Telaumbanua, Enjel Tris Jelita
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Selected models of speech perception by students 5 semester English Education Study Program Universitas Nias of english during lecturing Harefa, Afore Tahir; Halawa, Mercy Dwiyul; Hulu, Delan Septiani; Telaumbanua, Enjel Tris Jelita
Academy of Education Journal Vol. 15 No. 1 (2024): Academy of Education Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47200/aoej.v15i1.2327

Abstract

Understanding speech (speech perception) is an important ability that English language students must master. There are several theoretical models of speech comprehension that attempt to explain the cognitive and linguistic processes underlying this ability. As for speech perception models, 1) Motor Theory of Speech Perception, 2) Analysis-by-Synthesis, 3) Group Model, 4) Fuzzy Logic Model, 5) TRACE Model. This study aims to find out what kind of speech perception model used by students in lectures, especially in the process of teaching and learning English. Specifically, this research is classified as qualitative research. To collect data, the participants studied were the 5th semester population of the English education study program, especially at Nias University. Random samples were used and the samples were 7 people from class A. From the results that have been obtained, there are 4 (four) students classified as using the Cohort model, 2 (two) students classified as using the Motor Theory model, and 1 (one) student classified as using the Fuzzy Logical Model, so we can conclude that most students use the Cohort model they often use this model in English learning activities every day.
ANALYSIS OF COLLEGE STUDENTS’ SPEAKING SKILL IN VIDEO PROJECT PUBLISHED ON YOUTUBE Zega, Riswan; Halawa, Mercy Dwiyul; Hulu, Nesti Arni; Gulo, Benedikta; Telaumbanua, Enjel Tris Jelita; Ndruru, Ednis Sartika; Zai, Novita Purnawirati
ELTIN Journal Vol 12 No 2 (2024): VOLUME 12, ISSUE 2, OCTOBER 2024
Publisher : STKIP Siliwangi

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Abstract

This study aimed to analyze the impact of video projects on YouTube to improve students' speaking skills. This study used descriptive quantitative research. The population of this study was 42 second semester students of English Education Study Program at University of Nias. To determine the sample researchers used simple random sampling then the sample of this study was 20 people. The data were collected by using documentation and observation techniques. The data was in the form of videos made and uploaded by the students with three different topics. Students’ videos have three different topics namely registration, giving opinions and arriving late. The videos were observed and scored based on the speaking assessment rubric by Helmanda & Nisa (2018). After that, the scores obtained by students from each video were categorized. The researchers examined the video projects uploaded by second-semester students to analyze the impact of video uploading on improving students’ speaking skills. The result showed that students’ video project can improve students’ speaking skill. Thus, it is suggested for future researchers to conduct a longitudinal study to examine the long-term impact of using YouTube video projects in improving students' speaking skills.
Developing Interactive Educational Game on The Students’ Speaking Ability at SMP Negeri 4 Gunungsitoli Selatan Telaumbanua, Enjel Tris Jelita; Daeli, Hidayati; Harefa, Afore Tahir; Telaumbanua, Yasminar Amaerita
Journal of Classroom Action Research Vol. 8 No. 1 (2026): Februari
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v8i1.13510

Abstract

This research aimed to develop an interactive educational game to improve students’ English speaking skills, focusing on the topics of Past Events and No Littering. The study employed the ADDIE development model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. Data were collected through classroom observation, semi-structured interviews with teachers and students, questionnaires, expert validation sheets, and speaking performance tests. The speaking tests were administered in the form of pre-test and post-test, using oral tasks such as short monologues and guided dialogues that assessed fluency, pronunciation, vocabulary, and grammatical accuracy. The interactive educational game was developed using the Wordwall platform and integrated game-based learning features to promote active participation, motivation, and meaningful speaking practice. The results of media and material expert validation indicated that the product achieved a “Very Good” category with an average feasibility score of 90%. Statistical analysis of students’ speaking performance showed an improvement in the mean score from the pre-test to the post-test, indicating a positive effect of the game on students’ speaking ability. In addition, students’ responses during the implementation phase revealed high levels of engagement and motivation. Based on these findings, the developed interactive educational game is feasible and effective as a supplementary learning medium for enhancing students’ English speaking skills. Future research is recommended to apply the game on a larger sample and over a longer period, as well as to integrate similar game-based media into other English language skills such as listening or writing.