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THE USE OF KNOW WANT TO LEARN (KWL) METHOD IN IMPROVING STUDENT’S LEVEL OF READING COMPREHENSION IN SENIOR HIGH SCHOOL
Musliha, Rina;
Jabu, Baso;
Munir, Munir
JTechLP: Journal of Technology in Language Pedagogy Vol 1, No 1, March (2022): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v2i1, March.45561
Abstract The purpose of this research was to determine the use of the KWL method in improving students' level of reading comprehension in senior high school. This research uses quantitative methods in pre-experimental classes as a research strategy. The respondents of this research were 10th-grade students of SMAN 11 Makassar in the odd semester of the 2022/2023 academic year. Respondents were selected randomly to analyze the use of the KWL method in improving students' reading comprehension levels. The instrument of this research is Pre-test, Treatment, and Post-test. Outcomes of data analysis found, that there was an effect of using the KWL method in improving the level of students' reading comprehension and students' responses to the use of the KWL method in learning reading comprehension through Pre-test, treatment, and Post-test were seen to increase. The average score of the students' Pre-test was in the "poor" category, while after the treatment, an average score for the Post-test was categorized as "good". The Post-test mean score after treatment is higher than the Pre-test mean.
THE EFFECT OF ONLINE GAMES AS A MEDIUM TO STUDENTS’ SPEAKING SKILL
Wirawati, Nur;
Jabu, Baso;
Aeni, Nur
JTechLP: Journal of Technology in Language Pedagogy Vol 1, No 1, March (2022): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v2i1, March.45552
This study aims to determine the effect of online games as a medium on speaking skills. These 4 fundamental English skills are speaking, listening, reading, and writing. The majority of people prefer speaking as their primary mode of communication. In Indonesia, English is a foreign language limited to classroom learning and is rarely used in everyday life, especially in speaking. So, some students need help with mastering English in speaking. Many students nowadays like playing online games as a hobby because Online Games have a worldwide server, so they can communicate with others using English. Online games have good and bad effects on learning, particularly when learning a new language. Most use online games as learning techniques and a friendly approach to learning English. This quantitative research uses a sample of 30 students at the language and literature faculty of Makassar State University. Data collection in this study used a questionnaire distributed by purposive sampling technique. The data were analyzed using simple linear regression (F-Test) and descriptive statistical analysis techniques. The results showed that the influence of online games on students' speaking ability had an effect of 43.4%. It can also be seen that the average student playing time is 2 hours, with the type of game most often played being FPS (First Person Shooter).
AN ANALYSIS OF TEACHERS’ STRATEGIES IN TEACHING READING COMPREHENSION
Ulfa, Andi Afifatul;
Jabu, Baso;
Ariyani, Amra
JTechLP: Journal of Technology in Language Pedagogy Vol 1, No 3, Nov (2022): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v2i3, Sept.52970
The purpose of this research is to analyze the strategies used by teachers to teach reading comprehension and the factors that influence teachers in choosing strategies for teaching reading comprehension. The subjects of this study were English teachers at SMPN 9 Makassar. This type of research is designed as qualitative descriptive research. To collect data in research, the researcher uses interviews. The data obtained have been processed in several ways, the first is data reduction, data display, and conclusion drawing. The results of the research found that the strategies used by teachers in teaching understanding were Scaffolding, Reciprocal Teaching, and QARs (Question-Answer Relationships). In choosing a strategy to teach reading comprehension, researchers found three factors that influence teachers in choosing teaching strategies, namely characteristics of students, teaching materials, and the teacher's knowledge of the strategy to be used.
USING SOCIAL MEDIA TO IMPROVE STUDENTS’ SPEAKING SKILL
Kamaruddin, Adinda;
Jabu, Baso;
Muhayyang, Maemuna
JTechLP: Journal of Technology in Language Pedagogy Vol 1, No 2, July (2022): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v2i2, June.47341
The purpose of this study was to determine whether the use of Social Media improves students' speaking accuracy or not. The pre-experimental design was a method used by the Researcher with the quantitative approach that gives pre-test, treatment and last was post-test. The population is class XI SMAN 8 Makassar. The sample of students consisted of 20. This research used an instrument a speaking test which was given as a pretest, and a post-test. The results of this study proved that the students' scores before treatment and students' scores after treatment there was different score, Students' speaking accuracy after the use of social media can improve or get better than before the use of social media. It can be concluded that the use of social media Wa and Youtube has improved students' speaking accuracy in eleven-grade students of SMAN 8 Makassar.
USING FLIPPED LEARNING MODEL IN TEACHING LISTENING COMPREHENSION TO THE STUDENTS IN SMAN 6 MAROS
Riani, Nindi Rika;
Jabu, Baso;
Talib, Ahmad
JTechLP: Journal of Technology in Language Pedagogy Vol 2, No 1, March (2023): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v2i4, Dec.56786
New technologies have given students better ways to invest more productive time in class, such as listening classes. This study focuses on the effect of flipped learning on students' listening comprehension. Its objectives are to evaluate students' reactions to the flipped learning paradigm and to examine the effectiveness of flipped learning in enhancing high school students English listening skills. Quantitative research methodologies were used in this experiment. The outcomes demonstrated that the flipped learning methodology at SMA Negeri 6 Maros increased students' English listening abilities. Based on the questionnaire, students have a positive view of learning English with the flipped learning model. They agreed that using the flipped learning model made them more active in class. The results of this study can be very helpful in guiding the teaching of listening comprehension for high school teachers and improving listening comprehension for high school students.
THE USE OF KNOW WANT TO LEARN (KWL) METHOD IN IMPROVING STUDENT’S LEVEL OF READING COMPREHENSION IN SENIOR HIGH SCHOOL
Musliha, Rina;
Jabu, Baso;
Munir, Munir
JTechLP: Journal of Technology in Language Pedagogy Vol 1, No 1: March (2022) JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v1i1.77458
The purpose of this research was to determine the use of the KWL method in improving students' level of reading comprehension in senior high school. This research uses quantitative methods in pre-experimental classes as a research strategy. The respondents of this research were 10th-grade students of SMAN 11 Makassar in the odd semester of the 2022/2023 academic year. Respondents were selected randomly to analyze the use of the KWL method in improving students' reading comprehension levels. The instrument of this research is Pre-test, Treatment, and Post-test. Outcomes of data analysis found, that there was an effect of using the KWL method in improving the level of students' reading comprehension and students' responses to the use of the KWL method in learning reading comprehension through Pre-test, treatment, and Post-test were seen to increase. The average score of the students' Pre-test was in the "poor" category, while after the treatment, an average score for the Post-test was categorized as "good". The Post-test mean score after treatment is higher than the Pre-test mean.
THE EFFECT OF ONLINE GAMES AS A MEDIUM TO STUDENTS’ SPEAKING SKILL
Wirawati, Nur;
Jabu, Baso;
Aeni, Nur
JTechLP: Journal of Technology in Language Pedagogy Vol 1, No 1: March (2022) JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v1i1.77450
This study aims to determine the effect of online games as a medium on speaking skills. These 4 fundamental English skills are speaking, listening, reading, and writing. The majority of people prefer speaking as their primary mode of communication. In Indonesia, English is a foreign language limited to classroom learning and is rarely used in everyday life, especially in speaking. So, some students need help with mastering English in speaking. Many students nowadays like playing online games as a hobby because Online Games have a worldwide server, so they can communicate with others using English. Online games have good and bad effects on learning, particularly when learning a new language. Most use online games as learning techniques and a friendly approach to learning English. This quantitative research uses a sample of 30 students at the language and literature faculty of Makassar State University. Data collection in this study used a questionnaire distributed by purposive sampling technique. The data were analyzed using simple linear regression (F-Test) and descriptive statistical analysis techniques. The results showed that the influence of online games on students' speaking ability had an effect of 43.4%. It can also be seen that the average student playing time is 2 hours, with the type of game most often played being FPS (First Person Shooter). Keywords — Effect, Online Game, Speaking Skill.
AN ANALYSIS OF PARTICIPANTS’ ANXIETY IN SPEAKING AT EZPZ (ELEVATING ZENITHS OF PROFICIENCY AND ZEST) ENGLISH COMMUNITY
Manjani, Talin Fania;
Jabu, Baso;
Korompot, Chairil Anwar
JTechLP: Journal of Technology in Language Pedagogy Vol 4, No 3, Nov (2025): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v4i3, Nov.78426
This study aims to explore participants’ anxiety in speaking at the EZPZ English Community. This study employed a qualitative descriptive method. The subjects consisted of 22 individuals, referred to as ‘participants,’ who participated in speaking sessions during FEZ activities. Data collection techniques included observation and interviews. The findings revealed two types of symptoms: psychological symptoms (nervousness, worry, difficulty concentrating, and blanking) and physiological symptoms (object touching, trembling, sweating, stammering, and avoiding eye contact). The participants experienced state anxiety and situation-specific anxiety. The contributing factors of anxiety were categorized into linguistic factors (lack of vocabulary, pronunciation, grammar, lack of fluency, and limited exposure to the target language) and non-linguistic factors (communication apprehension and fear of negative evaluation). To overcome anxiety, participants employed four common strategies: preparation, positive thinking, relaxation, and peer seeking, along with a newly uncovered strategy called 'calm retreat.' This study highlights that speaking anxiety is a critical concern not only in formal educational institutions but also in non-formal learning environments. Addressing this issue requires implementing suitable strategies that accommodate individual needs to help learners overcome the barriers preventing them from expressing their opinions.
TIME WELL SPENT? INVESTIGATING STUDENTS' USE OF SMARTPHONE ONLINE GAMES TO ACQUIRE ENGLISH VOCABULARY: A CASE STUDY AT SMK TELKOM MAKASSAR
Aryudha, Syawal;
Jabu, Baso;
Samtidar, Samtidar
JTechLP: Journal of Technology in Language Pedagogy Vol 5, No 1, March (2026): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v5i1, March.83396
The increasing use of English in smartphone-based online games opens up opportunities for students to acquire vocabulary through informal learning experiences. This study aims to analyze the influence of smartphone online games on English vocabulary mastery among students at SMK Telkom Makassar, particularly those participating in E-sports extracurricular activities. This study used a descriptive qualitative method with data collection through observation and interviews with students who actively play games such as Mobile Legends, Free Fire, and PUBG. The findings indicate that students spend 5–12 hours per day playing games, and through repeated exposure to game features, including instructions, character skills, system notifications, and player-to-player communication, they acquire new vocabulary contextually, such as loot, revive, spell, lane, and gather. The results confirm that smartphone online games can be a positive tool for vocabulary acquisition through repeated and meaningful language exposure, thus potentially being used as a supporting strategy in the language learning process in schools.
THE IMPACT OF COMPLIMENT FOR THE STUDENTS ON THEIR INTEREST IN LEARNING ENGLISH
Aprianty, Nurul;
Jabu, Baso;
Sakkir, Geminastiti
JTechLP: Journal of Technology in Language Pedagogy Vol 5, No 1, March (2026): JTechLP: Journal of Technology in Language Pedagogy
Publisher : Universitas Negeri Makassar
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DOI: 10.26858/jtechlp.v5i1, March.83392
This study aims to find out the impact of teacher compliments on students' interest in learning English. This research used a qualitative descriptive method. The data collection in this study was carried out by observing the atmosphere in the classroom during the learning process and interviewing 6 students from SMAN 7 Wajo. The results of this study found that compliment has a very positive impact on students' motivation and interest in learning. Teachers who consistently give compliments can create a more enjoyable learning atmosphere and increase students' interest in continuing to learn. Compliment also serves as a way to maintain student motivation, both intrinsic and extrinsic, which ultimately has a positive effect on the quality of learning.