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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.
PERANCANGAN USER INTERFACE (UI) DAN USER EXPERIENCE (UX) APLIKASI OCEAN BERBASIS ANDROID Maxima Ari Saktiono; Afita Dewi Prastiwi
Media Bina Ilmiah Vol. 19 No. 9: April 2025
Publisher : LPSDI Bina Patria

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

Abstract

Aplikasi OCEAN dikembangkan berdasarkan hasil kuesioner yang menunjukkan bahwa 87,5% mahasiswa menganggap pembelajaran bahasa Inggris melalui media online atau aplikasi sangat penting bagi mereka. Perancangan UI dan UX aplikasi ini menerapkan metode Design Thinking, yaitu pendekatan inovatif dalam memecahkan masalah dengan menciptakan solusi yang lebih efektif dan efisien. OCEAN merupakan aplikasi berbasis Android yang memiliki berbagai keunggulan dibandingkan sistem operasi lainnya. Aplikasi ini dirancang sebagai media pembelajaran bahasa Inggris berbasis gamifikasi yang menarik dan menyenangkan, sehingga meningkatkan antusiasme mahasiswa dalam belajar. Berdasarkan pengujian UI/UX terhadap mahasiswa Fakultas Vokasi Pelayaran, aplikasi OCEAN memperoleh nilai Single Ease Question (SEQ) sebesar 6,75, yang melampaui batas minimal yang ditetapkan. Hasil ini menunjukkan bahwa aplikasi OCEAN memiliki tingkat kemudahan tinggi dalam instalasi dan penggunaan, serta menawarkan desain dan fitur yang menarik.