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EXPLORING THE EFFECTIVENESS OF CHATGPT AS A CONVERSATIONAL PARTNER ON EFL STUDENT’S SPEAKING SKILLS: A QUASI-EXPERIMENTAL STUDY IN INDONESIA HIGHER EDUCATION Maharani, Zalfa Cabrina; Siagiyanto, Bambang Eko; Refai, Refai
Premise: Journal of English Education and Applied Linguistics Vol 14, No 3 (2025): Premise Journal: e-ISSN 2442-482x, p-ISSN 2089-3345
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/pj.v14i3.12338

Abstract

This study explores the effectiveness of ChatGPT in enhancing the speaking skills of EFL undergraduate students in the Hospital Administration program at Universitas Muhammadiyah Metro. A quasi-experimental research design was employed, involving 42 first-semester students divided into two groups: 21 students in ARS 1 as the experimental group and 21 students in ARS 2 as the control group. The experimental group received treatment using specific prompts designed to initiate conversations with ChatGPT. Data were collected through oral tests conducted before and after the intervention (pre-test and post-test). The results indicate a statistically significant improvement in the speaking skills of students in the experimental group. Hypothesis testing showed a significant value of <0.000 for the first hypothesis and 0.004 for the second, both below the threshold of 0.05, indicating that the alternative hypotheses were accepted. In conclusion, the use of ChatGPT had a positive and significant effect on improving the speaking skills of EFL students in the Hospital Administration program. The results highlight the potential of ChatGPT to supplement classroom speaking activities, while contributing to research on AI in EFL learning.
Overcoming Learning Boredom through Digital Game-Based Learning Qomar, Aulia Hanifah; Refai, Refai; Mahendra, I Nyoman Aditya; Rahmadani, Zharifa Putri; Lolita, Inggita Rantya; Kusumawati, Fitri Palupi
Linguapedia Vol. 9 No. 2 (2025): November
Publisher : English Education Department, Faculty of Teacher Training and Education, Islamic University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/linguapedia.v9i2.4900

Abstract

This study investigates the implementation of Digital Game-Based Learning (DGBL) as a creative solution to reduce learning boredom at Yos Sudarso Metro High School. It explored the impact of game-based tools on student engagement, motivation, and understanding during the learning process. This research employed a qualitative method, with data collected through classroom observations and Google Forms questionnaires. The data were analyzed using Qualitative Thematic Analysis to identify recurring patterns in students’ experiences. The findings indicated three main themes, namely increased student engagement, perceived effectiveness of digital game platforms, and challenges in implementation. Platforms such as Quizizz and Wordwall encourage interactive and enjoyable learning, leading to improved comprehension, particularly in English subjects. This qualitative study involved 32 eleventh-grade students selected through purposive sampling, with data collected through classroom observations and a structured questionnaire.  However, limitations such as unequal access to technology and inconsistency in tool effectiveness remain obstacles. The study concludes that DGBL is a promising approach to minimize learning boredom and fostering a more dynamic, student-centered learning environment. These results suggest that integrating game-based tools into classroom instruction can enhance participation and learning outcomes, provided that implementation challenges are addressed with proper planning and resources