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Journal : Indonesian Journal of English Teaching

Developing OCEAN as a Game based on English Learning in teaching Vocabulary Afita Dewi Prastiwi; Maxima Ari Saktiono
IJET (Indonesian Journal of English Teaching) Vol. 12 No. 1 (2023): JULY
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2023.12.1.27-38

Abstract

Abstract This study applied Research and Development (R&D) study which developed game application based English learning. The purpose of this study is to improve the leaner’s vocabulary and reduce their anxiety in mastering English. Vocational maritime students had problem in memorizing vocabularies and based on the result of need analysis, they need a media that can ease them in learning English. This study followed some steps in developing the game application, those were; assessing need analysis, writing performance objective, instructional strategy’s development, instructional materials’ development and selection, implementation of formative and summative evaluation. The instrument of this study were questionnaire and interview to gain students response in need analysis process and in evaluation. OCEAN can catch the learner’s attention and decrease their anxiety in learning English. Most of students agree if the game improves their motivation and they can enjoy playing the game. The development of this game as an educational game has good impact and responses even though some improvements are needed.
Enhancing Students' Listening Skills: The Impact of the Innovative Ocean Application Prastiwi, Afita Dewi; Saktiono, Maxima ari; Wahyudi, Moh. Rifqi Bagus; Saputra, Handika Diki
IJET (Indonesian Journal of English Teaching) Vol. 14 No. 1 (2025): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2025.14.1.15-27

Abstract

This study investigates the effectiveness of the Ocean application in enhancing listening skills among maritime students, a crucial competency in the maritime industry where clear and accurate communication can significantly impact safety and efficiency. The primary purpose of this research is to evaluate how the integration of auditory and visual stimuli within the Ocean application can improve students' ability to comprehend and retain maritime communication protocols. A mixed-method approach was employed in this study to provide a comprehensive analysis of the application's impact. The quantitative aspect involved pre- and post-assessment tests administered to a sample group of maritime students, measuring their listening skills before and after using the Ocean application. The qualitative aspect included interviews and surveys to gather user feedback on their experiences with the application, focusing on its usability, engagement, and perceived learning outcomes. The results of the study demonstrated a marked improvement in the listening skills of students who utilized the Ocean application. Quantitative data showed a statistically significant increase in test scores, indicating enhanced comprehension and retention of the material. Additionally, qualitative feedback from students highlighted the application's interactive features, such as synchronized audio-visual content, as particularly beneficial for maintaining engagement and reinforcing learning. Students reported that the application made complex maritime communication scenarios easier to understand and practice. These findings suggest that the Ocean application is an effective tool for enhancing listening skills in a maritime education context. The study concludes by recommending the broader adoption of such technology-driven learning tools in maritime training programs, emphasizing their potential to improve essential communication skills and overall safety in the industry.
Developing OCEAN as a Game Based on English Learning in Teaching Vocabulary Prastiwi, Afita Dewi; Saktiono, Maxima Ari
IJET (Indonesian Journal of English Teaching) Vol. 12 No. 1 (2023): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2023.12.1.27-38

Abstract

Abstract This study applied Research and Development (R&D) study which developed game application based English learning. The purpose of this study is to improve the leaner’s vocabulary and reduce their anxiety in mastering English. Vocational maritime students had problem in memorizing vocabularies and based on the result of need analysis, they need a media that can ease them in learning English. This study followed some steps in developing the game application, those were; assessing need analysis, writing performance objective, instructional strategy’s development, instructional materials’ development and selection, implementation of formative and summative evaluation. The instrument of this study were questionnaire and interview to gain students response in need analysis process and in evaluation. OCEAN can catch the learner’s attention and decrease their anxiety in learning English. Most of students agree if the game improves their motivation and they can enjoy playing the game. The development of this game as an educational game has good impact and responses even though some improvements are needed.
The Influence of OCEAN as Educational Media to Improve Students' Vocabulary Prastiwi, Afita Dewi; Saktiono, Maxima Ari; Wijaya, Yudha Hadi
IJET (Indonesian Journal of English Teaching) Vol. 13 No. 1 (2024): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2024.13.1.110-116

Abstract

Media as an important part of English teaching has been developed massively. The role of media in teaching English cannot be separated from students and teachers. This study aims to measure the effect of media that has been developed by the writer in order to know the effectiveness of the media itself in improving students’ vocabulary. OCEAN is a media development that provide some features to improve students’ English skill. This study implemented and tested OCEAN to measure the effectiveness of the media. This study used experimental quantitative research and T-test to gain and analyze the data. The result said that the average value of English vocabulary from pre-test is 65.81 ± 5.19, which is lower than the average value of English vocabulary in the post-test, which is 82.12 ± 5.86. To find out whether there is a significant increase in the average variable value of English vocabulary from the pre to post, the Wilcoxon test was carried out. From the Wilcoxon test, it was found that the calculated Z value was smaller than the -Z table (-4,594 < -1,960), and the p-value was smaller than α (0,000 < 0,050), so the decision was taken that H0 was rejected, which means that there is a significant difference in the average between pre and post-test. The conclusion of this study showed that the media is effective in teaching English vocabulary.