Anjarsari, Dhania Puspita
Unknown Affiliation

Published : 4 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 4 Documents
Search

Students' Voice: Wordwall as Game-Based Learning Media to Enhance Interest in Learning English Maulida, Diva; Anjarsari, Dhania Puspita; Khusniyati, Nurul Ngaini; Indriani, Lilia
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 1 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i1.4381

Abstract

Wordwall is a Game-Based Learning media that can be used as a platform to enhance students’ interest in learning English. This research aims to discover students' voices about Wordwall as a learning media and how Wordwall enhance students' interest in learning English. The researchers used qualitative research design which the instrument is a questionnaire provided offline survey using written paper. The data was obtained from 40 undergraduate students taken from general English courses at one of the prestigious state universities in Central Java, Indonesia. In the application of Game-Based Learning in this study, students must understand the use of Wordwall in the form of practice questions to improve their English skill development.  From the analysis of students' voices, this research successfully shows that 95% of students consider Wordwall as Game-Based Learning to be an interactive and fun learning media. From this agreement, there are three issues obtained from students' voices, such as Wordwall has various themes, easy to understand, and many animation features have the highest percentage in this study. However, 5% of students who are constrained in using Wordwall as an English learning media because it is difficult to access and understand the features. However, the results of this study cannot simplify the application of Wordwall in another general subject. Thus, further researchers who are interested in studying issues relevant to this study are advised to use in-depth interviews related to the implementation of Wordwall learning media with teachers and students. Implementation of Wordwall learning media to teachers and students, as well as research in schools that have internet networks.
Analysis of Content Words in the Song “Who Says” by Selena Gomez Delimasari, Arrisma; Fauziah, Nisrina; Anjarsari, Dhania Puspita; Fortinasari, Paulina Besty
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 11 No. 2 (2023): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v11i2.3918

Abstract

To ensure that students can understand the meaning of the English they are learning, knowledge of content and function words are two important aspects that must be possessed. The aim is to avoid misunderstanding in the interpretation process, both in written and oral texts. Nevertheless, this research was made with the aim of knowing types of content words appeared in the lyrics of Selena Gomez's song "Who Says" and the function of the dominant content word in this song. In order to obtain the required data, researchers used a qualitative descriptive method. Meanwhile, the lyrics of the song were analyzed manually by giving the symbols "V", "N", "Adj", and "Adv" according to the word class. With the result that the data could be obtained, they were 83 words of nouns, 74 words of verbs, 32 words of adjectives, and 3 words of adverbs. In addition, of the 83 nouns, there was the word "you're" which was the dominant or most appearing word that could function as a subject as well as an object.
Classroom’s Environment and FOMO: Students’ Perspectives Delimasari, Arrisma; Fauziah, Nisrina; Anjarsari, Dhania Puspita; Arochman, Taufik
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 11 No. 2 (2023): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v11i2.3941

Abstract

The level of concentration is one of the things that is important in the learning process since it can determine whether the students understand the learning material being taught or not. Therefore, this study was conducted with the aim of finding out what factors can influence students' learning concentration, especially in terms of the classroom situation and the sense of FOMO they might feel, as well as how students overcome this sense of FOMO when doing assignments. In order to obtain the required data, the researcher used a qualitative research method and shared questionnaires to fourth semester English Education students at Universitas Tidar. From the questionnaire that was filled in by 47 students, it was found that the noisy, boring class and when students were sleepy were the class situation that could affect their learning concentration. In addition, the feeling of FOMO also affects their concentration, especially when students know that their friend had done the task, while the student had not. The effect is that this can slow down student development, because when doing assignments students would seem in a hurry because they wanted to finish quickly without really understanding the material.
Students' Voice: Wordwall as Game-Based Learning Media to Enhance Interest in Learning English Maulida, Diva; Anjarsari, Dhania Puspita; Khusniyati, Nurul Ngaini; Indriani, Lilia
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 1 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i1.4381

Abstract

Wordwall is a Game-Based Learning media that can be used as a platform to enhance students’ interest in learning English. This research aims to discover students' voices about Wordwall as a learning media and how Wordwall enhance students' interest in learning English. The researchers used qualitative research design which the instrument is a questionnaire provided offline survey using written paper. The data was obtained from 40 undergraduate students taken from general English courses at one of the prestigious state universities in Central Java, Indonesia. In the application of Game-Based Learning in this study, students must understand the use of Wordwall in the form of practice questions to improve their English skill development.  From the analysis of students' voices, this research successfully shows that 95% of students consider Wordwall as Game-Based Learning to be an interactive and fun learning media. From this agreement, there are three issues obtained from students' voices, such as Wordwall has various themes, easy to understand, and many animation features have the highest percentage in this study. However, 5% of students who are constrained in using Wordwall as an English learning media because it is difficult to access and understand the features. However, the results of this study cannot simplify the application of Wordwall in another general subject. Thus, further researchers who are interested in studying issues relevant to this study are advised to use in-depth interviews related to the implementation of Wordwall learning media with teachers and students. Implementation of Wordwall learning media to teachers and students, as well as research in schools that have internet networks.