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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 1,135 Documents
The Effect of Using the Duolingo Application in Enriching High School Students’ Vocabulary Mastery Romanda, Shobratul; Dahmilsyah; Daud, Afrianto
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

This research aims to find out the effect of using the Duolingo Application in enriching high school students’ vocabulary mastery. The participants of this research were the eleventh grade at one private school in Riau province in the academic year 2024/2025. Using a pre-experimental method with a one-shot study case design. Sampling in this method uses a purposive simple, so this study involved a sample of 25 students who underwent treatment and a vocabulary test after using the Duolingo application. The results showed a significant increase in students' vocabulary mastery, with the average score increasing from 54.32 (pre-test) to 72.2 (post-test). Statistical analysis using a paired sample t-test showed a significance value of <0.001, which confirmed the positive effect of the Duolingo app on vocabulary acquisition. This study highlights the Duolingo app as an effective digital tool to encourage vocabulary development, offering teachers and students a modern and interactive learning platform. Recommendations are given to integrate the app into classroom teaching to improve language learning outcomes.
Development Flashcard to Teach Speaking Skill in Recount Text Utami, Nurcholisa Rizqi; Rofi'ah, Siti; Makrifah, Istina Atul
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

This study aims to develop flashcards as learning media to teach students' English language skills. This study uses the Research and Development (R&D) method with the ADDIE model which consists of five stages namely analysis, design, development, implementation, and evaluation. Qualitative data was collected from classroom observations and validator feedback on the flashcards. Quantitative data was collected through questionnaires using a Likert scale for instrument validation, media, materials, and student satisfaction. The instrument validation received a percentage of 100% with the category “Very Valid”, the media validation received 66.66% with the category “Valid”, and the material validation was 92.85% with the category “Very Valid”. This study found an increase in students' speaking ability when using flashcards as learning media. This is evidenced by the pre-test and post-test which increased 9,38%. This finding shows that the flashcards developed are valid, feasible, and effective media for teaching and improving students' English speaking skills.
Lexical Cohesion in Jennie’s Interview on The Jennifer Hudson Show Syahadan, Arman; Handayani, Nurma Dhona
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

This study employs a qualitative research approach, specifically discourse analysis, to examine the role of lexical cohesion in spoken discourse, drawing on Halliday and Hasan’s (1976) theory . Using a descriptive research design, the study systematically explores how cohesive devices maintain coherence in an interview with Jennie from Blackpink on The Jennifer Hudson Show. Data were collected through an observational method, where the researcher transcribed the interview and selected key excerpts featuring lexical cohesive devices such as repetition, synonymy, antonymy, hyponymy, and meronymy. The analysis followed the referential identity method, categorizing the cohesive devices based on context and participants' identities, with coding applied to identify patterns in their usage. The study finds that repetition is the most frequently used cohesive device, appearing 21 times, followed by synonymy and antonymy (12 instances each). Hyponymy and meronymy are less frequent but still contribute to the richness of the discourse. The findings highlight the importance of repetition in maintaining discourse coherence, while synonymy and antonymy provide variety and contrast. This research offers a deeper understanding of how lexical cohesion functions in informal, spoken settings, contributing to the overall flow and clarity of conversation.
How Motivation Influences Speaking Ability: A Study of Seventh-Grade Students at SMP Negeri 1 Ubud Krisna, I Gusti Agung Hari; Krismayani, Ni Wayan; Kumara, Dewa Gede Agung Gana
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

The four primary English language skills are speaking, writing, listening, and reading. Speaking is the ability to express ideas, feelings, and thoughts verbally in various communication circumstances by using words. This study examines the relationship between speaking ability and motivation among seventh-grade students at SMP Negeri 1 Ubud. One hundred ten students from three classes were chosen by cluster sampling for the study, which used an ex post facto correlational research design. Speaking test to assess students' speaking abilities and questionnaires to gauge motivation were used to gather data. With a Pearson correlation coefficient of 0.377, the findings showed a strong and positive relationship between students' motivation and speaking abilities. This suggests a relationship that is meaningful but weak. According to the study, motivation is crucial in developing speaking skills. The results give teachers new perspectives on motivating students to acquire languages, especially in speaking. It also acts as a guide for future studies examining the connection between psychological variables and language learning.
An Analysis of Teacher’s Strategies in Teaching English Speaking at Vocational High School Nisak, Karimatun; Masruroh, Lailatul
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

This study aims to analyze the strategies employed by an English teacher in teaching speaking to eleventh-grade students at SMK Assa’adah Bungah Gresik and to describe the students’ responses toward those strategies. Using a descriptive qualitative method, data were collected through classroom observations, student questionnaires, and documentation. The findings reveal that the teacher applied various strategies such as group discussions, storytelling, drilling, simulations, oral presentations, and communication games to support speaking skill development. Among these, group discussions and communication games were the most frequently used, while simulations and storytelling appeared less often. Students responded positively to interactive activities that encouraged participation and made learning enjoyable. They reported improved confidence, fluency, and motivation when engaged in group-based or game-like speaking tasks. Documentation, including photos and lesson materials, confirmed the application of these strategies in classroom practice. The study concludes that communicative and student-centered approaches are effective in enhancing students’ speaking abilities when applied consistently and contextually. These results suggest that incorporating a variety of engaging speaking strategies can support English language development in vocational high school.
Designing an Uno-Based English Game to Enhance Speaking Skills of Eighth Grade Students Nokiana, Rita; Mubarok, Tyas Alhim; Rofiah, Siti
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

This study seeks to create an educational game called the UNO English Game as an innovative learning tool to enhance the speaking abilities of eighth-grade students. The research adopts the Research and Development (R&D) approach, used the ADDIE model, which consists of five phases: Analysis, Design, Development, Implementation, and Evaluation. The game was created by adapting the traditional UNO card game and integrating it with English learning content focused on speaking activities such as asking and answering questions, describing, and expressing opinions. The results of the implementation show that the UNO English Game enhances students’ engagement, motivation, and confidence in speaking English. It also provides a fun and interactive learning environment that encourages students to practice speaking more actively. Based on the findings, the UNO English Game is considered an effective supplementary tool for enhancing speaking skills in junior high school English classes.
The Effect of Mini Snakes and Ladders Teaching Medium to Improve Students’ Descriptive Writing Skill Azhar, Sofura; Santoso, Dian Rahma
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

This research discusses the use of non-digital teaching media in school without internet access to improve the writing skill of 7th grade junior high school students at one of the junior high schools in Sidoarjo. This study also aims to determine the effect of using the mini Snakes and Ladders as teaching media. Researchers used a quantitative research design with a pre-experimental method that used only one class without using a control class as a comparison for the experimental class. From the final research data obtained, researchers processed it using a paired sample T-test with SPSS. The pre-test and post-test findings provided the data. The results of the paired sample T-test using SPSS indicate that the pre-test and post-test differed significantly. The pre-test’s average score fell short of the 43,15 score required by the Minimum Completeness Criteria (KKM). In the meantime, the KKM indicator was passed with an average post-test score of 78,75. It demonstrates that the score outcomes vary from one another. Compared to the pre-test, the post-test score has a higher mean. T-test results based on the paired sample test showed that the alpha (α) was 0,05 (0,000<0,05) and sig. (2-tailed) was 0.000. This means that Ha has been approved and H0 has been rejected.
The Implementation of Wordwall Game to Improve Students’ Vocabulary Mastery Mayaratih, Devy Aprilia; Permanasari, Pradnya
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

Vocabulary is one of the essential components in mastering English, yet many students find it difficult and boring to learn, especially when taught using traditional methods. This study examines the Wordwall Game as an interactive media to improve students' vocabulary mastery, particularly the simple past tense. This research utilizes a Classroom Action Research (CAR) design and involves 25 tenth-grade students of SMK Negeri 1 Kandeman. Two research cycles were conducted: planning, acting, observing, and reflecting. The researchers collected data using vocabulary tests (pre-test and post-test), observation checklists, and a student questionnaire. The findings show a significant improvement in students' vocabulary mastery, as reflected by the higher average score from 44.28 during the pre-test to 93.68 in the post-test cycle 2. The students also showed high motivation and enjoyment in using Wordwall. The interactive features of the game helped increase participation, reduce boredom, and make vocabulary practice more effective. It can be concluded that the Wordwall Game is an effective and fun learning tool to improve vocabulary mastery among vocational high school students.
Students’ Perception Towards The Use of Kahoot in Vocabulary Learning Putera Kamal, Akbar Newton; Utami, Praditya Putri; Kamil, Acep Bahrum
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

This study investigates students’ perceptions toward the use of Kahoot! in vocabulary learning at the junior high school level. The research employed a qualitative case study approach involving six ninth-grade students at SMPN 5 Tambun Selatan. Data were collected through observation and semi-structured interviews. The findings reveal that students perceive Kahoot! as a fun, engaging, and motivating tool that enhances vocabulary learning. They found it easier to understand and memorize new words through visual aids, contextual questions, and interactive features. Additionally, the gamified elements of Kahoot!, such as quizzes, scores, and time limits, fostered a more dynamic and competitive learning environment. However, students also reported technical challenges, including unstable internet connections and discomfort with the limited response time. Despite these issues, the overall perception of Kahoot! was positive, indicating its potential to improve vocabulary acquisition and student engagement. The study recommends further research on the long-term effects of gamified learning and comparisons with other platforms.
The Use of Digital Flashcard in Teaching Vocabulary Mastery Nurjanah, Intan; Nugroho, Kurniawan Yudhi
PROJECT (Professional Journal of English Education) Vol. 8 No. 5 (2025): VOLUME 8 NUMBER 5, SEPTEMBER 2025
Publisher : IKIP Siliwangi

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Abstract

This study examines how well digital flashcards can improve elementary school students vocabulary mastery, with a particular emphasis on number vocabulary. A fourth-grade classroom in Semarang Regency, Central Java, Indonesia, served as the study’s site because it was recognised that many students lacked adequate vocabulary skills. To gauge vocabulary growth, the study used a pre-test and post-test as part of a pre-experimental design and quantitative methodology. With the pre-test mean at 60.83 and the post-test mean increasing to 82.22 following the intervention, the results showed a significant improvement in the students’ scores. The Statistical Package for the Social Sciences (SPSS) was used to analyse the data. The paired t-test revealed a significant increase in vocabulary mastery, with a p-value of 0.000, below the 0.05 cutoff. As a result, the null hypothesis (H0) was rejected and the alternative hypothesis (Ha) was accepted, demonstrating the efficacy of digital flashcard in improving vocabulary acquisition. Based on the results, digital flashcard can be a useful teaching tool that can be used in a variety of ways and offer young learners an engaging and interactive learning experience.

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