Ahmad Zubaidi Amrullah, Ahmad Zubaidi
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Developing Language Games to Teach Speaking Skill For Indonesian Senior High School Learners Amrullah, Ahmad Zubaidi
JEELS (Journal of English Education and Linguistics Studies) Vol. 2 No. 2 (2015): JEELS November 2015
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat IAIN Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (322.019 KB) | DOI: 10.30762/jeels.v2i2.94

Abstract

This research aims at developing language games to teach speaking for the students joining English Study club as extra-curricular program at one of the State Islamic Senior High Schools in Gresik, Indonesia. It tries to develop the suitable speaking games and to investigate the students‘ responses toward the developed games. This research and development (R&D) is conducted by adapting Thiagarajan‘s (1974) model called 4D which consists of Defining, Designing, Developing, and Disseminating. The data were gained through interview and questionnaire, and observation checklist. The interview is conducted to study the frontend, specifying instructional objectives, and learner analysis. The questionnaire is employed to do task-concept analysis, to get the students‘ responses, and to submit the experts‘ appraisal. Meanwhile, the checklist is used to conduct development testing. Finally, the product of the study is in the form of a handbook entitled ―A Library of Games‖ which comprises 3 units and 50 kinds of games for teaching speaking skill.
Quizlet: Exploring Pedagogical Dynamics in Remote EFL Vocabulary Acquisition Amrullah, Ahmad Zubaidi
ELLITE: Journal of English Language, Literature, and Teaching Vol. 9 No. 1 (2024): ELLITE: May
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/ellite.v9i1.1853

Abstract

The rapid transition to distance education, prompted by the global COVID-19 outbreak, has compelled educators to integrate CALL/MALL. Within the context of remote learning, this study examines Quizlet, a digital platform used for learning through flashcards, to determine its instructional advantages and limitations in facilitating the acquisition of vocabulary for EFL students. The study employed a case study of 47 Indonesian high school students participating in an English extracurricular club using two surveys and in-depth interviews to acquire insights about students' attitudes and experiences with Quizlet. Ten sets of flashcards covering fundamental and common words were used for a full semester of remote instruction. The findings indicate that Quizlet contributed positively to vocabulary acquisition. Students performed satisfaction in its various features, user-friendly interface, ease of memorization, accessibility, and motivational aspects of Quizlet. Despite the challenges encountered in terms of connectivity with the live quiz function, alternative methods such as self-tests were utilized. The investigation demonstrates that Quizlet's multimodal learning experience enhances the learning of EFL vocabulary. Nevertheless, the limitations linked to internet connectivity necessitate careful consideration. It underscores the importance of educators addressing potential hindrances, particularly those pertaining to the internet, in order to achieve successful remote teaching.
Developing Language Games to Teach Speaking Skill For Indonesian Senior High School Learners Amrullah, Ahmad Zubaidi
JEELS (Journal of English Education and Linguistics Studies) Vol. 2 No. 2 (2015): JEELS November 2015
Publisher : Universitas Islam Negeri (UIN) Syekh Wasil, Kediri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/jeels.v2i2.94

Abstract

This research aims at developing language games to teach speaking for the students joining English Study club as extra-curricular program at one of the State Islamic Senior High Schools in Gresik, Indonesia. It tries to develop the suitable speaking games and to investigate the students‘ responses toward the developed games. This research and development (R&D) is conducted by adapting Thiagarajan‘s (1974) model called 4D which consists of Defining, Designing, Developing, and Disseminating. The data were gained through interview and questionnaire, and observation checklist. The interview is conducted to study the frontend, specifying instructional objectives, and learner analysis. The questionnaire is employed to do task-concept analysis, to get the students‘ responses, and to submit the experts‘ appraisal. Meanwhile, the checklist is used to conduct development testing. Finally, the product of the study is in the form of a handbook entitled ―A Library of Games‖ which comprises 3 units and 50 kinds of games for teaching speaking skill.