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THE IMPACT OF INTRINSIC ELEMENTS ANALYSIS ON THE LION KING MOVIE (2019) FOR EFL LEARNERS Anak Agung Putu Arsana; I Gusti Agung Putri Wirastuti; Ni Made Sarniasih; Ni Luh Putu Shintya Pradnyanita
Journal on Studies in English Language Teaching (JOSELT) Vol. 4 No. 1 (2023): JOSELT (Journal on Studies in English Language Teaching)
Publisher : Program Studi Pendidikan Bahasa Inggris FKIP Universitas Mahasaraswati Denpasar

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Abstract

This study aims to analyse the impact of characterization and intrinsic elements on the lion king movie (2019) for EFL learners in the literary work of The Lion King movie. The movie genres of The Lion King are adventure, drama, and animation. This movie is a type of fable that talked about the struggle of a brave lion cub who was exiled to the middle of the forest and fights to reclaim his throne. Researchers obtained data from the appearance, characters, and dialogue in the movie The Lion King by using qualitative methods. Based on the results of this research, the researcher found five intrinsic elements namely theme, character, plot, setting, and point of view, and the researcher also got some positive impacts from the movie The Lion King for EFL learners.
PENINGKATAN PEMAHAMAN GURU BAHASA INGGRIS TENTANG INTEGRASI AI DALAM TASK-BASED LEARNING MELALUI KOLABORASI INTERNASIONAL I Gde Putu Agus Pramerta; Ida Bagus Nyoman Mantra; Georgeson Pangilinan; Ni Luh Putu Shintya Pradnyanita; Ni Wayan Nadia Redma Artami; Ni Wayan Devi Lia Wahyuni; Purushotamma Krsna Persad
Prosiding Seminar Nasional Pengabdian Masyarakat Universitas Ma Chung Vol. 6 No. 01 (2026): Prosiding SENAM 2026: Seminar Nasional Pengabdian Masyarakat Universitas Ma Ch
Publisher : Ma Chung Press

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Abstract

Perkembangan Artificial Intelligence (AI) telah membuka peluang baru dalam pembelajaran bahasa Inggris, namun pemanfaatannya oleh guru masih menghadapi berbagai keterbatasan, terutama dalam mengintegrasikan AI dengan pendekatan pembelajaran yang berpusat pada siswa. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan meningkatkan pemahaman guru bahasa Inggris mengenai integrasi AI dalam penerapan Task-Based Learning (TBL). Kegiatan dilaksanakan melalui kolaborasi internasional antara Prodi S2 Pendidikan Bahasa Inggris FKIP Universitas Mahasaraswati Denpasar dan University of Cagayan Valley Filipina dengan melibatkan 21 guru bahasa Inggris tingkat SMP. Metode pemecahan masalah dilakukan melalui ceramah, diskusi interaktif, contoh penggunaan AI dalam pembelajaran bahasa Inggris, dan evaluasi menggunakan desain pre-test dan post-test. Materi pelatihan mencakup konsep TBL, pemanfaatan AI untuk mendukung aktivitas pembelajaran yang otentik, dan penggunaan AI secara efektif dan etis. Hasil menunjukkan adanya peningkatan signifikan skor rata-rata post-test dibandingkan pre-test, yang mengindikasikan meningkatnya pemahaman peserta terhadap integrasi AI dalam pembelajaran berbasis aktivitas-aktivitas yang otentik dan bermakna. Selain itu, peserta menunjukkan antusiasme tinggi dan respons positif terhadap pelatihan yang diberikan. Kegiatan PkM ini telah berjalan dengan efektif dalam memperkuat pemahaman guru dalam mengimplementasikan TBL berbasis AI. Dengan demikian, program pengabdian kepada masyarakat ini telah berkontribusi secara positif dalam mendukung pengembangan pembelajaran yang lebih inovatif, interaktif, dan relevan dengan tuntutan pendidikan di era AI.
Point Wall Gamification in English Language Teaching: Teachers’ Perceptions Ni Luh Putu Shintya Pradnyanita; I Komang Budiarta; I Gde Putu Agus Pramerta
Ethical Lingua: Journal of Language Teaching and Literature Vol. 13 No. 2 (2026): Volume 13 No. 2 (2026): Volume 13 No 2 Oktober 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/25409190.1037

Abstract

Gamification has gained attention in English language teaching, but many studies still focus on digital tools and student outcomes. Non-technological gamification remains less discussed, especially from teachers’ perspectives in elementary English classrooms. This study explored English teachers’ perceptions of Point Wall as a non-technological gamification strategy in a national plus elementary school. The study employed  a  qualitative-dominant descriptive design supported by descriptive quantitative data from  five English teachers who had implemented Point Wall. Data were collected through a 30-item Likert-scale questionnaire and semi-structured interviews. The questionnaire responses were analyzed using frequencies to provide descriptive quantitative support, while the interview data were transcribed verbatim and analyzed through qualitative coding and categorization, with triangulation used to strengthen the interpretation of the findings The findings showed positive teacher perceptions across the perceiver, target, and context aspects. Teachers perceived Point Wall as practical for classroom management, reported observing student participation and peer interaction, during its implementation, and perceived the strategy as suitable for existing classroom and school conditions. Based on the teachers’ perceptions and reported observations, this study concludes that Point Wall can serve as a feasible low-tech gamification strategy for elementary English teaching when teachers integrate it with clear routines and classroom goals.