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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 1,194 Documents
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 The Use of The Make a Match Technique in Teaching Reading Comprehension in Senior High Schools Jamila, Qorinatul; Ferdiyanto, Feri; Zainuddin
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

Reading comprehension is a fundamental component of English as a Foreign Language (EFL) instruction at the senior high school level. However, reading lessons in many classrooms remain predominantly teacher-centered, providing limited opportunities for collaborative meaning construction. This study aims to explore the implementation of the Make a Match technique in teaching reading comprehension and to examine students’ responses during the learning process. The study employed a qualitative case study design conducted in an eleventh-grade class at MA Darul Lughah Wal Karomah. Data were collected through classroom observations, semi-structured interviews, and document analysis. The data analysis followed the interactive model proposed by Matthew B. Miles and A. Michael Huberman, including data condensation, data display, and conclusion drawing/verification. The findings show that the implementation of the Make a Match technique occurred through several stages: lesson introduction, preparation of card-matching activities, cooperative interaction during the matching process, and confirmation or reflection. Students’ responses were observed in three forms of engagement: behavioral engagement, cognitive engagement, and affective involvement. The findings indicate that the technique organizes classroom interaction through structured cooperative activities that encourage students to engage with reading texts collaboratively. This study contributes a process-oriented understanding of how cooperative learning structures shape interaction and student engagement in EFL reading classrooms.
The Schoolscape of SMAN 1 Semarang: Patterns of Language Use and Global Identity Al Basit, Afan Makhrus; Priyatmojo, Arif Suryo
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 investigates the schoolscape of SMAN 1 Semarang to understand its language patterns and underlying representations. Using a descriptive qualitative approach, data were collected through 151 photographic records of linguistic signs and an interview with the school's quality assurance officer. The findings reveal a predominantly bilingual environment, dominated by Indonesian-English signs (72 signs), followed by monolingual Indonesian (67 signs), while standalone English signs are extremely rare. The analysis indicates this landscape is primarily driven by top-down institutional policies (122 signs) rather than bottom-up initiatives from students and school organizations. Triangulated with the interview, the study concludes that English serves a symbolic, rather than purely pedagogical, function. It visually manifests the school’s global orientation, aligning with its international exchange program. Ultimately, the consistent pairing of English with Indonesian demonstrates a strategic institutional negotiation to project global prestige while complying with national language regulations and preserving local identity.
“Kahoot!” Gamification, Innovation and Digital Literacy as Teaching Media in Improving EFL Students’ Vocabulary Nupus, Hayati; Qomaruzzaman, Maman
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 conducted to find out the effectiveness of using Kahoot as a teaching and learning media in improving students' English vocabulary. This study used quantitative approach, pre-test and post-test conducted to determine whether the students differed before and after the implementation of kahoot as learning media. The research subjects consisted of students who participated in English learning using Kahoot as an interactive quiz medium. vocabulary test conducted to collect the data before and after implementation. The results of the research indicated that there is a significant improvement of students' vocabulary mastery after using kahoot as learning media. This is due to the interactive, competitive, and fun nature of Kahoot, which is able to increase student motivation and creativity in the teaching and learning activity. In addition, the use of game-based technology helps students remember new vocabulary more effectively through repetition and direct feedback. Thus, Kahoot can be an alternative, innovative and effective learning medium in improving students' English vocabulary skills. This research is expected to gain more development and contribution of more interesting and technology-based English learning methods.

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