Nurnisaa binti Abdullah Suhaimi
Master's Program of Mathematics, Faculty of Mathematics and Natural Sciences, Universitas Padjadjaran, Jatinangor, West Java, Indonesia

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Analysis of Factors Inhibiting Students in Speaking English as a Foreign Language: Qualitative Study in Classes VIII and IX at Mts Darul Falah Cibungur Nurfadhlina Abdul Hali; Siti Hadiaty Yuningsih; Nurnisaa binti Abdullah Suhaimi
International Journal of Ethno-Sciences and Education Research Vol 4, No 1 (2024)
Publisher : Research Collaboration Community (RCC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46336/ijeer.v4i1.571

Abstract

This research investigates the factors that hinder students from speaking English as a foreign language in the classroom. Through qualitative research methods involving students and teachers, the findings show that there are two main factors that influence students' speaking abilities, namely affective factors and cognitive factors. Affective factors include eleven subfactors such as shyness, nervousness, and lack of self-confidence, while cognitive factors involve problems with grammar, pronunciation, and vocabulary. In addition, the influence of teachers and peers also has a significant role in overcoming or exacerbating these factors. This research has implications for designing more effective speaking learning and a supportive environment for students in overcoming speaking barriers.
The Impact of Smartphone Use on the Psychology of Young Children in Parungponteng District Riza Andrian Ibrahim; Astrid Sulistya Azahra; Nurnisaa binti Abdullah Suhaimi
International Journal of Ethno-Sciences and Education Research Vol 4, No 1 (2024)
Publisher : Research Collaboration Community (RCC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46336/ijeer.v4i1.566

Abstract

This research aims to analyze the impact of gadget use on the psychological development of elementary school-aged children at Cibuntu Elementary School, Cibungur Village, Parungponteng District. The research method used is a qualitative approach using observation, questionnaires and interviews as data collection techniques. The research results show that the use of gadgets has both positive and negative impacts on children's psychological development. Positive impacts include improved cognitive skills and access to information, while negative impacts include the risk of addiction and behavioral disorders. The role of parents and schools in supervising and directing gadget use is very important to minimize negative impacts. This research provides a comprehensive picture of the complexity of the interaction between technology and child development.
Preserving Sundanese Traditional Games through Digitalization: A Community-Based Model for Cultural Tourism Empowerment in Selasari Village, Pangandaran, West Java Dhika Surya; Nurnisaa binti Abdullah Suhaimi
International Journal of Research in Community Services Vol. 7 No. 3 (2026): International Journal of Research in Community Service (IJRCS)
Publisher : Research Collaboration Community (Rescollacom)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46336/ijrcs.v7i3.1373

Abstract

Traditional games, locally known in the Sundanese context as kaulinan barudak, are a vital repository of local wisdom, embedding values such as cooperation, honesty, and communal resilience, yet their practice among children and adolescents has declined steadily amid the spread of digital entertainment. Existing digitalization initiatives have largely reproduced single traditional games as stand-alone educational or entertainment applications developed by outside teams, while community-based tourism (CBT) studies have treated local wisdom as a valuable tourism asset without offering a concrete mechanism for embedding it into the visitor experience. This community service program addresses that gap by developing an integrated Digital Kaulinan Trail in Selasari Tourism Village, Pangandaran Regency, West Java, a nationally recognized community-based tourism destination. Using a five-stage participatory action approach, the program trained twenty-four local youths as Digital Culture Ambassadors who, together with eight elder game masters, co-produced a bilingual web-based application documenting ten Sundanese traditional games with instructional videos and augmented-reality markers, and installed eight QR-linked interpretive stations along the village's existing tourism route, tied to a village-enterprise voucher incentive. Evaluation combining a paired pretest-posttest knowledge assessment (n = 130 students) and a Technology Acceptance Model survey (n = 24 ambassadors; n = 45 tourists) indicated significant gains in cultural knowledge and preservation attitudes, together with favorable perceived usefulness and ease of use of the digital trail. The program demonstrates a replicable model that couples youth-led, elder-validated digital heritage documentation with an operating tourism economy, contributing both conceptually and practically to research on local wisdom preservation.