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Contact Name
Aseptiana Parmawati
Contact Email
aseptianaparmawati@gmail.com
Phone
+6285351391000
Journal Mail Official
project@journal.ikipsiliwangi.ac.id
Editorial Address
Jl. Terusan Jendral Sudirman, Cimahi 40526
Location
Kota cimahi,
Jawa barat
INDONESIA
PROJECT (Professional Journal of English Education)
ISSN : 26146320     EISSN : 26146320     DOI : -
Core Subject : Education,
Focus PROJECT (Professional Journal of English Education) is a media for diseminating the result of research about language and education in English Education. Scope PROJECT (Professional Journal of English Education) publishes the research article in language, and education in English Education.
Arjuna Subject : Umum - Umum
Articles 1,165 Documents
The Effectiveness of Using the Hello English Application to Improve Vocabulary Development on Descriptive Text Sari, Meisy Dwi Intan; Daud, Afrianto; Masyhur
PROJECT (Professional Journal of English Education) Vol. 8 No. 3 (2025): VOLUME 8 NUMBER 3, MAY 2025
Publisher : IKIP Siliwangi

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Abstract

This study explores the effectiveness of using the Hello English application to improve vocabulary development on descriptive text of the tenth-grade students of SMAN 5 Pekanbaru. The research method used was a pre-experiment research design with pre-test and post-test one group. A total of 38 students of class X.3 became the sample of this study. Data was collected through a multiple-choice questions test with as many as 30 items. The results showed that Ha was accepted and H0 was rejected because the students' average score increased significantly from the pre-test to the post-test after treatment using the Hello English application. This can be seen from the mean score of the pre-test results which was 73.11 while the mean score of the post-test amounted to 92.16. With interesting features involving vocabulary exercises, educational games, and quizzes, the application can increase students' motivation to learn English. This application is also very useful for students especially in learning vocabulary and practicing it through descriptive text. For teachers, this application can help the learning process with different methods. The findings conclude that the use of technology-based applications such as Hello English can be an effective alternative in teaching English, especially in vocabulary development.
Developing Spinning Wheel Game to Teach Speaking Skills for Senior High School Students Lestari, Fira Ayu; Widiarini; Makrifah, Istina Atul
PROJECT (Professional Journal of English Education) Vol. 8 No. 4 (2025): VOLUME 8 NUMBER 4, JULY 2025
Publisher : IKIP Siliwangi

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Abstract

The purpose of this research is to develop spinning wheel game as a learning media to teach English speaking skill. Physical spinning wheels enhance learning by boosting student motivation through interactive and tactile engagement. This study uses the Research and Development (R&D) method by applying the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation in developing learning media. Qualitative data were collected from unstructured interviews with English teachers and validator feedback on the Spinning Wheel game. Quantitative data were collected through questionnaires using a Likert scale for validation of instruments, media, materials, and student satisfaction. The instrument expert obtained 90%, the media expert 92%, and the lesson expert 78%, all categorized as "Valid." Student satisfaction reached 81.25%, falling under the "Very Feasible" category. In conclusion, the Spinning Wheel Game effectively can be used to teach tenth grade students' English speaking skills through interactive and engaging learning.
The Development of Taboo Game as Learning Media to Teach Speaking Skill in Eight Grade of Junior High School Istikomah, Nensi; Saifudin, Ahmad; Mubarok, Tyas Alhim
PROJECT (Professional Journal of English Education) Vol. 8 No. 3 (2025): VOLUME 8 NUMBER 3, MAY 2025
Publisher : IKIP Siliwangi

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Abstract

This research focuses on developing engaging learning media to teach speaking skills to eighth-grade students at MTs Durriyyatina. Traditional English teaching methods often fail to engage students and encourage active speaking, resulting in limited progress. To address this issue, the study introduces the Taboo game as a language learning tool. The game helps with vocabulary mastery, boosts speaking confidence, and encourages active participation. An R&D approach, including a trial with 24 students, was used to assess the effectiveness of the game. Results showed that the Taboo game significantly improved learning, with a questionnaire score of 89.3%, categorized as very valid. The evaluation indicated that the game is a highly effective teaching medium. This research demonstrates that interactive games like Taboo can enhance students' speaking skills and create a more engaging learning environment. This approach is in line with modern education trends that emphasize interactive, student-centered learning. In conclusion, the Taboo game is an effective solution for teaching speaking skills and increasing student motivation.
Exploring the Role of Authentic Materials in Reading Instruction: Students' Perceptions, Preferences, and Comprehension Outcomes Taslimah, Asti; Arifin, Syaadiah
PROJECT (Professional Journal of English Education) Vol. 8 No. 3 (2025): VOLUME 8 NUMBER 3, MAY 2025
Publisher : IKIP Siliwangi

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Abstract

The integration of authentic materials in reading lessons has gained significant attention in the context of English as a Foreign Language (EFL) classroom, as these materials provide real-world language exposure that enhances comprehension and motivation. Despite their advantages, many students face challenges in understanding authentic texts due to unfamiliar vocabulary, complex sentence structures, and lack of proper reading strategies. This study aims to explore high school students' perceptions and preferences regarding the use of authentic materials in reading lessons, identifying both the benefits and challenges encountered. A qualitative case study design was employed, involving 20 high school students from South Tangerang, using classroom observations, open-ended questionnaires, and semi-structured interviews for data collection. The findings reveal that students perceive authentic materials positively, appreciating their relevance and ability to engage learners with real-world content. However, challenges such as difficult vocabulary and complex structures were highlighted. Students preferred illustrated materials like comics, magazines, and short stories, while finding academic articles and newspapers difficult. The study suggests that while authentic materials can enhance engagement and motivation, their effectiveness depends on careful selection aligned with students' proficiency levels. It recommends that educators provide scaffolding, teach reading strategies, and adopt a balanced approach by combining authentic and simplified materials for optimal learning outcomes.
Enhancing EFL Students’ Writing Skills in Recount Texts through Scrapbook Activities Palupi, Dinar Prasetyaning; Santoso, Dian Rahma
PROJECT (Professional Journal of English Education) Vol. 8 No. 4 (2025): VOLUME 8 NUMBER 4, JULY 2025
Publisher : IKIP Siliwangi

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Abstract

This study discusses the implementation of a scrapbook for improving writing skills to the eighth grade students junior high school in Sidoarjo district. This study aimed to determine how using scrapbooks affects students’ writing skills in recount text. This study used quantitative approach with pre-experimental design using one class. The instrument used in this study was a writing test with 25 participants. The data were obtained from the pre-test and post-test result. The sample T-test result with SPSS shows a significant difference between the pre-test and post-test.  The average score for the pre-test was (47.3). Meanwhile, the average score of the post-test was (58.9). It shows that there are differences in the score results. The means of the post-test score is higher than that of the pre-test. Based on the paired sample test, the T-test results revealed that sig. (2-tailed) was 0.000, while alpha (α) was 0.05 (0.000<0.05). This indicates that H0 is rejected and Ha  is accepted. The results show that scrapbook media significantly affects teaching students how to write the recount texts.
Enhancing English Speaking Competence Using The Cake App: Infographics as the Innovative Guidances for Teaching Speaking in Tourism Contexts Damayanti, Made Regina Miranda; Utami, I.G.A. Lokita Purnamika; Agustini, Dewa Ayu Eka
PROJECT (Professional Journal of English Education) Vol. 8 No. 3 (2025): VOLUME 8 NUMBER 3, MAY 2025
Publisher : IKIP Siliwangi

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Abstract

The teacher's role as a learning process facilitator requires using appropriate tools to assist students in learning faster and to engage them better. In light of recent developments in educational technology, incorporating digital learning tools appears to be an intriguing approach. Nevertheless, not all teachers are familiar with and might be inexperienced with such digital learning tools that still require guidance in utilizing them to design their English-speaking lessons. One of those tools that can assist learners in improving their English competencies, specifically speaking as the notably challenging aspects of language proficiency is the Cake App. This study intended to develop infographics of the Cake App-based teaching speaking ideas for teaching 12th-grade tourism vocational high school students, in which one English teacher was involved as the research subject. This Design and Development study employed the DDE model (Richey & Klein, 2014), using a quantitative technique to analyze the data. The judgments indicated that the infographics were categorized as ‘excellent products,’ with content evaluations obtaining a percentage of 89% and 91%, including media and design evaluations achieving 90% and 95%. Furthermore, the participating teacher noted that the Cake App offered a novel approach to utilizing a real-world tool for speaking instruction.
Development of Interactive Video as Learning Media to Teach English Speaking Skills for High School Students Khoirina, Vita; Makrifah, Istina Atul; Saifudin, Ahmad
PROJECT (Professional Journal of English Education) Vol. 8 No. 4 (2025): VOLUME 8 NUMBER 4, JULY 2025
Publisher : IKIP Siliwangi

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Abstract

This study aims to develop and evaluate an interactive video as a learning media to teach students' English-speaking skills. The research follows the Research and Development (R&D) with ADDIE model, consisting of five stages: analysis, design, development, implementation, and evaluation. In the analysis stage, classroom observations and student questionnaires were conducted to identify learning needs. Based on the findings, the design stage involved determining the appropriate interactive video content, creating scripts, and structuring the video. The development stage included video editing using CapCut, followed by expert validation. The results showed high validity scores: instrument validation (92.5%), media validation (87.5%), and material validation (92.5%), all categorized as "very valid." During implementation, pretests and post-tests were conducted, revealing a 10% increase in students' speaking performance, demonstrating the effectiveness of the interactive video. Finally, in the evaluation stage, a student satisfaction questionnaire resulted in an 80% score, categorized as "very feasible." These findings indicate that the developed interactive video is a valid, feasible, and effective tool for improving students' English-speaking skills.
Reducing Writing Anxiety through Digital Storytelling: Insights from Junior High School EFL Learners Furi, Sitti Aisyah Ratna; Arifin, Syaadiah; Ilyas, Hamzah Puadi
PROJECT (Professional Journal of English Education) Vol. 8 No. 3 (2025): VOLUME 8 NUMBER 3, MAY 2025
Publisher : IKIP Siliwangi

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Abstract

This study investigates the digital storytelling roles in lessening writing anxiety among junior high school students learning English as a foreign language (EFL). Writing anxiety is a common challenge that affects students' ability to express themselves effectively. The purpose of this research is to explore how digital storytelling, which combines multimedia elements like images, sound, and video, can alleviate anxiety and improve writing skills. The study used a mixed-method approach, involving both quantitative data from the Second Language Writing Anxiety Inventory (SLWAI) and qualitative insights from interviews. Findings reveal that before the intervention, students experienced moderate to high levels of anxiety. After using digital storytelling, anxiety levels significantly decreased, especially among male students, with reductions in cognitive and somatic anxiety, as well as avoidance behaviours. Qualitative data further supported these findings, showing that students felt more motivated, engaged, and confident in their writing. Digital storytelling helped students improve their writing skills, increase their error awareness, and foster a sense of ownership and creativity. The study suggests that digital storytelling can be a valuable pedagogical tool to create a less intimidating learning environment and enhance writing proficiency in EFL classrooms. However, further exploration is needed to understand the differing impacts on male and female students.
The Development of Voice Over as Drama Media to Teach Speaking Skill in English 8th Grade of Junior High School Liastaria, Julia Rahayu; Widiarini; Saifudin, Ahmad
PROJECT (Professional Journal of English Education) Vol. 8 No. 4 (2025): VOLUME 8 NUMBER 4, JULY 2025
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Abstract

This research focuses on developing engaging learning media to teach speaking skills to eighth grade students at MTSN 1 Sanankulon. Traditional methods of English instruction frequently fail to engage students, hindering their active participation and limiting their progress. To overcome this problem, this study introduces Voice over as drama media as a language learning tool. The game helps to increase students' activeness and creativity, vocabulary acquisition, and confidence in speaking. An R&D approach, including a pilot test with 25 students, was used to assess the effectiveness of the game. The results showed that the Voice over as drama media significantly improved learning, with a questionnaire score of 86.1%, categorized as highly valid. The evaluation showed that this media is a highly effective teaching tool. This research shows that Voice over as drama media can improve students' speaking ability and create a more interesting learning environment. This approach is in line with modern educational trends that emphasize interactive, creative and student-centered learning. In conclusion, Taboo game is an effective solution to teach speaking skills and increase students' motivation.
High School Sudents’ Perceptions of The Role of Instagram Content on Vocabulary Mastery Mu’Minin, Sholikhatul; Agustina, Sheila
PROJECT (Professional Journal of English Education) Vol. 8 No. 3 (2025): VOLUME 8 NUMBER 3, MAY 2025
Publisher : IKIP Siliwangi

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Abstract

Nowadays, English language learning has been transformed along with the development of technology. This causes the use of Instagram as a learning media, especially to improve vocabulary. This study aims to determine students’ perceptions of the role Instagram content on vocabulary mastery. The data were analyzed using qualitative descriptive methodology. The respondents of this study were 34 students who use Instagram to learn vocabulary. To get more in-depth information, the researchers also conducted interviews with 5 informants. The findings show that Instagram content is an effective tool to help students improve their English vocabulary. Interaction with various features on Instagram such as reels, quizzes, posts, and stories available also makes learning more interesting and indirectly encourages them to be actively involved. Future research recommendation could curate relevant Instagram content for vocabulary learning and integrate it into classroom learning activities, highlighting the need for a more comprehensive approach. 

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