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THE CORRELATION BETWEEN INTRINSIC MOTIVATIONAND SPEAKING PROFICIENCY IN EFL CLASSROOM Utarida, Adibah Aida; Hatip, Mochammad; Nuraini, Kristi
SECONDARY: Jurnal Inovasi Pendidikan Menengah Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/secondary.v5i3.6474

Abstract

Speaking proficiency is a crucial aspect in determining students’ success in learning English. Nevertheless, many EFL learners still encounter challenges in developing this skill. One internal factor believed to play a significant role is intrinsic motivation. This study aims to examine the relationship between students’ intrinsic motivation and their speaking proficiency, which was assessed using David P. Harris’s analytical scoring rubric. Employing a quantitative approach with a correlational design, the research involved 81 ten-grade students. The research instruments included a motivation questionnaire adapted from the Intrinsic Motivation Inventory (IMI) and a speaking test evaluated by two interrater based on five components: pronunciation, grammar, vocabulary, fluency, and comprehension. The results indicated a positive and significant correlation between intrinsic motivation and students’ speaking proficiency (r = 0.579; p < 0.001). Among the four subscales of intrinsic motivation, Enjoyment–Interest showed the highest correlation, whereas Perceived Competence had the lowest. These findings underscore the importance of intrinsic motivation in enhancing EFL students’ speaking proficiency. Consequently, to support the development of speaking skills, ABSTRAKKemampuan berbicara merupakan aspek penting dalam menentukan keberhasilan siswa dalam pembelajaran Bahasa Inggris, namun masih banyak pembelajar EFL yang mengalami kesulitan dalam keterampilan ini. Salah satu faktor internal yang diyakini berperan besar adalah motivasi intrinsik. Penelitian ini bertujuan untuk mengetahui hubungan antara motivasi intrinsik dan kemampuan berbicara siswa, yang diukur menggunakan rubrik penilaian analitik dari David P. Harris. Penelitian ini menggunakan pendekatan kuantitatif dengan desain korelasional, melibatkan 81 siswa kelas X. Instrumen penelitian terdiri atas kuesioner motivasi yang diadaptasi dari Intrinsic Motivation Inventory (IMI) dan tes berbicara yang dinilai oleh dua penilai berdasarkan lima aspek: pelafalan, tata bahasa, kosakata, kelancaran, dan pemahaman. Hasil analisis menunjukkan adanya hubungan positif dan signifikan antara motivasi intrinsik dan kemampuan berbicara siswa (r = 0.579; p < 0.001). Dari keempat subskala motivasi, Enjoyment–Interest memiliki korelasi tertinggi, sedangkan Perceived Competence memiliki korelasi terendah. Temuan ini menegaskan bahwa motivasi intrinsik memiliki peran penting dalam meningkatkan kemampuan berbicara siswa EFL. Oleh karena itu, strategi pembelajaran yang mendukung otonomi siswa, kesenangan dalam belajar, dan keterlibatan aktif perlu diterapkan untuk mendorong perkembangan keterampilan berbicara.
Students’ Perceptions Of The Efficacy Of Employing The Quizizz Application In English Classroom On Synchronous Learning Emdiansyah, Goestav; Astuti, Indri; Nuraini, Kristi
SS&H: Studies in Social Sciences and Humanities Vol 1 No 1 (2024): SS&H: Studies in Social Sciences and Humanities
Publisher : Empat Sembilan Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63232/ssh.v1i1.18

Abstract

Currently, developing technology encourages English teachers to be able to use several educational platforms. Quizizz is one of the educational innovations carried out to achieve learning goals. This study uses a qualitative descriptive research method. This study investigates students' perceptions of Quizizz. This study adapts and modifies the interview guide from previous research and examines two dimensions: student interest of using Quizizz and the impact of using Quizizz. Researchers conducted research at SMP Muhammadiyah Bondowoso using Quizizz as a leaning media in English lessons. Data collection was carried out utilizing questionnaire and documentation. Findings indicate positive responses regarding student interest expectations and the impact of using Quizizz expectations. However, concerns were raised regarding the limitations of question types, signal problems, and the lack of school-provided facilities
PENULISAN CERITA KREATIF BAGI GURU TK ABA 3 JEMBER DENGAN TEMA KETAHANAN PANGAN JENJANG USIA 4-5 TAHUN Merdeka Citraningrum, Dina; Nuraini, Kristi
Jurnal Al Basirah Vol. 4 No. 2 (2024): Al Basirah
Publisher : LPPM STAIMAS WONOGIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58326/jab.v4i2.280

Abstract

Guru TK ABA 3 di Jember menghadapi kendala dalam mengembangkan keterampilan menulis cerita kreatif dengan tema ketahanan pangan untuk anakusia 4-5 tahun. Pemahaman guru terhadap konsep  ketahanan pangan belum optimal, serta metode pembelajaran yang kurang kreatif dapat menghambat kemampuan pemahaman anak terhadap tema tersebut. Solusi yang ditawarkan dalam pelatihan ini adalah tim akan melakukan pelatihan intensif bagi guru TK ABA 3 Jember dengan fokus pada pengembangan keterampilan menulis cerita kreatif yang terkait dengan konsep ketahanan pangan. Sosialisasi ini menggunakan metode interaktif dan materi yang disesuaikan dengan karakteristik anak usia 4-5 tahun, sehingga dapat menciptakan pembelajaran yang lebih menarik dan bermakna. Target luaran dalam kegiatan pelatihan ini yaitu: (a) meningkatkan keterampilan guru dalam menulis cerita kreatif yang mengintegrasikan konsep ketahanan pangan, (b) meningkatkan pemahaman anak usia 4-5 tahun tentang konsep ketahanan pangan melalui cerita kreatif yang disampaikan oleh guru, (c) menciptakan atmosfer pembelajaran yang lebih kreatif dan menarik, dengan melibatkan anak dalam aktivitas menulis cerita yang relevan dengan tema ketahanan pangan,dan (d) mendorong partisipasi orang tua dalam mendukung perkembangan kreativitas anak di rumah, membentuk lingkaran pendidikan yang holistik. Selama pretes guru menunjukkan nilai rata-rata tingkat pemahaman sebesar 40%. Setelah kegiatan pengabdian ini guru-guru telah menunjukkan pemahaman nilai rata-rata yang lebih baik tentang menulis cerita sebesar 80%. Dari hasil pelaksanaan kegiatan, beberapa poin penting yang dapat disimpulkan adalah: (a) peningkatan keterampilan menulis, (b) pemahaman tentang ketahanan pangan, (c) antusiasme dan partisipasi aktif, dan (d) produksi cerita bertema ketahanan pangan untuk peserta didik di TK ABA 3.
Game-Based Learning Using Wordwall to Improve Students' Vocabulary in the EFL Classroom Pelangi, Yofanka Audi; Fatkurochman, Henri; Nuraini, Kristi
ENGLISH FRANCA : Academic Journal of English Language and Education Vol. 9 No. 2 November (2025)
Publisher : Institut Agama Islam Negeri (IAIN) Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/ef.v9i2 November.14849

Abstract

This study aims to investigate the effectiveness of Game-Based Learning through the Wordwall application in improving students’ vocabulary mastery at SMK Kesehatan Medika Farma. The subjects of this study were 34 tenth-grade students of the TLM (Medical Laboratory Technology) class, selected using random sampling technique to ensure varied student proficiency levels. A preliminary observation revealed that students’ English ability, especially in vocabulary, was still limited, affecting their reading and writing perfomance. The research employed a Classroom Action Research (CAR) design conducted in two cycles. The instruments used included a vocabulary test consisting of 15 multiple-choice participation and motivation during the learning process. Quantitative data were obtained from the pre-liminary study, cycle I, and cycle II results, while with qualitative data were derived from classroom observations. The data analysis combined quantitative and qualitative approaches. The findings revealed that the integration of Wordwall as a Game-Based Learning medium effectively enhanced students’ vocabulary mastery, motivation, and classroom engagement. The use of interactive digital games made learning more enjoyable, promoted active participation, and supported students’ retention of new vocabulary.