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Integrating Digital Games Based Language Learning for EFL Speaking Skills Development: A Case Study in an Indonesian University Sri Hariati Mustari; Nurdin Noni; Kisman Salija
Journal of English Culture, Language, Literature and Education Vol. 12 No. 2 (2024): E CLUE: Journal of English Culture Language Literature and Education
Publisher : English Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/eclue.v12i2.10904

Abstract

Digital learning has become a potential learning tool since the COVID pandemic which causes the use of new technologies including digital games based language learning However the implementation still has challenges due to technical instructional and financial barriers Previous studies suggest exploring more teaching experiences related to the use of digital games based language learning for future contributions nbsp; This study aims to explore the implementation of digital games based language learning in higher education To achieve this goal this study was conducted in an Indonesian higher education the State University of Makassar by applying a qualitative case study to collect data The researcher collected the data from 2 lecturers recruited using a convenient sampling technique The thematic analysis was used to analyze the collected data nbsp; This study explores teacher experiences in using digital games based language learning in a speaking classroom This study found that the lecturers plan implement and evaluate digital games based language learning in three categories namely well moderate and low implemented From this result it is claimed academically that digital games based language learning DGBLL can be planned implemented and evaluated strategically in speaking classrooms based on learning objectives learning outcomes and students learning needs Combining technology with game based learning education can be more dynamic and relevant accommodating a variety of learning styles and motivating students to be more actively involved in the learning process < p>
Using Animated Short Story for Joyful and Effective Classroom Writing at the Second Grade Students of SMA Ulul Albab Makassar Sri Hariati Mustari; Nurhusnil Khatimah; Muhammad Ilham Ali
Journal of English Language Teaching, Literature and Culture Vol. 2 No. 1 (2023): JELTEC: Journal of English Language Teaching Literature and Culture
Publisher : English Education Postgraduate Program, Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jeltec.v2i1.6190

Abstract

The research was aimed at finding out whether or not using animated short story was effective to improve the students achievement to create students joyfulness in writing classroom and whether or not students joyfulness have a correlation with students writing achievement The research was carried out under the quantitative paradigm with quasi experimental design Class VIII 1 and Class VIII 2 were chosen as the samples of this research obtained through cluster sampling technique from the population that consisted of 56 students The data of the students writing ability were collected by using writing test and questionnaire The data collected were then analyzed through descriptive and inferential statistics through SPSS 20 0 program The research result showed that using animated short story was more effective than unanimated story in improving the students writing achievement It s seen from the significance t test result that reveals the significance value is lower than the significance < p>