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Journal : IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature

Integration of Virtual Reality and Digital Game-Based Learning in Education: Accelerating English Language Communication Pratiwi, Alifiah; Reskiawan, Bimas; Suryadi, Ray; Andas, Netty Huzniati; Hendrawan, Kevin
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.8030

Abstract

This study was initiated in response to the challenges faced by students who are not accustomed to practicing English speaking due to a lack of self-confidence and heightened anxiety when communicating with others or with native speakers. To address these issues, the study explores the potential of Virtual Reality (VR) technology to foster the development of students’ English communication skills within an autonomous, interactive, and engaging environment. Such an environment is expected to increase students’ learning motivation while simultaneously improving the overall quality of instruction. The primary aim of this research is to contribute to the body of knowledge by developing a prototype of a digital platform termed Metaversity, defined as a virtual learning environment that integrates the immersive features of the Metaverse ecosystem with the pedagogical foundations of Digital Game-Based Learning (DGBL). The participants of the study consisted of 30 undergraduate students from Universitas Sembilanbelas November Kolaka. Employing a Research and Development (R&D) approach, the study adopted the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The resulting learning media integrates VR, DGBL, and communication platforms such as VRChat and Discord into a cohesive system. Validation by media experts yielded an average score of 4.35 out of 5, which falls into the “highly feasible” category. Meanwhile, students’ responses reached an average of 82.5%, placing the product within the “good–very good” range. The findings provide compelling evidence that the developed medium is effective in enhancing students’ motivation, self-confidence, and English-speaking competence. Furthermore, the integration of VR and DGBL fosters active engagement, alleviates language anxiety, and creates an immersive and enjoyable learning experience. These outcomes highlight the potential of Metaversity-based platforms as innovative solutions in higher education language learning contexts.
“Word of the Day”: Enhancing Student’s Vocabulary Through A Daily Strategy in EFL Classroom Ashar, Aisyah; Marlianti, Rosyana; Wulandari, Nur; Fitri; Zakaria; Suryadi, Ray
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.8045

Abstract

This study examined the use of the “Word of the Day” (WotD) strategy as a means of improving vocabulary mastery among ninth-grade students at SMP Negeri 2 Samaturu. The intervention lasted seven weeks and involved 119 students from four classes, using a classroom-based field research design. Daily vocabulary activities were integrated into lessons through interactive methods such as group work, quizzes, and simple games, while data were collected through observation, questionnaires, and interviews. The findings showed that the WotD strategy helped students consistently expand their vocabulary and apply new words in meaningful contexts. It also increased participation and motivation, as interactive activities encouraged learners to engage more actively in classroom communication. Some differences in student engagement were noted, with challenges including varying levels of motivation, discipline issues, and occasional school activity disruptions. Despite these constraints, the study highlights the potential of WotD as a low-cost and sustainable approach to vocabulary instruction in rural EFL classrooms, contributing both to lexical growth and to fostering learner engagement.
Exploring University Students’ Experiences of English Learning through Duolingo Andira, Ayu; Syam, Hariadi; Pratiwi, Alifiah; Suryadi, Ray; Abin, Rais
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.8101

Abstract

This study explores university students’ experiences of learning English through the Duolingo application. Employing a qualitative descriptive design, the research involved 15 English education students at Universitas Sembilanbelas November Kolaka over a six-week data collection period. Data were gathered through semi-structured interviews and classroom observations, and then analyzed thematically using Braun and Clarke’s (2006) six-phase approach, guided by a constructivist learning framework. The analysis identified students’ perceptions, perceived benefits, and challenges in using Duolingo as a language learning tool. Findings revealed that Duolingo enhanced students’ vocabulary acquisition, learning motivation, and autonomous study habits. However, participants also reported limitations such as repetitive exercises, insufficient opportunities for communicative speaking practice, and reliance on internet connectivity. Results indicate that while Duolingo can effectively supplement English learning, it is most beneficial when integrated with classroom-based instruction and teacher guidance. Overall, the study underscores the importance of combining digital learning applications with formal educational contexts to maximize language development and learner engagement.
Investigating the Influence of Kahoot on Students’ Vocabulary Acquisition in an EFL Context Marinda, Aulia Bela; Zakaria; Hariadi Syam; Suryadi, Ray; Abin, Rais
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.8154

Abstract

Vocabulary learning remains a central yet challenging component of English as a Foreign Language (EFL) instruction, particularly in contexts where classroom learning serves as the primary source of language exposure. Traditional teaching approaches often rely on memorization and translation, which may not effectively promote active learning or long-term retention. The purpose of this study is to investigate the impact of the Kahoot gamified learning platform on students’ vocabulary acquisition in an EFL context. A quasi-experimental pretest–posttest design was conducted with two intact tenth-grade classes at SMK Negeri 2 Kolaka, consisting of 30 students in the experimental group and 30 in the control group. The treatment was implemented over six meetings using a 25-item multiple-choice vocabulary test with high reliability (Cronbach’s α = 0.940). T-tests for independent and paired samples were used to analyze the data, identifying within-group improvements and between-group differences. The findings indicated that the experimental group taught through Kahoot achieved significantly higher post-test scores than the control group (p < 0.05). The results suggest that integrating Kahoot as a gamified learning platform can enhance students’ vocabulary mastery, increase engagement, and foster a more interactive learning environment in EFL classrooms. These results underscore the capability of Kahoot-based instruction to extend current understanding of digital gamification in EFL vocabulary teaching by demonstrating measurable gains in learner outcomes.