Muhamad Aziz Muslim
Universitas Negeri Jakarta

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A Review on the Design and Characteristics of English Language Learning and Teaching in a Standard-Based Curriculum: Kurikulum Merdeka Muhamad Aziz Muslim; Sri Sumarni
English Language and Literature International Conference (ELLiC) Proceedings Vol 6 (2023): Transforming Paradigm, Diversity, and Challenges in English Language Learning, Linguis
Publisher : Universitas Muhammadiyah Semarang

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Abstract

The research is meant to conduct a review of the design of Kurikulum Merdeka and to reveal the characteristics of the teaching and learning of English based on this curriculum. The descriptive qualitative method was employed in this review. Major designs of language curriculum offered by scholars were identified, analyzed, and synthesized to set the rubrics for analyzing the Kurikulum Merdeka. The Kurikulum Merdeka document especially the introduction part in the learning outcome statements was analyzed based on the rubrics to reveal its design and the teaching and learning characteristics. The analysis of the major English language curriculum design, the pertinent characteristics of the major English language curriculum design, the description of the design of the English language curriculum in Kurikulum Merdeka, and the characteristics of the teaching and learning English based on Kurikulum Merdeka are presented as the result of the research.
Online Gamification Platforms for Practicing EFL Students’ Reading Skills: A Systematic Review Dinda Kamila Chaidir; Muhamad Aziz Muslim; Muchlas Suseno; Darmahusni Darmahusni
English Language and Literature International Conference (ELLiC) Proceedings Vol 6 (2023): Transforming Paradigm, Diversity, and Challenges in English Language Learning, Linguis
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Currently, gamification is one of the highly discussed topics among English as a Foreign Language (EFL) practitioners. It is worth mentioning that the rising interest in Information and Communications Technology (ICT) increases the preference for learning towards online gamification. This study aims to provide a review regarding online gamification platforms for practicing EFL students’ reading skills. This research used library research method and followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guideline developed by Page et al. to collect and reduce data, and finally present a transparent, complete, and accurate review. The data were 20 articles published worldwide between 2012 and 2022 and sourced from journal finders of ScienceDirect, Springer, Taylor & Francis, and Google Scholar. Furthermore, this study used NVIVO 14 and Microsoft Excel 2016 to analyze the selected data and Mendeley for reference management. The results showed that Kahoot!, Quizizz, Socrative, Bibliobattle, Classcraft, ClassDojo, Duolingo, Genially, Into the Book, M-reader, Memrise, Padlet, Quizlet, and ReadTheory.org are feasible to be used to practice EFL students’ reading skills, with Kahoot! and Quizizz as the most popular. In addition, the context of the studies involved as the research data such as the year published, educational level, national origins, and methodologies were also mentioned. Further, it is implied that EFL teachers can use online gamification platforms to leverage not only students’ motivation and engagement in practicing students’ reading skills but also their learning achievements through enjoyable and interactive learning while allowing students to acquire ICT skills.