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Analysis of English Skill Tests for Grade VII Students Based on Language Assessment Principles Yolanda Jesica Sitanggang; Tessaria Simorangkir; Angel Lamtama Sihaloho; Rotua Sinta Marito Pakpahan; Dumaris E Silalahi
JURNAL PENDIDIKAN BAHASA Vol. 15 No. 3 (2025): JURNAL PENDIDIKAN BAHASA
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpb.v15i3.3331

Abstract

This study evaluates English assessment instruments for Grade VII students at SMP Swasta Taman Asuhan based on five principles of language assessment: practicality, reliability, validity, authenticity, and washback. A mixed-method research design was employed, combining quantitative analysis of test validity and reliability with qualitative evaluation through classroom observations. The study involved 20 students and assessment tasks for writing, reading, listening, and speaking. The findings revealed that practicality was achieved as all tests were implemented efficiently using available resources and time. Reliability analysis showed high internal consistency for speaking and listening (Cronbach’s Alpha = 0.94), writing (0.86), and moderate reliability for reading (0.59). Validity analysis using Pearson Product Moment indicated that most essay items in all skills were valid, while several multiple-choice items in writing and reading were invalid. Authenticity was evident through tasks relevant to students' real-life experiences. Washback was positive, as the assessments encouraged meaningful language use and provided valuable instructional feedback. These results affirm that the instruments are generally effective but require revision in certain areas.
A Sociolinguistics Analysis on Slang and Technological Neologisms in Darren Watkins’ (IShowSpeed) Gaming Livestreams on YouTube Adika Indotua Nainggolan; Yolanda Jesica Sitanggang; Leony Elisabet Situmorang; Tessaria Simorangkir; Monika Natalina Silaban; Tiarma Intan Marpaung
JURNAL ILMIAH NUSANTARA Vol. 3 No. 2 (2026): Jurnal Ilmiah Nusantara Maret 2026
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jinu.v3i2.8837

Abstract

This study investigates how slang and technological neologisms are formed and used in Darren Watkins’ (IShowSpeed) gaming livestreams on YouTube, focusing on one full gameplay session of The Last of Us Part II. Drawing on a qualitative descriptive approach, the study collects lexical items from the livestream transcript and classifies them using Lazore’s (2017) fivefold framework of blends, abbreviations and acronyms, clippings, repurposing of standard English, and coinage of new terms. The analysis distinguishes between general English slang influenced by broader internet culture and specialized gaming slang tied to gameplay mechanics and technological environments, as summarized in two tables of lexical items. Findings show that abbreviations and clippings (e.g., AFK, GG, PC, ult, stats) dominate the data, indicating a strong pressure toward linguistic economy and rapid real-time communication. Repurposed English terms (e.g., dead, stream died, carry, feed, grind) reveal systematic semantic shifts that rely on shared cultural knowledge within the streamer–audience speech community. Coinages and blends (e.g., nerf, buff, gank, lagspike) highlight the creative and community-specific nature of gaming discourse. Overall, the study argues that IShowSpeed’s livestream functions as a socio-technical space where lexical innovation is driven simultaneously by efficiency, identity construction, and technological mediation, illustrating how digital gaming culture actively reshapes contemporary English vocabulary