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An Exploration of EFL Young Leaners’ Speaking Difficulties Faced by the Sixth Grade Students of Elementary School Dairobi, Ahmad; Mubarok, Tyas Alhim; Widiarini, Widiarini
Journey: Journal of English Language and Pedagogy Vol. 8 No. 2 (2025): Journey: Journal of English Language and Pedagogy
Publisher : UIBU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/journey.v8i2.2511

Abstract

This study explores students’ approaches to learning English speaking, the difficulties they face, and the strategies teachers use to overcome them. A qualitative approach with a case study was used to reach the aims of the research. The data collection techniques involved observation at the research location, which is MI Nurul Islam Bululawang; interviews with relevant parties, specifically the sixth-grade students, comprising 16 students, and the English teacher of that class; and documentation to strengthen the findings of this study. The data analysis was conducted through four main stages: data collection, data reduction, data display, and conclusion drawing. The findings indicate that English language instruction is already running smoothly and effectively, but some difficulties are still found in the learning process, including difficulties in speaking English and a lack of interest and enthusiasm during the process. There have also been several efforts made by the teacher and the school to overcome the difficulties experienced by the students, namely by providing support and motivation to the students and offering extra hours for studying English.
THE DEVELOPMENT OF VIDEO-BASED INTERACTIVE LEARNING MEDIA TO TEACH SPEAKING SKILLS AT X GRADE STUDENTS OF SMK NU DONOMULYO Nurul Izza Maulidiya; Istina Atul Makrifah; Tyas Alhim Mubarok
Wiralodra English Journal Vol. 7 No. 2 (2023): Wiralodra English Journal (WEJ)
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/wej.v7i2.234

Abstract

This study examines the process and results of the development of interactive video-based learning media to teach speaking skills to X-grade students. This research is an ADDIE model research and development. The sample of this research is X DKV SMK NU Donomulyo, which consists of 20 students. The data were gathered by using observation, unstructured interviews, questionnaires, and tests. The data were analyzed by using the manual formula for percentage and SPSS 25 version. The findings showed a positive result. The percentage of media expert validation reaches 92,5% which means “very valid”, then the percentage of material validation reaches 93,75% which means “very valid”. Meanwhile, the test obtains the N-Gain index which reaches 0,548 which means “average” or average significance. The total percentage of students’ satisfaction questionnaire reaches 81,25% that deems “good” and “valid”. In conclusion, interactive video-based learning media is ready to use by teachers as learning media. It is intended that other researchers would create interactive learning media that are video-based for various subjects and skills to assist active and participatory English learning in future studies.  
The Development of Modified Snake and Ladder Game to Teach English Vocabulary for Seven Grade Students Al Khamim, Muhammad Nur Ihza Risqya Ardy; Makrifah, Istina Atul; Mubarok, Tyas Alhim; Waluyo, Bagus
PROJECT (Professional Journal of English Education) Vol. 9 No. 3 (2026): VOLUME 9 NUMBER 3, MAY 2026
Publisher : IKIP Siliwangi

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Abstract

This study aimed to develop a revised version of the Snake and Ladder game as an educational tool to facilitate the acquisition of English vocabulary among seventh-grade students at MTs Hidayatullah Blitar by employing a Research and Development (R&D) methodology within the framework of ADDIE. The initial outcomes revealed that vocabulary instruction was predominantly teacher-centric and predominantly reliant on textbooks, culminating in diminished motivation and restricted vocabulary proficiency. To mitigate this predicament, an interactive and non-digital game-based medium was conceived and developed. The validation outcomes demonstrated that the instrument attained 90% validity (very valid), whereas both material and media validations reached 95% (very valid), indicating that the content, design, and technical components were suitable and well-structured. Moreover, student feedback revealed a percentage of 91.8%, classified as highly feasible, signifying that the game was captivating, enjoyable, and beneficial for vocabulary acquisition. Consequently, the revised Snake and Ladder game is regarded as a valid and feasible educational medium that augments students’ motivation and active engagement in the learning of English vocabulary.
Exploring AI-Assisted Language Learning for EFL Learners’ Speaking Development in Suburban Contexts: Students’ Perceptions of AI-Powered Speaking Practice and Feedback Bagus Waluyo; Tyas Alhim Mubarok; Fitri Arini
Patria Educational Journal (PEJ) Vol. 6 No. 1 (2026): Volume 6 Nomor 1 Maret 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/pej.v6i1.2738

Abstract

This study examines how artificial intelligence (AI)-based tools can support English as a Foreign Language (EFL) learners in suburban universities who face limited opportunities for speaking practice and authentic communication. Using a qualitative phenomenological approach, the research involved 15 students from Universitas Nahdlatul Ulama Blitar and Universitas Merdeka Pasuruan. Data were collected through semi-structured interviews and analyzed using phenomenological reduction, detailed description, and identification of essential meanings. The findings indicate that AI-powered speaking tools enable students to practice independently, receive immediate and non-judgmental feedback, and improve confidence despite restricted human interaction. Participants reported greater flexibility and accessibility in developing speaking skills. However, the study also emphasizes that the effectiveness of AI tools depends on appropriate pedagogical integration, including teacher guidance, alignment with learning objectives, and opportunities for peer collaboration. The study concludes that AI can effectively enhance speaking competence when combined with meaningful human support and instructional facilitation.
REPRESENTATION OF AFRICAN AMERICAN IDENTITY AND SOCIAL CRITICISM IN THE MUSIC VIDEO "ALL THE STARS" BY KENDRICK LAMAR AND SZA: A BARTHESIAN SEMIOTIC ANALYSIS Argi Puji Widodo; Tyas Alhim Mubarok; Widiarini Widiarini; Istina Atul Makrifah
ELITERATE : Journal of English Linguistics and Literature Studies Vol 5, No 2 (2026): ELITERATE : Journal of English Linguistics and Literature Studies
Publisher : Faculty of Languages and Literature, Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/eliterate.v5i2.87180

Abstract

Hip-hop music videos function as semiotic texts that encode cultural identity and social critique, making them significant objects of study in media and cultural analysis. Prior research on hip-hop visuals has largely focused on lyrical content, genre history, or the political function of individual artists, with comparatively few studies applying a layered semiotic framework, specifically Barthes's model of denotation, connotation, and myth, to a single music video that combines Afrofuturist visual language with explicit social commentary. Within this body of work, the particular combination found in "All the Stars," namely the fusion of African royal imagery, contemporary street aesthetics, and direct references to poverty and historical trauma, has not previously been examined through this specific theoretical lens. This study analyzes how African American identity and social critique are represented in Kendrick Lamar and SZA's music video "All the Stars" (2018), released alongside the Black Panther soundtrack. Using a qualitative descriptive design grounded in Barthes's semiotic theory, the analysis draws on 18 purposively selected scenes and their corresponding lyric segments, chosen for their visual density and thematic relevance to identity and critique across the video. The selected scenes were interpreted as constructing an affirmative representation of African American identity through Afrofuturist visual codes, and as articulating a social critique of poverty and historical trauma tied to the African diaspora's collective memory. These findings suggest that hip hop music videos can operate as a site where cultural meaning and social commentary are worked through visual form, offering one case study within the wider study of popular audiovisual media and cultural representation.
Developing a Modified UNO-Based Card Game to Enhance Eighth-Grade Students’ Grammar in Narrative Texts Ismi Azizah; Istina Atul Makrifah; Tyas Alhim Mubarok; Winda Khoirun Nisak
PROJECT (Professional Journal of English Education) Vol. 9 No. 4 (2026): VOLUME 9 NUMBER 4, JULY 2026
Publisher : IKIP Siliwangi

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

Abstract

This study aims to develop a modified UNO card game as a learning medium to teach eighth-grade students’ grammar in narrative text. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The study was carried out at SMP Islam Baabussalaam, where a lack of interactive technology and a focus on textbook-based education made it difficult for students to learn grammar, especially the simple past tense. The product developed integrates grammar exercises into an interactive UNO card game to promote engagement and contextual learning. The validation results showed that the instrument, media, and material were highly valid, with scores of 93.75% (very valid), 97.05% (very valid), and 98.21% (very valid), respectively. The implementation results indicated positive student response, yielding a feasibility score of 84.31% (very feasible), classified as highly feasible. The findings indicate that the modified UNO card game serves as a feasible, practical, and effective instructional media that improves students' motivation and comprehension of grammar in narrative text.
Co-Authors Ahmad Dairobi Ahmad Saifuddin Ahmad Saifuddin Ahmad Saifudin Ahmad Saifudin, Ahmad Aisyah Ayyu Nuurhabibah Aisyah, Zenita Sholihatul Al Khamim, Muhammad Nur Ihza Risqya Ardy Arfa'un Nadhiroh Arfiansyah, Aditya Argi Puji Widodo Arini, Fitri Ayu Fatma Mufida Ayu Hartina Sari Bagus Waluyo Dewi Rahmawati Endang Lestari Rahayu Enggar Wahyu Muji Saputri ERWINA DEWI SAFITRI Erwina FATRA NONGGALA PUTRA Fikrima Sinta Nuriyah Fitri Arini Gantari, Anissa Hidayah, Fitria Hidayah Ismi Azizah Istikomah, Nensi Istina Atul Makrifah Istina Atul Makrifah Istina Atul Makrifah Istina Atul Makrifah Istina Atul Makrifah Istina Atul Makrifah Istina Atul Makrifah Istina Atul Makrifah Ita Nurhasanah Izzatul mustaidah Kanti Rahayu Kharunia Imatul Umah Nia Khasanah, Alfinindya Faizah Afifatul Makrifah, Istina Atul Maulana Ashari Moch. Arief Naszar Arief Mufidatus Solihah Muhammad Fajrul Falah Muhammad Hasan Fahmi Ilma Naela Nur Choiriyah Ningtyas, Aprilia Syafna Nokiana, Rita Nurul Izza Maulidiya Ratna Oktaverima RESA LAILATUL RESA Resti Lukmawati Ririn Pratiwi Suharto Rofi'ah, Siti Rofi’ah, Siti Sabila, Naumi Asfarina Selly Itra Purnamasari Selly Siti Rofi'ah Siti Rofi'ah Siti Rofi'ah Siti Rofi'ah Siti Rofiah Siti Rofiah, Siti Siti Rofi’ah Sri Utami Surwanto, Danu Syaifudin,, Ahmad Utami, Nurcholisa Rizqi Victa Suhbatur Rosadi Rosadi Waluyo, Bagus Wenny Diah Prameswari Widad Azhaar Annafi Widi, Widiarini Widiarini Widiarini Widiarini Widiarini Widiarini Widiarini Widiarini, Widiarini Winda Khoirun Nisak Zainab Agustin Zidni, Zidni Fima Khoiro Sholihah