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Developing Digital English Materials Based on Contextual Teaching Learning for Economics Students Imam Fauzi; Yayat Ruhiat; Lukmanul Hakim
Loquen Vol 14 No 1 (2021): January-June
Publisher : English Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32678/loquen.v14i1.4619

Abstract

This study refers to the problem study of the teaching and learning needs which requires English learning resources in order to meet the expectations of students during the ESP pandemic teaching and learning process. The fundamental goal of this research is to create effective digital English learning resources for students at the University of Serang Raya's Economics faculty. The main goals of creating a digital English coursebook based on contextual teaching-learning are to help Economics students enhance their English language skills and to meet their learning demands. This research was carried out using the PSDD model as a research and development method (Preliminary Study, Design, and Develop). The information is gathered using a questionnaire and a speech assessment form.
THE IMPACT OF MOBILE GADGET IN EFL LEARNING: PERCEPTIONS OF EFL UNDERGRADUATES Imam - Fauzi
Globish: An English-Indonesian Journal for English, Education, and Culture Vol 7, No 1 (2018): Globish: An English-Indonesian Journal for English, Education, and Culture
Publisher : Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (93.391 KB) | DOI: 10.31000/globish.v6i2.664

Abstract

AbstractMost of young people are enthusiasticin having the most recent mobile gadgets just to boast among their peers. They likely utilize them to make phone calls, take pictures, listen to songs, watch videos, or surf the internet access for learning or just entertainment. In a technologically advanced country like Indonesia, the third and fourth generation (3G, 4G) mobile devices are available at affordable prices, and people of all streams find it necessary to own a mobile gadget for connecting and communicating.  Moreover, it has become a common trend among undergraduates to carry a mobile gadget to the classroom as well.In this paper, the researcher emphasize the potential of mobile gadgets as a learning tool for students and have incorporated them into the learning environment.The present study examines the application of mobile gadgetin EFL learning and investigates the perceptions of EFL students about mobile gadget in learning activity.  A field study was conducted on thirty undergraduatestudents majoring in accounting study Serang Raya University.  The methodology of data collection included a self-report for students and teachers’ and students’ questionnaire. Findings of the research are significant for EFL teachers and researchers for introducing innovative methods and helpful materials for the English classroom.Keywords: Mobile gadget, students’ perception, teachers’ perception..
THE EFFECT OF MES GAMES ON STUDENTS’ SPEAKING SKILLS IN EFL CLASSROOM Ade Rachma; Imam Fauzi; Ratu Dea Mada; Nurul Faiza; Jihan Zafira
Cakrawala Pedagogik Vol. 7 No. 2 (2023): Cakrawala Pedagogik
Publisher : Sekolah Tinggi Keguruan dan Pendidikan Syekh Manshur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51499/cp.v7i2.907

Abstract

This study aims to examine the effectiveness of using MES Games in improving students’ speaking skills in an English as a Foreign Language (EFL) context. A quasi-experimental design with a pre-test and post-test control group was employed. The participants consisted of 62 tenth-grade students from a public senior high school in Indonesia, divided into an experimental group and a control group. The experimental group received instruction integrated with MES Games, while the control group was taught using conventional methods. Data were collected through a speaking test adapted from IELTS speaking band descriptors, covering fluency and coherence, lexical resource, grammatical range and accuracy, and pronunciation. The data were analyzed using descriptive statistics, paired samples t-test, and independent samples t-test. The results revealed that both groups showed improvement; however, the experimental group demonstrated a significantly higher increase in speaking performance compared to the control group. The findings indicate that the integration of MES Games had a statistically significant and practically strong effect on students’ speaking skills. This improvement is attributed to the interactive, engaging, and low-anxiety learning environment provided by game-based activities, which encouraged students to actively produce language.This study concludes that MES Games can serve as an effective and accessible digital tool to enhance speaking skills in EFL classrooms. The findings also highlight the potential of non-immersive web-based games in facilitating meaningful language use and reducing affective barriers in language learning.