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The Influence of Johnny’s Communication Center YouTube Vlogs on English Learning Interest Among NCTzen in Indonesia Varizky, Azhara Aurel; Ratri, Devinta Puspita
Jurnal Pendidikan Indonesia Vol. 5 No. 7 (2024): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v5i7.3133

Abstract

This study aims to determine whether Johnny's Communication Center YouTube vlogs have an influence on English learning interest among NCTzen in Indonesia. This article uses a quantitative approach and survey research method. The data collection technique used a questionnaire distributed through social media X (Twitter) to approximately 100 NCTzen community who are still in high school and watch Johnny's Communication Center vlogs on YouTube. This study found that Johnny's Communication Center YouTube vlogs significantly enhance interest in learning English among NCTzens in Indonesia, with a positive regression coefficient of 1.391. The results highlight the potential of leveraging social media and K-pop idols to develop effective educational strategies for young learners.
Developing Test For Experimental Study: The Effectiveness Of Hedwig Strategy In English Education Department University Brawijaya Ratri, Devinta Puspita; Hapsari, Yulia; Adi, Sugeng Susilo
(JELE) Journal Of English Language and Education Vol 2 No 2 (2016)
Publisher : LPPM Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2744.552 KB) | DOI: 10.26486/jele.v2i2.222

Abstract

AbstractHaving a big number of students in content subject of a language class is a challenge for teacher since it is quite difficult to accommodate students’ critical thinking and active participation at the same time. Therefore, Hedwig strategy is aimed to give room for students to explore themselves and get involved in the materials delivered in the class. Furthermore, by having group and regroup to deliver message in Hedwig strategy, students are forced to be active participated in classroom activities. The idea of Hedwig strategy is inspired by Jigsaw and Think-Pair-Share which have existed before. To know whether Hedwig strategy is effectively applied in content subject in large language class, it is proposed to do quasi experimental study with one class as an experimental group and one class as a control group. The experimental group is treated by using Hedwig strategy. Prior to the experimental study, it is performed research and development to develop the test for pre-test and post-test. For that reason, the research problem is what test is valid and reliable for an experimental study on the effectiveness of Hedwig strategy for the 4th semester students in Language Teaching Methodology class in English Education Department Universitas Brawijaya. This research reports half of the whole plan where the researchers developed test for pre-test and posttest to measure students’ improvement in understanding Language Teaching Methodology. In short, the test developed in this study will be used to carry out experimental study as pre-test and post-test
The Korean Pop Variety Show Effect: English as a Foreign Language Learners’ Perception of Using Going Seventeen English Subtitles for Vocabulary Learning Kusumah, Nayla Faradilla; Ratri, Devinta Puspita
Journal of English Language and Education Vol 11, No 2 (2026)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v11i2.2150

Abstract

K-Pop variety shows have gained global popularity through the use of English subtitles, enabling them to reach a broader international audience. Some English as a Foreign Language (EFL) learners utilize these shows to enhance their English skills by watching popular K-Pop variety programs such as Going Seventeen. This study investigates EFL students’ perceptions of using English subtitles in Going Seventeen for vocabulary acquisition. The participants were Indonesian students who are fans of Seventeen (Carats) and regularly watch Going Seventeen with English subtitles. Data were collected through an online questionnaire focusing on perceived benefits, real-life effects, and challenges. The findings indicate that most participants perceived the use of English subtitles positively, with all questionnaire items receiving responses above 40%. The results suggest that English subtitles in Going Seventeen facilitate vocabulary learning by making content easier to understand, enjoyable, and motivating. Nevertheless, some participants reported difficulties in maintaining focus on subtitles while learning vocabulary. Overall, the study highlights the potential of K-Pop variety shows as an effective and engaging resource for vocabulary learning.
“Secure Lane”: Exploring DOTA 2 Players’ Experience on Their Accidental Vocabulary Learning Rachmad, Arvega; Adi, Sugeng Susilo; Ratri, Devinta Puspita
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.58409

Abstract

Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.