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Fun English Untuk Siswa Kelas Rendah Di Gubuk Daya Kelayu Utara Wati, Laila; Maysuroh, Siti; Maulani, Astrid; Yusri, Ahmad
Jurnal Inovasi dan Pengabdian kepada Masyarakat (JIPMas) Vol. 2 No. 1 (2026): In Press
Publisher : Yayasan Arfah Bin Haji Muhammad Saleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63980/jipmas.v2i1.171

Abstract

This community service program aimed to improve elementary school students’ interest and basic competence in learning English through the implementation of Fun English Activities in Gubuk Daya, Kelayu Utara Village. The program was conducted due to the absence of English instruction in the local primary school, which limited students’ early exposure to the language. The activities were carried out in the form of tutoring sessions using a play-based learning approach that integrated games, songs, picture-based quizzes, and interactive activities focusing on basic vocabulary, simple expressions, adjectives, and colors. The results indicated that students showed improvement in vocabulary mastery, confidence in speaking, and learning motivation. The use of fun and interactive activities created a positive learning environment and encouraged active participation. Therefore, Fun English Activities proved to be an effective alternative strategy for introducing English to young learners in community-based educational programs.
Students’ Anxiety in Undergraduate Thesis Writing Prasetyaningrum, Ari; Ayu Suraya, St; Dwi Maulani, Astrid; Wati, Laila
English Language in Focus (ELIF) Vol. 8 No. 2 (2026): English Language in Focus (ELIF)
Publisher : English Department, Faculty of Education, Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/elif.8.2.115-124

Abstract

Undergraduate thesis is the final task that must be submitted by students of the English Study Program at Hamzanwadi University as proof of their achievement in conducting scientific research. However, the process of writing an undergraduate thesis often causes anxiety since the students come from an English as a Foreign Language (EFL) context. This study aimed to analyze the level and types of anxiety. A descriptive quantitative approach was used in this study. The study involved 20 students as participants. The researchers distributed questionnaires to identify the students’ anxiety level and types of anxiety during the process of undergraduate thesis writing. According to the findings from the questionnaires, the students experienced a severe level of anxiety, with the dominant types being somatic anxiety, followed by cognitive anxiety and avoidance behaviour. Therefore, it is necessary to provide strategies to improve students’ competence and self-confidence so that they can produce a qualified final task.
The Effect of Guessing Game on Students’ Vocabulary Acquisition at FLC Selong Usuluddin; Dwimaulani, Astrid; Putri, Nurhidayatika; Wati, Laila
PROJECT (Professional Journal of English Education) Vol. 9 No. 2 (2026): VOLUME 9 NUMBER 2, MARCH 2026
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Vocabulary is an important component in language acquisition, but many beginner students still have difficulty in remembering and using vocabulary in real contexts. Therefore, The objective of the current research is to evaluate how effective the Guessing Game at the Foreign Language Center (FLC) Selong helps students expand their vocabulary in English. This study utilized a quantitative approach with a single group pre-test and post-test design.  20 Level 1 learners that were purposefully chosen made up the research sample. The instrument used was vocabulary tests. According to the findings, students' pre-test average score was 66.50, yet their post-test average score rose to 77.00.  The results of the paired sample t-test revealed a significant difference between the pre-test and post-test, with a significance value (Sig. 2-tailed) of 0.000 <0.05. Thus, it can be concluded that the use of Guessing Game was significantly effective in improving students' mastery of English vocabulary. In addition, students showed a positive response to the game-based learning activities as it was considered fun, lowered anxiety, and increased their confidence in using vocabulary.