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Bahasa Inggris St. Hartina; Fitria Ningsih, Anjelita; Sahraini
elstic : english language linguistics culture Vol 4 No 1 (2024): Volume 04, Number 01, April 2024
Publisher : Univeristas Islam Negeri (UIN) Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/elstic-ij.v4i1.46277

Abstract

This research aimed to analyze the students’ difficulties and causes in writing descriptive text. It applied a descriptive qualitative research design. The subjects of the research are a class of students in a senior high school in Palopo, South Sulawesi, Indonesia. The data were collected through documentation, interview, and observation. Based on the results of this study, three general difficulties were found for students in writing descriptive text, including 1) difficult to follow the generic structure of descriptive text; 2) difficult to use the linguistic features, and 3) misuse of writing mechanics. These difficulties are caused by several factors, including 1) the students are less in writing practice, 2) lack of writing ideas, 3) lack of vocabulary mastery, 4) lack of motivation in learning English. It is suggested that writing descriptive text should be learned and taught intensively.
TRILINGUAL FOLKSONGS BOOK: TRANSLATING TANA LUWU FOLKSONGS INTO AN ENGLISH-INDONESIAN SONGBOOK Sahraini; St. Hartina; Husnaini; Syarani, Novi
English Language Teaching Methodology Vol. 4 No. 3 (2024): English Language Teaching Method
Publisher : FKIP Unismuh Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56983/eltm.v4i3.1593

Abstract

Translating folk songs into English or another language can play a crucial role in ensuring the survival of these traditions in a globalized world. This research attempted to design of the translation of Tana Luwu folksongs into Indonesian-English songs book. The research question of this research is “How is the appropriate design of English-Indonesian Translation book of Tana Luwu folksongs?”. The participants of this research were students at SMAN 3 Luwu in tenth grade. The research was Research and Development (R&D) utilizing the 4D model. It consists of defining, designing, developing, and disseminating. This research used several instrumens: a questionnaire and interview for need analysis, an experts’ validation, and a questionnaire for students’ and teachers’ perceptions. The researcher employed Nida & Taber's (2003) Translation theory to interpret the song's figurative language. The outcomes of this research is Trilingual folksongs book which consists 11 compilation of Tana Luwu Folksongs translated in English and Indonesian, then equipped with vocabulary list and barcode for each song. In this research, three experts were involved in validating the product, therefore the research shows that based on expert validation and student and teacher perceptions, this research product is feasible to use globally. Folk song translations book can be a way for these people to re-establish a relationship with their heritage by giving them an opportunity to experiencing and comprehending their cultural origins in a language that is more familiar to them.
The Impact of Podcast Video Creation on Students' Speaking Proficiency in Project-Based Learning Safar, Muhammad; Masruddin; St. Hartina
EDUTREND: Journal of Emerging Issues and Trends in Education Vol. 2 No. 1 (2025): EDUTREND: Journal of Emerging Issues and Trends in Education
Publisher : Lembaga Riset dan Inovasi Masyarakat Madani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59110/edutrend.495

Abstract

This study aimed to explore the effectiveness of podcast video creation as a Project-Based Learning (PBL) approach to enhance students' speaking abilities in secondary education. The research was motivated by low speaking proficiency among students, influenced by factors such as lack of confidence, limited vocabulary, and insufficient practice opportunities. Using a pre-experimental design, the study involved 28 eleventh-grade students selected through cluster random sampling. Pre-tests and post-tests were conducted to measure improvements in speaking skills, with data analyzed using SPSS (paired t-test). Results showed a significant improvement in students' speaking abilities, with post-test scores (M = 51.5) higher than pre-test scores (M = 42.4), and a t-value of 11.145 (p < 0.05). The findings highlight that PBL through podcast video creation positively impacts accuracy, fluency, and comprehensibility in speaking. This study underscores the practical implications of integrating technology into education, fostering student engagement, collaboration, and enhanced language proficiency. Future research is encouraged to incorporate control groups and explore the effects of this approach on other language skills.
Gamifying the Classroom: The Effect of Quizizz on Vocabulary Retention Among Indonesian Junior High School Students Husnaini; Surya Amalia; St. Hartina
FOSTER: Journal of English Language Teaching Vol. 5 No. 4 (2024): FOSTER JELT
Publisher : Faculty of Education and Teacher Training of UIN Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/foster-jelt.v5i4.469

Abstract

Vocabulary is a key element of English language learning upon which it builds learners´ ability to communicate successfully and improve their overall levels of proficiency in the language. Gamification-based learning platforms have recently garnered a lot of attention in the context of English as a Foreign Language (EFL), as they may potentially enhance student engagement and ultimately lead to better learning outcomes. Even though Quizizz is more widely used in language classrooms, there have been very few pieces of empirical evidence in the literature that state its effectiveness for improving vocabulary mastery among Indonesian junior high school students (in studies using an experimental design). The research sought to determine if Quizizz based gamification significantly enhances students' vocabulary mastery over conventional instructional approaches. In total, a quantitative quasi-experimental design with 62 ninth-grade students at the public junior high school in Indonesia (experimental group n = 32; control group n = 30) was conducted. Data were collected and analyzed using pre-test and post-test a 50-item vocabulary test, descriptive statistics, paired-sample t-tests, and effect size calculation. Results indicated a large gain for the experimental group (mean scores improved from 59.94 to 84.07) compared with the control group, whose means increased from 60.33 to 67.07 Statistical analysis showed significant difference between the pre-test and post-test scores (p <. 001), which indicate that Quizizz is a good tool to improve the students' master of vocabulary. These findings elucidate the pedagogical potentials of gamified learning environments in vocabulary instruction and advocate the infusion of digital gamification instruments with a view to enhancing EFL learning experience for greater motivation, engagement and effectiveness.