DIEMROH IHSAN
Universitas Sriwijaya

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LINGUISTICALLY INTERCULTURAL PROBLEMS IN LEARNING ENGLISH AS A GLOBAL LINGUA FRANCA (EGLF) DIEMROH IHSAN
Sriwijaya University Learning and Education International Conference Vol 2, No 1 (2016): 2nd SULE-IC
Publisher : Sriwijaya University Learning and Education International Conference

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Abstract

In learning English as a Lingua Franca (ELF) of the globe, Indonesian learners ofEnglish as a Foreign Language (EFL) need great effort and seriousness to copewith certain linguistic and incultural problems. If beginning EFL learners makeerrors in making sentences using certain words, it is not surprising but it is whenthey are made by quite advanced learners. However, errors should be respectedand accepted as signs of learning as no learners create errors on purpose.Teachers should realize that errors are committed due to some factors that arebeyond learners’ awareness linguistically as well as culturally. This paper isintended to describe some linguistic and incultural errors made by advanced EFLlearners and discuss some possible causes and offer ways to help them improvetheir competence and performance in the English language. The data used in thisstudy are in forms of (a) sentences made by 30 Magister program students usingcertain words given, and (b) answers they provide based on Yes/No questions andTag-questions asked. The study reveals that to make correct sentences using certainwords and correct answers to certain questions in English EFL learners arerequired to build some linguistic, pragmatic, and intercultural comptence both inIndonesian and English.
USING RPG VIDEO GAMES TO IMPROVE ENGLISH VOCABULARY ACHIEVEMENT OF THE 8th GRADERS OF SMP LTI IGM PALEMBANG IRFAN IRFAN; DIEMROH IHSAN; ISMAIL PETRUS
Sriwijaya University Learning and Education International Conference Vol 2, No 1 (2016): 2nd SULE-IC
Publisher : Sriwijaya University Learning and Education International Conference

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Abstract

The objectives of this study were to find out: (1) whether or not there was any significant improvement in students’ English vocabulary achievement after they were taught by using Role-Playing Game (RPG) Video Games and (2) the students’ perceptions on using RPG video games in learning English vocabulary. This study involved 20 eighth grade students. However, only 14 students were taken as the sample for the vocabulary tests and 19 students as the sample for the preference questionnaire due to the students’ absence during the vocabulary test and questionnaire administration. To collect the data, the students were given 4 vocabulary tests consisting of a pre-test, two progress tests, and a post-test, as well as a preference questionnaire which were analyzed by using paired sample t-test and percentage procedure. The findings showed that: (1) there was a significant improvement in the students’ vocabulary achievement between the pre-test and the post-test (p=0.000 < α=0.05) and (2) 95% of the students preferred using RPG video game to study English vocabulary. In conclusion, RPG video game was effective and preferable to be used in teaching vocabulary for the eighth grade students of SMP LTI IGM Palembang.