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Speech Acts in EFL Context: A Literature Review Sulastri, Fera; Saptiany, Shella Gherina
Journal of Education, Language Innovation, and Applied Linguistics Vol 2, No 2 (2023): JELITA: Journal of Education, Language Innovation, and Applied Linguistics
Publisher : Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jelita.v2i2.6879

Abstract

As a part of crucial skills of communicative competence, there have been enormous studies discussing speech acts. This study aimed at investigating speech acts as interlanguage pragmatics focusing on EFL context. Two main questions addressing on (1) how speech acts availability in text-book used by EFL learners, (2) the frequency of speech acts occurring in the EFL classroom context. By reviewing 20 journals from various reliable sources thematically, it is found that speech act availability in the textbooks exists with an unbalanced proportion of speech act types. In addition, the books provide fewer various strategies of speech acts. Concerning the frequency of speech acts in the EFL classroom, directives are mostly used by the teacher while students tend to use various kinds of speech acts. Further study suggested digging into more contextual settings. Keywords: Speech Acts, EFL, Text-Books
Analysis of the Use of English in the Promotion of Environmentally Friendly Products: Green Marketing Practices and Consumer Perceptions in Semarang Hadi, Syamsul; Shella Gherina Saptiany; Sandy Satrio Bagaskara; Keylla Nursita Dwi Ayunda
Jurnal Maksipreneur Vol 15 No 1 (2025)
Publisher : Universitas Proklamasi 45

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30588/jmp.v15i1.1937

Abstract

This investigation examines consumer perceptions and green marketing practices in Semarang, with a particular emphasis on the use of English in promoting environmentally responsible products. Interviews with company representatives and focus group discussions with consumers are employed as qualitative research methods. The research indicates that companies have implemented a diverse array of green marketing practices; however, there are still deficiencies in their consistent and effective implementation. Green marketing practices are generally well-received by consumers, who are influenced by factors such as environmental awareness, prices, product quality, and confidence in companies' environmentally friendly claims. Diverse perceptions are generated by the utilization of English in promotional materials, with some individuals expressing apprehensions regarding potential confusion, while others find it effective in improving the product's image. The study enhances comprehension of ecological marketing strategies, and the necessity of more balanced approaches and integrated strategies in marketing communication is underscored, as well as consumer perceptions in Indonesia. Theoretical implications encompass the necessity of incorporating contextual factors into global marketing theory and the endorsement of the theory of planned behavior.  The research's limitations include the necessity for further exploration and the limited generalization, as well as recommendations for future research.
Artificial Intelligence-Moderated Gamification Apps: Elevating Gen Z’s English Vocabulary Mastery Shella Gherina Saptiany; Syamsul Hadi; Benedectta Arsenia Nanda Hardian; Muhammad Madchan Nashir
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 4 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i4.5957

Abstract

Generation Z students are increasingly adopting gamification in language learning, often enhanced by Artificial Intelligence (AI). Gamified language learning applications are touted for their ability to improve vocabulary acquisition effectively. This study aimed to evaluate the efficacy of AI-assisted gamification in vocabulary learning among Generation Z students in Semarang, Indonesia. A descriptive cross-sectional survey design was employed, involving 400 participants. Data were collected via questionnaires and analyzed using Structural Equation Modeling (SEM) to identify the effectiveness of gamified applications and their components in vocabulary acquisition. The findings revealed that gamified vocabulary instruction using AI-assisted applications is highly effective. Specifically, AI applications demonstrated rapid impacts on learning outcomes, while gamified computer software required less sustained effort. However, the synergistic use of both technologies showed no significant additional improvement in learning outcomes. Key gamification elements such as avatars, badges, points, leaderboards, feedback, and storytelling were analyzed. Among these, game components, including avatars and badges, had the strongest influence on vocabulary acquisition. The study underscores the effectiveness of gamified applications in vocabulary learning among Generation Z, with a particular emphasis on the contribution of AI. While both AI and gamification independently enhance learning, their combined use does not yield a noticeable synergistic effect. The prominent role of game components suggests their prioritization in designing gamified educational tools. AI-assisted gamified language learning applications are effective for vocabulary acquisition, with game components playing a pivotal role. Future research should explore the long-term implications of integrating AI and gamification for sustained learning outcomes.