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Students’ Perceptions of a Google Forms-Based Escape Room for Learning the Past Tense: A Case Study at SMA Negeri 4 Cirebon Karimah, Mika Anisatun; Mulatsih, Devi
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 4: Juni 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i4.9198

Abstract

This study explores the use of a Google Forms-based Escape Room as a tool for teaching the simple past tense in an EFL classroom with limited technological resources. Conducted at SMA Negeri 4 Cirebon, the study involved 34 tenth-grade students who participated in a series of Escape Room activities designed to enhance grammar learning. Using a qualitative case study approach, data were collected through questionnaires, interviews, and non-participant observations. Findings reveal that the majority of students found the Escape Room method enjoyable, motivating, and helpful for understanding past tense rules, particularly verb forms and time adverbs. Many students reported increased confidence and better memory retention after the activity. However, challenges such as internet connectivity issues, game mechanics, and confusion over past tense usage were also noted. Thematic analysis shows that while the method promoted engagement and provided contextualized grammar practice, individual learning preferences and technical barriers influenced student experiences. This study suggests that a Google Forms-based Escape Room is a feasible and effective strategy for grammar instruction in low-tech environments and provides insights for educators seeking to implement gamified learning with minimal resources.
Shifting Reading Habits:: The Role of Digital Resources in Improving Vocabulary for College Students Nur Hidayah, Siti Aisyah; Mulyadi, Natashya; Fadlillah, Muhammad Fathan; Jaufillaili, Jaufillaili; Mulatsih, Devi; Heryono, Heri
International Journal of Language Teaching and Education Vol. 9 No. 1 (2025): International Journal of Language Teaching and Education
Publisher : Universitas Jambi, Magister Program of English Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/ijolte.v9i1.44465

Abstract

Students' reading habits as well as their vocabulary development show gradual changes because of the increased adoption of digital technology. The research investigates digital resource effects on these changes by examining final-year English education students from Universitas Swadaya Gunung Jati Cirebon. A qualitative descriptive research design involved questionnaire and interview data collection methodologies to obtain more accurate and in-depth findings. Students can achieve greater vocabulary development through digital resources, which include mobile apps alongside e-books and online articles, because these resources deliver enhanced reading material accessibility, allowing learners to engage with texts more frequently and in more diverse contexts. The majority of 74% of participants experienced productive vocabulary growth because digital resources help them recognize new words easily and repeatedly in various settings. The survey participants noted that digital resources enabled both better flexibility when reading and increased reading sessions due to the convenience and user-friendliness of such platforms. Therefore, structure common prey-worth resources with curriculum needs to foster improved reading behaviours, which result in higher language advancement for students and support their long-term academic success in English language learning.
THE KOIN JAGAT GAME ON THE DESTRUCTION OF PUBLIC FACILITIES IN INDONESIA: A CDA STUDY Kurnia Firdaus, Andini; Kiki Nurrizqiyyah; Faza, Naufal Maulana; Mulatsih, Devi; Farijanti, Dian
Lire Journal (Journal of Linguistics and Literature) Vol. 9 No. 3 (2025): In Progress
Publisher : Elite Laboratory Jurusan Sastra Inggris Universitas Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33019/lire.v9i2.481

Abstract

This study aims to analyze the impact of the coin jagat game phenomenon on the social life of Indonesian society using the Critical Discourse Analysis (CDA) approach. The study focuses on the narrative related to the phenomenon of Koin Jagat and the response given by the government. The urgency of this research lies in understanding the impact of digital technology on social behavior, including in education involving students. According to Van Dijk’s theory, media language has an important role in shaping public opinion. The phenomenon resulting from the existence of the Koin Jagat game is the cause of the destruction of public facilities and disruption of social order. By understanding the phenomenon, educational institutions can develop a better digital literacy curriculum. This research uses a qualitative approach with a text analysis method sourced from national media online news data. The data collected is analyzed using Van Dijk’s theory which includes analysis of the macrostructure, superstructure, and microstructure of the text.
How Implicatures Create Funnines In Comic Strips ? Saffanah, Aurell Videla; Putri, Amelia Herdia; Al Farisi, Fakhri; Jaufilaili, Jaufilaili; Mulatsih, Devi
Devotion : Journal of Research and Community Service Vol. 5 No. 6 (2024): Devotion: Journal of Community Service
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/devotion.v5i6.700

Abstract

This research is aimed to analyze types of flouting maxim. To find cooperative principle of the implicature through the utterances expressed from the characters in comic strips. The method that will be used in this research is qualitative research design. The researchers use 12 chapters of the tiger comic strips from comics kingdom website as data source from December 01, 2023 to January 24, 2024. Then analyze the conversation that the character had. Likewise, this study attempts to discover the reason for using implicature in the comic strips. The researchers draw a conclusion where the flouting maxim of quantity (32.5%), the flouting maxim of quality (20%), the flouting maxim of manners (25%), and the flouting maxim of relevant (22.5%). The characters of “Tiger” digital comic strips mostly flouted the maxim of quantity since they avoid making others upset about lack of the answer, so they provide a comprehensive explanation.