Zulia Chasanah
Universitas Muhammadiyah Purworejo

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DEIXIS ANALYSIS IN JOB APPLICATION LETTERS AND ITS APPLICATION IN TEACHING WRITING Zulia Chasanah
Jurnal Bahtera: Jurnal Pendidikan, Bahasa, Sastra, dan Budaya Vol 9, No 2 (2022): Jurnal Bahtera
Publisher : Pendidikan Bahasa dan Sastra Universitas Muhammadiyah Purworejo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37729/btr.v9i2.8179

Abstract

 Abstract. This research is concerned with deixis used in sentences of the job application letters. Based on the problem statements, the aims of this study are to explain kinds of deixis in job application letters and to describe the application of deixis in job application letters in teaching writing. The data of this study were taken from the sentences containing deixis in job application letter. The instrument of the research is the researcher. This study uses descriptive qualitative design because the researcher describes deixis found in the job application letter. The result shows that there are 405 (79.88%) person deixis, 1 (0.20%) place deixis, 4 (0.79%) time deixis, 43 (8.48%) discourse deixis, and 54 (10.65%) social deixis. The result of the application can be used for teaching writing at senior high school.Keywords: Deixis, Job Application Letter, Teaching Writing
STUDENTS’ PERCEPTIONS OF WAYGROUND AI IN GAME-BASED LEARNING FOR ENHANCING ENGLISH VOCABULARY AT MAN PURWOREJO Lyra Sandra Mulia; Juita Triana; Zulia Chasanah
FRASA: ENGLISH EDUCATION AND LITERATURE JOURNAL Vol. 7 No. 2 (2026): Vol7 No.2 September 2026
Publisher : Universitas Duta Bangsa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47701/frasa.v7i2.6060

Abstract

The game-based learning tools have been widely used in educational settings. Limited research has examined students’ perceptions of AI-powered game-based learning platforms. This study aimed to investigate students’ perceptions of the use of Wayground AI in game-based learning for enhancing English vocabulary at MAN Purworejo, an Islamic senior high school in Indonesia. A descriptive quantitative survey design was employed involving 25 students selected through purposive sampling, after which data were collected using a 20-item questionnaire based on the Technology Acceptance Model (TAM), covering perceived ease of use, perceived usefulness, attitude toward use, behavioral intention, and learning engagement. The data were analyzed using descriptive statistics, particularly mean scores. The findings revealed generally neutral-to-positive perceptions toward the use of Wayground AI. Among the five constructs, only attitude toward use showed a positive perception (M = 3.51), indicating that students generally enjoyed learning with the platform. Meanwhile, perceived ease of use (M = 3.39), perceived usefulness (M = 3.18), behavioral intention (M = 2.90), and learning engagement (M = 3.29) remained within the neutral category. Item-level analysis showed relatively higher ratings for enjoyment and interest in learning activities, whereas vocabulary retention and intentions for regular future use received lower scores. These findings suggest that Wayground AI can contribute to positive learning experiences and classroom participation. However, its perceived effectiveness for long-term vocabulary retention and sustained independent use remains limited. The study highlights the importance of integrating AI-supported game-based learning with consistent instructional support and follow-up activities to maximize its educational potential.