Muhammad Julian Adhitama
Universitas Muhammadiyah Banjarmasin

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THE EFFECTIVENESS OF USING KAHOOT! TO TEACH NARRATIVE TEXT: A REFLECTIVE ANALYSIS IN INDONESIA Dina Rafidiyah; Hafizhatu Nadia; Ceria Hermina; Azaria Nur Azizah; Muhammad Julian Adhitama
EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS Vol 11, No 2 (2022): Exposure
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/exposure.v11i2.9243

Abstract

Being taught reading is vital to fulfilling students' needs for academic success. To reach that requirement, teachers should teach reading comprehension in an entertaining way through technology. Kahoot! is one of the online applications used for teaching English with positive responses from students. This research project was done in one public high school in Banjarmasin, Indonesia. One hundred five students divided into six classes participated as study subjects. The research used a mixed-method approach, first analyzing quantitative data from a survey and qualitative data to give better insight into teacher and students' perceptions of their narratives. A framework for a lesson has been presented in this study, where it can be modified and implemented in lessons. The said framework used Kahoot! in teaching narrative text and was favored by the teacher. Both from the reflection of the teacher and students, Kahoot! gave students an enjoyable way to learn the narrative text, as well as giving more chances for them to decrease their anxiety and increase their motivation to learn English. Although the teacher found many obstacles to implementing Kahoot! in his teaching practice, at the end of the day, he considered his students active and excited to learn narrative text and plans to use Kahoot! for his future classes. The implication of this study was to encourage teachers to reflect on their students' feelings and level of engagement. Future studies can focus on the use of Kahoot! for another type of text or even for other skills.
VIDEO GAMES: AN INNOVATIVE WAY TO MASTER ENGLISH Dina Rafidiyah; Muhammad Julian Adhitama; Denny Wianto
TEFLA Journal (Teaching English as Foreign Language and Applied Linguistics Journal) Vol. 1 No. 2 (2019)
Publisher : UMBanjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35747/tefla.v1i2.1070

Abstract

The best way to learn a language is by immersing yourself into it. One way to immerse into English is by using video games as one of the innovative ways to master English. This media enables gamers to get exposed to the target language since they play it for long times. The aim of this paper is to find out the reason why the subjects of the present research play video games and how it can help them to learn English. Lastly, this paper also wants to find out how viable applying video game in classroom’s lesson. The research methodology is phenomenology approach. The data were garnered from in-depth interview, the participants answered the questions correctly and coherently to be considered having good English. Subjects of this research are six people with different backgrounds; they were united by their love of video games and their use of English in video games online community. The results of this study were the subjects play video game to entertain themselves through gameplay, story-driven, competitiveness of the game, interaction with other players and releasing stress. All participants agreed that video games help much in improving their English ability. Almost all participants considered that video games could be brought ito English classes, with some considerations