Chairos Valentino Sibarani
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Feedback and Literacy: Investigating the Mediating Role of Ambiguity in texting communication Chairos Valentino Sibarani; Waldi Marbun; Rita Hartati
Fonologi: Jurnal Ilmuan Bahasa dan Sastra Inggris Vol. 2 No. 4 (2024): December: Fonologi: Jurnal Ilmuan Bahasa dan Sastra Inggris
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/fonologi.v2i4.1230

Abstract

Language literacy is essential for effective communication, especially in text-based interactions where nonverbal cues are absent. This study aims to explore the mediating role of feedback in clarifying ambiguity in text messages among students. While there is already research on feedback and language literacy, there is a gap regarding how feedback can specifically address ambiguity in digital communication. Using a descriptive survey method, data was collected from 30 students at Medan State University through a questionnaire distributed via WhatsApp. The analysis results show that syntactic ambiguity is the most prevalent type, followed by semantic and referential ambiguity. The findings showed that feedback strategies such as repetition, reformulation, and explicit clarification significantly improved understanding and reduced miscommunication. Students reported that these strategies helped clarify ambiguous messages and encouraged clearer interactions with the lecturer. In conclusion, effective feedback mechanisms are essential for improving communication clarity in text messages, especially in academic contexts. This study underscores the importance of developing feedback literacy among university students to effectively navigate ambiguity, thereby improving their language literacy and overall communication skills. Further research can extend these findings by exploring different contexts and demographics to generalize the results.
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/r1htw353

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.  
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/r1htw353

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.  
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/nwxd0e11

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.  
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/r1htw353

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.