represents early evidence on the use of digital game-based learning as an alternative means for classroom instruction at junior high schools. Keywords: Digital Scrabble, Game-Based Learning, Vocabulary Mastery
Students' Perception of Video Posted on Social Networks to Improve English Speaking Skills in EFL Students Widia Wati; Iis Sujarwati
Jurnal Pendidikan Terapan Vol 4, No 3 July (2026)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/jupiter.v4i3.943

Abstract

The objective of this study is to investigate students’ perception towards the implementation of video posted on social networks in learning speaking and its experiences. This research used Mixed method. 30 students were used in the population. However, the sample of this research was thirty students of English Education Department, Muhammadiyah University of Bengkulu, Indonesia. Thus, total sampling was used by the sampling technique. To answer the research questions, the study employed a questionnaire and interviews. The questionnaire was administered to thirty students, while only five students participated in the interviews. The data were analyzed both quantitatively and qualitatively. For the quantitative analysis, simple calculations were used to determine percentages and mean scores. For the qualitative analysis, coding was applied to the interview data. The findings revealed that students responded positively to the implementation of videos shared on social media in the English speaking class. Interview results also indicated that social media videos provided engaging learning experiences and increased students’ willingness to practice speaking English. Therefore, videos posted on social media platforms can be considered an effective supplementary medium for improving English speaking skills among EFL students.
The Effectiveness of Quizizz Application in Enhancing Students' Vocabulary Mastery based on Their Learning Styles Marzon Efendi; Iis Sujarwati; Alamsyah Harahap
JEELS (Journal of English Education and Linguistics Studies) Vol. 12 No. 1 (2025): JEELS May 2025
Publisher : Universitas Islam Negeri (UIN) Syekh Wasil, Kediri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/jeels.v12i1.4919

Abstract

One such technological tool that can enhance students' engagement and learning outcomes is Quizizz, a game-based learning platform. Meanwhile, students’ learning styles—whether visual, auditory, or kinesthetic—play a crucial role in how effectively they absorb new information. However, there is still limited research exploring the combined effect of learning styles and digital platforms on vocabulary mastery, especially at the elementary school level. This study aims to examine significant differences in students’ English vocabulary mastery between experimental and control classes. Additionally, it seeks to determine differences in vocabulary mastery among students with auditory, kinesthetic, and visual learning styles and to investigate the interaction between the use of the Quizizz application and learning styles. A quasi-experimental design with a 2x3 factorial arrangement was employed. The participants consisted of 50 fifth-grade students divided into an experimental class (which used Quizizz) and a control class (which did not). Based on the results of the independent samples t-test and two-way ANOVA, the students in the experimental class achieved significantly higher post-test scores than those in the control class. However, there were no significant differences in vocabulary mastery among students with different learning styles. Furthermore, the two-way ANOVA indicated no significant interaction between the use of Quizizz and students’ learning styles. These findings suggest that while Quizizz is an effective tool for improving vocabulary mastery, its effectiveness is consistent across different learning styles.
The Effect of the Spelling Bees Game to Elevate Students' Vocabulary Muhammad Rifqi Mahfuzh; Iis Sujarwati
APPLICATION: Applied science in Learning Research Vol. 6 No. 1 (2026): June
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/z35vn415

Abstract

Vocabulary mastery is an essential aspect of improving students’ English proficiency, especially for beginner learners who frequently experience challenges in remembering and applying new vocabulary appropriately. Consequently, teachers need to implement creative and interactive learning methods that can enhance students’ motivation as well as their vocabulary development. One teaching technique that may support this objective is the Spelling Bee game, since it provides enjoyable and competitive learning activities that encourage students to practice vocabulary actively. This research was conducted to investigate the effectiveness of the Spelling Bee game in vocabulary instruction. The study applied a pre-experimental method, which is categorized as one of the most basic forms of experimental research. In this approach, a single group received a treatment and the outcomes were observed to determine whether meaningful changes occurred. The research used a one-group pre-test and post-test design. The participants were students from the Beginner A class at Ganesa English Course, selected through purposive sampling. Data were obtained from pre-test and post-test results and analyzed statistically using SPSS software. The statistical analysis from both the paired sample test and t-test showed similar findings. The results revealed a standard error mean of 2.305, a standard deviation of 10.310, and an average difference of -30.000 between pre-test and post-test scores. The maximum difference obtained was -32.174, while the minimum difference was -41.825. In addition, the t-test score reached -16.048 with a significance value of 0.000 at a degree of freedom (df) of 19. These findings indicate that students’ vocabulary achievement improved significantly after being taught through the Spelling Bee game. Therefore, the study concludes that the Spelling Bee game is an effective method for enhancing vocabulary learning among beginner students at Ganesa English Course
An Analysis of Theme and Rheme of The Text in a Book of Physics for grade VII of Junior High School Yuria Kasmita; Iis Sujarwati
Jadila: Journal of Development and Innovation in Language and Literature Education Vol. 2 No. 4 (2022): Jadila: Journal of Development and Innovation in Language and Literature Educat
Publisher : Yayasan Corolla Education Centre

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52690/jadila.v2i4.199

Abstract

Theme and rheme as the main attention which will be discussed in a text and the theme will be supported by the rheme. Rheme is supporting sentences which will explain the theme more detail, so the readers can get the messages deeply which will be conveyed by the writer. This study aims to analyse the theme and rheme in bilingual book, a Book of Physics for grade VII of Junior High School. The objective of this study to know the theme and rheme from source language into target language, whether the theme and the rheme has preserved or has changed. The object in this research is a book, a Book of Physics for grade VII of Junior High School. We will analyse some texts or passages in this which are written in English and Indonesian. This research is quantitative research which will be analyzed the text descriptively based on their textual equivalence: thematic structure
Evaluating AI-Assisted Translation Quality: A Comparison of ChatGPT and Google Translate in the English–Bahasa Indonesia Context Deri Herdawan; Dhesi Wulan Sari; Iis Sujarwati
FOSTER: Journal of English Language Teaching Vol. 7 No. 4 (2026): FOSTER JELT
Publisher : Faculty of Education and Teacher Training of UIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/foster-jelt.v7i4.472

Abstract

This study investigates the translation quality produced by ChatGPT and Google Translate in translating texts from English to Bahasa Indonesia. It compares the performance of both AI-assisted translation tools across five aspects of Translation Quality Assessment (TQA), consisting of Accuracy, Equivalence, Translation Skill, Text Function, and Grammar and Style. The comparison was conducted across three text types, including informative, persuasive, and instructional texts. A questionnaire of nineteen items using a Likert-scale was used to evaluate the translation results, assessed by three raters. A quantitative analysis was employed using the paired-samples t-test and Cohen’s d effect size. In addition, a qualitative examination by the raters was also conducted to identify translation issues generated by the translation tools. The findings reveal that ChatGPT obtained higher scores than Google Translate across all evaluated aspects. Further statistical analysis indicates that the differences are significant and meaningful in practical contexts. ChatGPT showed better performance in producing natural, contextual, and communicative translation results. However, it was also found that ChatGPT generates additional information not explicitly present in the source text. Meanwhile, Google Translate showed the tendency to produce literal translation that sounds awkward and unnatural translation results. It highlights that revision and post-editing efforts are required to improve the quality of translation results by both AI-assisted translation tools. This study concludes that both ChatGPT and Google Translate are more suitable as translation aids rather than complete substitutes for professional human translators.