Articles
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.
Pelatihan Penyusunan Proposal Penelitian Tindakan Kelas bagi Guru SMP Negeri 2 Sungguminasa Gowa
Abdullah, Abdullah;
Sahril, Sahril;
Mardiana Nasta;
Murni Mahmud;
Baso Jabu
Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol. 1 No. 2 (2024): Axiology: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : Jurusan Bahasa Inggris
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Kegiatan ini bertujuan untuk meningkatkan kemampuan, pengetahuan dan keterampilan guru Sekolah Menengah Pertama Negeri 2 (SMPN2) Sungguninasa Gowa dalam menulis atau menyusun karya ilmiah berupa penulisan proposal PTK. Kegiatan ini dilaksanakan selama satu minggu dengan menggunakan metode ceramah, tanya jawab, diskusi, praktik menyusun proposal PTK, dan tugas mandiri. Di akhir kegiatan ini diadakan evaluasi oleh Tim sebagai bagian untuk mengetahui keberhasilan peserta dalam kegiatan ini. Hasil evaluasi kegiatan ini menunjukkan bahwa 80% peserta berhasil menulis draft proposal penelitian. Dengan kata lain, terjadi peningkatan pengetahuan dan keterampilan serta motivasi yang tinggi dari peserta dalam menyusun proposal PTK. Dengan demikian, dapat disimpulkan bahwa kegiatan ini telah berhasil.
Meningkatkan Kemampuan Bahasa Inggris Peserta didik melalui Program ‘Engfluence’: Kursus Interaktif
Jabu, Baso;
Nur Aeni;
Fauzan Hari Sudding;
Chaerul Fadlan Saud;
Asriati;
Amsar Ramadhan;
Ani Putri Aneliya;
Arjuna Al Albani Ilyas;
Dhin Rizky R. Junaid;
Nur Alya Triana
Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol. 2 No. 1 (2025): AXIOLOGY: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : Jurusan Bahasa Inggris
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The Engfluence program is an interactive E-Learning-based course designed to improve students' English skills at SMAN 2 Makassar. This program was implemented in response to students' low English proficiency, particularly at the Elementary level (A1-A2 CEFR), as identified through pre-tests and classroom observations. The action research method was employed, involving problem identification, data collection, planning, implementation, and evaluation. The program utilized digital platforms such as Google Meet, Canva, Wordwall, Kahoot, and Quizizz to create interactive and engaging learning experiences. Evaluation results indicated significant improvements in students' English proficiency. The Beginner class (A1-A2) showed an average score increase of 23 points (from 52 to 75), while the Intermediate class (B1-B2) improved by 17 points (from 65 to 82). Key success factors included an intensive and structured learning approach, level-based class division, and the use of interactive digital media. The program not only enhanced students' understanding of the material but also boosted their confidence in using English for communication.
The Role of Restitution-Based Approach in Promoting Student Responsibility in English Classrooms
Abubakar, Sugirawati;
Noni, Nurdin;
Jabu, Baso
International Journal of Language, Education, and Literature Vol. 2 No. 4 (2025): October
Publisher : Program Studi Pendidikan Bahasa Inggris, Program Pascasarjana - Universitas Negeri Makassar.
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This study investigates the role of the restitution-based approach in promoting student responsibility in English classrooms at a senior high school in Makassar, Indonesia. The research is grounded in the need for discipline models that foster internal motivation and reflective behavior rather than fear-based compliance. The objective is to explore how restitution principles—namely personal ownership, internal regulation, and behavior restoration—support students in managing their actions within a culturally sensitive context. Using a qualitative case study design, data were collected through classroom observations, interviews with English teachers and eleventh-grade students, and analysis of student reflections. The participants were purposively selected based on their involvement in the restitution-based learning process. The findings reveal that the restitution approach allowed students to correct their behavior voluntarily, admit mistakes without fear of punishment, and express a sense of responsibility through reflective dialogues. Cultural values such as sipakatau (mutual respect) and lempu (honesty) were observed to reinforce the internalization of positive discipline and behavioral accountability. The study concludes that the restitution-based approach is effective in cultivating student responsibility, especially when integrated with local cultural values in the EFL classroom context. It encourages student autonomy, empathy, and initiative—key components for personal and academic growth. It is recommended that English teachers incorporate restorative questioning and student reflection techniques to foster a positive, responsibility-centered classroom environment.
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
Show Abstract
|
Download Original
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Original Source
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Check in Google Scholar
|
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
Show Abstract
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Check in Google Scholar
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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.