cover
Contact Name
Urai Salam
Contact Email
urai.salam@untan.ac.id
Phone
+6281257058291
Journal Mail Official
journaljeep@gmail.com
Editorial Address
Program Studi Pendidikan Bahasa Inggris FKIP UNTAN, Universitas Tanjungpura, Jl. Profesor Dokter H. Hadari Nawawi, Bansir Laut, Kec. Pontianak Tenggara, Kota Pontianak, Kalimantan Barat 78115
Location
Kota pontianak,
Kalimantan barat
INDONESIA
Journal of English Education Program (JEEP)
ISSN : -     EISSN : 27216896     DOI : http://dx.doi.org/10.26418/jeep.v2i1
Core Subject : Education,
Journal of English Education Program (JEEP) publishes multi-disciplinary research and critical review of issues on applied linguistics, English language teaching and English literature in the context of English as a Foreign Language (EFL). JEEP disseminates research results and analysis regarding EFL-related issues that cover the fields of: English Language Pedagogy English language Literacy English for Specific Purposes ELT Materials Development and Evaluation English Language Testing and Assessment Teaching English to Young Learners, English Literature Language Policy and Planning Learning English ICT in Language Education Second Language Acquisition CALL and second language acquisition Computer games in language learning and teaching Research methodology in Language Teaching Social Networking in Language Learning and Teaching
Articles 7 Documents
Search results for , issue "Vol 2, No 1 (2021)" : 7 Documents clear
IMPROVING PUPILS’ VOCABULARY MASTERY BY USING VIDEO SONGS Ella, Nanda; Sofian, Sofian; Rosnija, Eni
Journal of English Education Program Vol 2, No 1 (2021)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v2i1.44019

Abstract

The research was aimed to improve pupils’ vocabulary by using video songs. This research was a classroom action research which done in two cycles. The subject of this research was the class A6 pupils of TK Immanuel. The researcher observed pupils’ improvement by collecting data through field notes, observation checklist and vocabulary test. The pupils’ behaviour towards the learning process was gathered by field note and observation checklist. The data of vocabulary was obtained by vocabulary test which was assessed through scoring rubric. The result showed those pupils’ problems in recognizing and mentioning the vocabulary had been solved by using video songs as the media of teaching. Furthermore, pupils’ interest in learning vocabulary also improved. It was shown by the pupils’ enthusiasm to pay attention in watching the video and singing together during teaching and learning process. As the conclusion, the media was able to be used in improving pupils’ vocabulary.  
DESIGNING INSTRUCTIONAL MATERIALS FOR TEACHING AND LEARNING WRITING RECOUNT TEXT THROUGH EDMODO PLATFORM Abisay, Merry Elisabeth Elsina; Rahayu, Apriliaswati
Journal of English Education Program Vol 2, No 1 (2021)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v2i1.44378

Abstract

This research aims to design instructional materials for teaching and learning writing recount text through the Edmodo platform to tenth-grade students of SMA Kristen Abdi Wacana Pontianak. This instructional material was designed based on the teacher's interview, analysis of the current syllabus, and the English textbook. The researcher applied ADDIE as the research model. In this research, the researcher only implemented three phases which are analyzing, designing, and developing (ADD) without implementing and evaluating phase because of time limitation. The materials and tasks were indicated the teaching and learning focus only on writing recount text. This instructional was designed to include learning through digital learning media. Thus, some of the materials and tasks were provided on the Edmodo platform. The main structures of the instructional are the books' cover, preface, syllabus, basic competence and indicator competence, learning goals, material, and task. The researcher used expert validation to make sure that the material was usable. It revealed that the interpretation result of the product was very good. Besides, these instructional materials which were designed indicate that it is workable as the teaching materials in SMA Kristen Abdi Wacana Pontianak.  
DESIGNING VOCABULARY EXERCISE BOOK WITH WEBTOON COMIC FOR A-1 CLASS YEAR-2 STUDENTS Sahrini, Elda; Wardah, Wardah
Journal of English Education Program Vol 2, No 1 (2021)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v2i1.43545

Abstract

AbstractThe objective of this research is to design a comic book for extensive reading material and this research is classified as Research and Development (R & D). The final product of this research is a comic book for enrichment for students of A-1 class year-2 English Study Program of Tanjungpura University. The comic book is also following the steps of making vocabulary exercise comic book inspired by online comic. The data collection of this research is obtained through questionnaires with 17 students of A-1 class as the research subjects. Based on the table of students’ frequency in reading Webtoon comics, it can be seen that, most of the students are often reading Webtoon comic book (66.7%) while other students (25.9%) are routinely reading Webtoon comic book. There are three pages of exercises in the end of each chapter of this comic book. The exercises are the simple questions related to synonym and antonym of the unfamiliar word found in the story they have been read. It is expected that the students could answer the questions orally or in written form.
THE EFFECTIVENESS OF USING HANGMAN GAME TO STRENGTHEN YOUNG LEARNERS’ VOCABULARY Munikasari, Munikasari; Sudarsono, Sudarsono; Riyanti, Dwi
Journal of English Education Program Vol 2, No 1 (2021)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v2i1.43328

Abstract

This research was conducted to find out the evidence of Hangman game in strengthening young learners vocabulary to the Year-7 students of SMP Negeri 4 Teluk Keramat-Sambas in Academic Year 2019/2020. This research was a pre-experimental research with one group pre-test and post-test design. The population of this research was all of Year-7 students with the total number of students were 114 students. The cluster random sampling was taken in this research as the technique of sampling, the participants consisted of 26 students. Referring to the research findings, it revealed that the technique could make students vocabulary increased significantly. It can be seen when the students learn vocabulary. Their attention and involvement indicated that the technique gave positive effect on students vocabulary mastery. They already understood the meaning and how to spell words correctly through Hangman game. The result of the research showed that Hangman game was effective to increase students vocabulary achievement. It was proven by the result of t-test computation is higher than t-critical value (9.24>2.060). This means that the Null Hypothesis (H0) which is the implementation of Hangman game does not affect the young learners vocabulary significantly was rejected, while the Alternative Hypothesis which is the implementation of Hangman game affect the young learners vocabulary significantly was accepted. The score of effect size was 1.8 and qualified as strong effect. To conclude, Hangman game enabled the students to recollect vocabulary easily and generate the students motivation in learning process. Thus, the writer suggested this technique to be implemented in teaching vocabulary.
DEVELOPING INTERACTIVE LISTENING LEARNING MULTIMEDIA TO SUPPORT “BAHASA INGGRIS FOR GRADE TEN” BOOK Amal, Izzul; Ikhsanudin, Ikhsanudin; Bunau, Eusabinus
Journal of English Education Program Vol 2, No 1 (2021)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v2i1.42289

Abstract

This research was conducted to design Interactive Listening Learning Multimedia; an interactive multimedia as a teaching and learning media to support “Bahasa Inggris for Grade Ten” book. The research aims to determine whether the interactive listening learning multimedia as the supplementary teaching media is usable to support “Bahasa Inggris for Grade Ten” book or not. The form of this research is developmental research. The method of this research was design and development research. The researcher applied ADDIE as the procedure. In this research, the researcher only implemented three phases which are analysing, designing, and developing (ADD) because of time limitation. The interview for analysing phase was administered in SMA Muhammadiyah 1 Pontianak. The researcher created the multimedia using Powerpoint. In development phase, the researcher used internal evaluation to make sure that the multimedia is usable. To sum up, it is found that interactive listening learning multimedia is usable to support “Bahasa Inggris for Grade Ten” Book.
AN ANALYSIS OF TEACHER’S STRATEGIES IN TEACHING ENGLISH Mustika, Ulfiatul; Wardah, Wardah
Journal of English Education Program Vol 2, No 1 (2021)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v2i1.43003

Abstract

This research was conducted to analyze what strategies the teachers have used in teaching English and what factors influence these strategies. This was a descriptive qualitative research for the English teacher of SMAN 1 Segedong. Data collection was carried out using interviews with an English teacher at the school. Data were analyzed using Familiarization and Organizing, Coding and Reducing, Interpreting and Representing. Based on research findings, there were five teaching strategies used by the teacher and three factor influence it. These strategies were discussion strategies, demonstration strategies, using electronic media as learning media, using games and providing reinforcement in the end teaching and learning process. There were three factors that influenced the teacher strategy in English at SMAN 1 Segedong. The first was the student factor which includes the background of the student's majors such as Science and Social Studies, and the student's condition in following the learning process. The second was the factor came from the teacher. This factor concerned the ability of teachers to use technology in supporting teaching strategy. Lastly, the facility includes how the learning tools are limited.
DEVELOPING CONSELOREE TO SUPPORT THESIS SUPERVISION PROCESS Muhtadin, Khairul; Wardah, Wardah
Journal of English Education Program Vol 2, No 1 (2021)
Publisher : FKIP - Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jeep.v2i1.40999

Abstract

This research was conducted to develope Conseloree; an application to support thesis guidance process. The purpose of this research is to develop an innovative web-based application to support thesis guidance process at English Education Study Program. The form of this research is developmental research. The method of this research consists of three phases namely analyzing, designing and developing or called ADD. Analyze phase found that the difference busyness become problem to have a face to face meeting. Design phase was done to prepare the appropriate material to create the application. Develop phase was done to create an essential part of the conseloree. The designed product was completed after have an expert validation regarding to the needs and already stated valid to be use by the expert validator. The Conseloree considering the function, responsiveness, practical use and security. To sum up, it was found that Conseloree is usable to support thesis guidance process.

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