cover
Contact Name
M Saleh Yahya Himni
Contact Email
yhimni191@gmail.com
Phone
+6281999110771
Journal Mail Official
asshika@saniya.id
Editorial Address
Jln. Pendidikan No. 1 Kabar Selatan, RT. 02/RW. 38 Sakra, Lombok Timur, Nusa Tenggara Barat 83671
Location
Kab. lombok timur,
Nusa tenggara barat
INDONESIA
Asshika
Published by Saniya Institute
ISSN : -     EISSN : 3025809X     DOI : -
Core Subject : Education,
ASSHIKA: Journal of English Language Teaching and Learning, a peer-reviewed journal This journal is a platform for researchers, scholars, and practitioners in the field of English education to publish and disseminate their original research and studies. The journal aims to promote knowledge-building and problem-solving in the field and to make scientific works in relevant research areas accessible to the public. Since 2023, the Saniya Institute has been publishing the journal online. The primary scope and focus of the journal include English Language Teaching and Learning Strategy (ELTLS), Teaching English in the four skills of listening, speaking, reading, and writing, Technology-Enhanced ELT, Language Testing and Assessment, English Applied Linguistics, and Second Language Acquisition (SLA). Contributions in the form of original research, reviews, literature reviews, conference proceedings, case reports, short communications, theses, letters to the editor, and editorials are encouraged.
Arjuna Subject : Umum - Umum
Articles 51 Documents
Analysis of the Use of Instagram as a Platform in Learning English-Speaking Skill Tauhid, Tauhid Sekhmaulana Ibrahim; Angga Ferry Ferdian; Ibrahim, Tauhid Sekhmaulana
Asshika: Journal of English Language Teaching & Learning Vol. 1 No. 1 (2023): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/637730

Abstract

Technology is integral to schooling in the 4.0 industrial revolution. Technology impacts education, including pupils. Technology affects their sight, hearing, speech, and communication. This research seeks to understand Instagram use in English Bilingual Program. This research uses open interviews so respondents can clearly and thoroughly answer portion-specific questions. Students profit much from learning speaking on Instagram, according to the study. Most said (1) students trust themselves in speaking English, (2) they focus more on perfect grammar while speaking, (3) they can easily fix their friends' posts, and (4) unfavorable comments from friends push them to speak more clearly and fluently.
Improving English Vocabulary through Picture Games at the Elementary School Ruhana
Asshika: Journal of English Language Teaching & Learning Vol. 1 No. 1 (2023): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/637731

Abstract

The objective of the study was to enhance English vocabulary acquisition in elementary school students by utilising visual games. The study aimed to assess the influence of utilising graphic games on enhancing comprehension and memory of English vocabulary among elementary school students. Data is gathered via vocabulary assessments conducted before and during the integration of the visual game, as well as through observations of student reactions during educational tasks. Data analysis employs both descriptive and inferential statistical methodologies. The research findings are anticipated to enhance the development of efficacious pedagogical approaches for enhancing English vocabulary acquisition in elementary school.
An Analysis of Students’ Anxiety in Speaking English at First Grade of SMK Nasional Chandra, Julian; Yahya Himni, M Saleh
Asshika: Journal of English Language Teaching & Learning Vol. 1 No. 2 (2024): April
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/fcq9md28

Abstract

The objective of this study was to identify the factors contributing to students' nervousness when speaking English and to assess their English speaking proficiency at SMK Nasional 2 Kayu Tanam. This research employs qualitative methodologies with a descriptive orientation. Two instruments were utilized in this research, specifically the LFCAS questionnaire developed by Horwitz in 1986 and the speaking test created by Brown in 2004. The research sample comprised 35 students, divided across two classes: class X accounting and class X TSM 2. The sample was obtained using purposive sampling. The research data was gathered through the administration of a questionnaire and a speaking test in two classes: class X accounting and class X TSM 2 SMK Nasional 2 Kayu Tanam. The results of the LFCAS questionnaire indicated that communication apprehension was at 33.5%, fear of negative evaluation at 24.56%, and test anxiety at 41.94%. The outcomes of the class X accounting and X TSM 2 in the five aspects are as follows: vocabulary 19.93%, grammar 19.26%, fluency 19.77%, pronunciation 20.6%, and understanding 20.44%. Based on the LFCAS questionnaire, pupils can be classified as either low or below average, whereas the results of the students' speaking test are classified as excellent.
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/nwxd0e11

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.  
Communication Styles Among Members of Student Organizations in Indonesian Universities Mila Umil Habibah; Erna Iftanti
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/648znv68

Abstract

The article examines the dominant communication styles utilized by student organization members and their impact on organizational effectiveness. This means that the way of conveying opinions or information, commonly known as communication style, can influence an individual's perspective in understanding information  The research employs mixed method, use descriptive quantitative and qualitative method, primarily focusing on data collected through surveys and interview administered to students across several Indonesian universities. This method allows for a comprehensive analysis of the dominant communication styles, including Equalitarian, Structuring, and others, as well as the factors influencing their use. . Therefore, the purpose this article is to analyze the dominant communication styles used by student organization members, both when expressing opinions and when carrying out work programs, which certainly influence their actions and thinking patterns about certain ideas or opinions. The results indicate that the Equalitarian Style is the most dominant communication approach among student organization members. This style promotes an inclusive environment where all members feel empowered to express their opinions and contribute to discussions, ultimately enhancing collaboration and mutual understanding. The findings suggest that adopting an Equalitarian communication style significantly improves organizational effectiveness by fostering a culture of openness and respect among members.
The Role of Virtual Reality in Improving Pronunciation and Fluency in English Language Teaching Rahis Pasaribu, Gumarpi; Febrika Dwi Lestari
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/0tzktj41

Abstract

This study aims to explore the effect of using Virtual Reality (VR) technology in improving pronunciation and fluency in learning English as a foreign language (EFL). By offering an immersive and interactive learning environment, VR allows learners to practice speaking skills in situations that mimic real-world conversations, potentially reducing anxiety and increasing confidence. This study identifies the role of VR in facilitating repeated exposure to accurate pronunciation models and assisting in the development of speaking fluency through interactive simulation. The results of the study indicate that the use of VR can improve learners' pronunciation and fluency, especially by providing immediate feedback and the opportunity to practice in a non-stressful environment. However, although VR shows positive results, its effectiveness in the long term and in a more realistic classroom context still requires further research. This study also highlights the need for more in-depth studies on the comparison between training using VR and traditional methods, as well as the influence of individual factors such as anxiety and previous pronunciation training on learning outcomes.  
The Following Investigation of the Mapping on Emotion in “Tanpa Kemudian” Translated as "No Resolution” Ririn Tasumbey
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/b4e5af03

Abstract

The present study focuses on the mapping of emotion in "Tanpa Kemenudian" translated into "No Resolution." The research is grounded in the theory of Natural Semantic Metalanguage (NSM), a concept that has been supported by Wierzbicka (1999) and Goddard (1997). The natural semantic metalanguage (NSM) is defined as a minilanguage believed to correspond to the common core of all languages. This hypothesis has emerged through comprehensive cross-linguistic inquiries that have spanned over three decades. The NSM system was developed primarily as a linguistic theory aimed at identifying the "language of thought" and the shared core of the lexicon and grammar of all natural languages. The present study explores the notion of emotion, delineating its association with positive and negative phenomena. The objective of the present study is to demonstrate that emotion mapping is imperative for effective translation. This ability will assist the translator in accurately conveying the intended message from the source language to the target language. The findings reveal that the data is distributed as follows: four data points are associated with favorable outcomes, while three data points are associated with unfavorable outcomes. Each lexicon is representative of its semantic features, as determined by the NSM approach.
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/r1htw353

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.  
Communication Styles Among Members of Student Organizations in Indonesian Universities Mila Umil Habibah; Erna Iftanti
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/3s30xq79

Abstract

The article examines the dominant communication styles utilized by student organization members and their impact on organizational effectiveness. This means that the way of conveying opinions or information, commonly known as communication style, can influence an individual's perspective in understanding information  The research employs mixed method, use descriptive quantitative and qualitative method, primarily focusing on data collected through surveys and interview administered to students across several Indonesian universities. This method allows for a comprehensive analysis of the dominant communication styles, including Equalitarian, Structuring, and others, as well as the factors influencing their use. . Therefore, the purpose this article is to analyze the dominant communication styles used by student organization members, both when expressing opinions and when carrying out work programs, which certainly influence their actions and thinking patterns about certain ideas or opinions. The results indicate that the Equalitarian Style is the most dominant communication approach among student organization members. This style promotes an inclusive environment where all members feel empowered to express their opinions and contribute to discussions, ultimately enhancing collaboration and mutual understanding. The findings suggest that adopting an Equalitarian communication style significantly improves organizational effectiveness by fostering a culture of openness and respect among members.
The Role of Virtual Reality in Improving Pronunciation and Fluency in English Language Teaching Rahis Pasaribu, Gumarpi; Febrika Dwi Lestari; Muchlas Suseno
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/8hncef66

Abstract

This study aims to explore the effect of using Virtual Reality (VR) technology in improving pronunciation and fluency in learning English as a foreign language (EFL). By offering an immersive and interactive learning environment, VR allows learners to practice speaking skills in situations that mimic real-world conversations, potentially reducing anxiety and increasing confidence. This study identifies the role of VR in facilitating repeated exposure to accurate pronunciation models and assisting in the development of speaking fluency through interactive simulation. The results of the study indicate that the use of VR can improve learners' pronunciation and fluency, especially by providing immediate feedback and the opportunity to practice in a non-stressful environment. However, although VR shows positive results, its effectiveness in the long term and in a more realistic classroom context still requires further research. This study also highlights the need for more in-depth studies on the comparison between training using VR and traditional methods, as well as the influence of individual factors such as anxiety and previous pronunciation training on learning outcomes.