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Digital Literacy in Visual Content: English Literature Students’ Perspective of Universitas Negeri Medan towards Instagram Posts in @rappersrelated Account Rosenna Siahaan; Anisa Jimina Sinaga; 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.v2i4.1232

Abstract

This research explores English Literature students’ perspectives on digital literacy through visual content on the @rappersrelated Instagram account. The main focus is how this platform facilitates digital literacy skills by using design composition analysis, supporting critical thinking, and enriching aesthetic appreciation and cultural trends. This research used qualitative methods with the participation of 10 UNIMED English Literature 7th semester students to gain in-depth insights into their experiences. Thematic analysis showed that Instagram enhances visual literacy, but also faces challenges such as ambiguous interpretation and limited cultural context. The findings provide valuable insights into the role of social media in supporting digital literacy in the digital age.
FLIPPITY, an Innovative Educational Media Platform to Improve Students' English Speaking Fluency at SD MAN 1 TANJUNGBALAI Morada Tetty; Julynar Putri Ayu Sitorus; Jessika Marsaulina Hasibuan; Hizkia Silaban; Muhammad Tapsir Hasibuan; Rosenna Siahaan
Jurnal Intelek Dan Cendikiawan Nusantara Vol. 1 No. 5 (2024): OKTOBER-NOVEMBER 2024
Publisher : PT. Intelek Cendikiawan Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study explores the effectiveness of FLIPPITY, a web-based educational gamification platform, in improving English speaking fluency among elementary school students in Indonesia. English proficiency, particularly in speaking, is a significant challenge for students in non-English-speaking countries, including Indonesia, where English is not the primary language of instruction. The research focuses on students in grades 3 and 4 at SD MIN 1 Al-Iman, S.Dengki, Tanjungbalai, and examines how gamified content from FLIPPITY enhances student engagement, confidence, and speaking skills. The study employed a mixed-methods approach, incorporating pre- and post-tests, surveys, and observations to assess improvements in English speaking abilities. Findings indicate that students who engaged with FLIPPITY’s interactive activities, such as flashcards, quiz shows, and scavenger hunts, demonstrated significant progress in speaking fluency and expressed increased confidence in their English abilities. The study aligns with previous research by Richards and Renandya (2002) and Celce-Murcia and Olshtain (2000), which emphasize the importance of speaking proficiency in language learning. This research contributes to the growing body of literature on technology-assisted language learning, specifically highlighting the role of gamification in fostering language skills among young learners. The results suggest that FLIPPITY offers a promising tool for enhancing English speaking fluency and motivating students in the Indonesian context.