Ni'amah, Lailin
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USING ANIMATED FILM TO DEVELOP SEVENTH GRADER’S DESCRIPTION WRITING SKILLS Rahmawati, Na Stiti Tri; Sumardiyani, Listyaning; Nur’Aini, Siti
English Community Journal Vol 9, No 1 (2025): English Community Journal
Publisher : Universitas Muhammadiyah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32502/ecj.v9i1.9493

Abstract

This research aims to determine whether animated films effectively overcome students' challenges when writing descriptive texts, particularly difficulties in expressing ideas. This study employs a qualitative descriptive methodology, with data collection conducted through observations, recording, test, and interviews. The data analysis method was descriptive analysis. The research involved 32 students of 7th grade at SMP N 42 Semarang over 2 hours. The findings reveal three main positive aspects: student enthusiasm, because animated films can attract attention and make the learning atmosphere more enjoyable. Second improved understanding of the film characters, the students can see the characters' expressions, actions, and personalities directly, making the character descriptions in their writing more accurate and vivid.  Last increased motivation to write, animated films provide inspiration and new ideas for students. The students feel more motivated to write because they have clear and interesting visual references. This makes the writing process not feel boring, so students are more active and productive in producing written works. The researchers concluded that animated films can simplify writing descriptive texts by making learning materials more engaging and easier to understand. 
MANUAL AND DIGITAL MAKE A MATCH: AN EXPERIMENTAL STUDY ON VOCABULARY AND MOTIVATION Ni'amah, Lailin; Nur'aini, Siti; Setyaji, Arso
JP3 (Jurnal Pendidikan dan Profesi Pendidik) Vol 11, No 2 (2025): JP3 (Jurnal Pendidikan dan Profesi Pendidik)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp3.v11i2.25146

Abstract

Vocabulary mastery is a crucial element of language acquisition, and students' success is significantly influenced by their motivation and the teaching methods used. Traditional approaches often struggle to keep students engaged, which has led to a growing interest in game-based learning strategies. One effective method is "Make a Match," an interactive technique that combines play with educational goals. However, there has been limited research comparing the effectiveness of its manual and digital versions in enhancing vocabulary mastery and learning motivation. This study utilized an experimental design involving two groups of seventh-grade junior high school students. One group received vocabulary instruction through the manual version of Make a Match, while the other group used the digital version. Both groups completed pretests and posttests to assess vocabulary proficiency and filled out a motivation questionnaire. The data were analyzed using descriptive statistics, paired-sample t-tests, and independent-sample t-tests. The findings indicated that both versions of Make a Match significantly improved students' vocabulary acquisition and motivation. The manual version demonstrated slightly higher gains in vocabulary mastery, emphasizing the value of direct peer interaction and face-to-face communication. Meanwhile, the digital version was appreciated for its accessibility and innovative features, despite encountering some minor technical challenges. These results highlight the importance of integrating both traditional and digital approaches in language teaching and provide practical insights for educators seeking to enhance vocabulary learning outcomes.