Claim Missing Document
Check
Articles

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

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

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.