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The Effects of the Application of Think Pair Share (TPS) on the Students’ Speaking Achievement and Anxiety Baso Ahmad Khaeruddin; Amirullah Abduh; Sultan Baa
PERFORMANCE: JOURNAL OF ENGLISH EDUCATION AND LITERATURE Vol 2, No 3: August (2023) Performance: Journal of English Education and Literature
Publisher : State University of Makassar

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Abstract

The objective of this study was to determine the students’ achievement and anxiety by the implement of the think pair share method teaching speaking skill at SMA Insan Cendekia Syeh Yusuf Gowa. The study is designed in this study was quantitative with post-test and pre-test of the students tenth grade SMA Insan Cendekia Syeh Yusuf Gowa's academic year 2022-2023. The population of this study is class X was used as the sample, and it was chosen using a random selection procedure. The findings demonstrated that the mean scores of post-test of students was greater than the mean pre-test scores; the post-test mean score was (90.5333), whereas the mean score pre-test was (81.0667). The score from the alternative hypothesis (H1) is approved, hypothesis (H0) is rejected. The results of this study indicates that implementing THINK PAIR SHARE to students in Class X of SMA Insan Cendekia Syeh Yusuf Gowa was significantly improved the students’ achievement and reduce speaking anxiety. Keywords—Think Pair Share, Teaching speaking skill, Speaking achievement and anxiety
The Effectiveness of Digital Game-Based Teaching among Grade 5 EFL Learners Baso Ahmad Khaeruddin; Sahril Nur; Nur Aeni; St. Nur Aima Fatima
Jurnal IPTEK Bagi Masyarakat Vol 6 No 2 (2026)
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/j-ibm.v6i2.1939

Abstract

This quasi-experimental study examined post-test vocabulary achievement following digital game-based teaching among Grade 5 EFL learners at SD Nasional Makassar. Forty students in two intact classes participated: 21 received digital game-based vocabulary teaching and 19 received conventional instruction. The six-week intervention used Wordwall, Kahoot!, and Quizizz through structured learning activities. Vocabulary was assessed using a 25-item test covering six performance dimensions. The experimental class obtained a higher post-test mean score (85.52) than the control class (70.11). The between-class difference was statistically significant in the reported individual-level analysis, t(38) = -5.694, p < .001, with a large standardized difference (|d| = 1.803). However, having only one class per condition limits causal interpretation. The findings indicate an association between digital game-based instruction and higher post-test vocabulary achievement in this setting.