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Contact Name
Made Hery Santosa
Contact Email
mhsantosa@undiksha.ac.id
Phone
+6236221541
Journal Mail Official
vldl@undiksha.ac.id
Editorial Address
Fakultas Bahasa dan Seni, Universitas Pendidikan Ganesha. Jl. A. Yani No 67, Singaraja, 81116, Bali, Indonesia
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Kota denpasar,
Bali
INDONESIA
International Journal of Digital Learning on Languages and Arts
ISSN : -     EISSN : 30634318     DOI : https://doi.org/10.23887
The International Journal of Digital Learning on Languages and Arts (IJODLLA) is a scientific journal published by the Laboratory Unit of Languages and Arts Faculty of Universitas Pendidikan Ganesha. IJODLLA is specifically publishing journal articles in the field of study and ethical practice of facilitating learning and improving performance, especially in the digital learning context on languages and arts areas. The scope of IJODLLA includes: Active learning in languages and arts Adaptation to flexible learning environment Artificial Intelligence in languages and arts Big data use in languages and arts Chatbots in languages and arts Collaborative digital learning in languages and arts Collaborative technologies applied to languages and arts instruction Critical digital literacy Current trends, issues, and practices of digital learning in languages and arts Cyber bullying in languages and arts Cyber-culture, identity, and language Design thinking and technology Digital game-based learning Digital learning in languages and arts Digital literacy profile Digital research tools Distance education and MOOCs E-learning and the challenges Educational simulations and games Engagement in digital learning environment Ethics in digital environments Flexibility of learning spaces/beyond classroom walls Flipped learning and virtual flipped learning Hybrid pedagogy in languages and arts Hyflex, blendflex, concurrent classroom in languages and arts Impact of technology use related to languages and arts instruction Innovative/digital pedagogies Learning experience design Mobile learning National, regional and international challenges and/or reforms in digital learning Online systems in support of education Open educational resources languages and arts Plagiarism and behaviour in digital learning environment Positive and negative psychology in digital learning Professional development and continuing professional development in digital space in languages and arts Teacher education and technology integration Teaching learning practices with social media technologies and beyond Technology-based assessment and practices in languages and arts Technology-based media development and evaluations in languages and arts The role of teacher and learner in technology-mediated learning Virtual communities and teaching-learning practices Xtended Reality (Virtual, Augmented, and Mixed reality systems)
Articles 19 Documents
An Analysis of Undergraduate Students’ Ability and Their Difficulties in Identifying Simple, Compound, Complex, and Compound-Complex Sentences Surya Maulana; Yuli Markhamah; Ahmad Jailani
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i1.57529

Abstract

This paper discusses the result of analyzing the ability of undergraduate students to the difficulty of identifying simple sentences, compound sentences, complex sentences, and compound-complex sentences. A descriptive quantitative approach and a descriptive qualitative approach were used in this study. Descriptive quantitative was used to see the student score test in analyzing simple sentences, compound sentences, complex sentences, and compound-complex sentences. Descriptive qualitative was used to see the result of students’ interviews on their difficulty identifying simple, compound, complex, and compound-complex sentences. This study shows that students' ability mean score was 11.84 from 20 points, the median was 12 from 20 points, and the range was 6 (as a lower score) and 17 (the highest score) from 20 points. Most of the students still have difficulty identifying the formation of simple sentences, compound sentences, complex sentences, and compound-complex sentences. Mainly because they still don’t understand connectors in the four types of sentences, such as subordinate connectors. Therefore students are required to practice writing in order to make it easier to form a simple sentences, compound sentences, complex sentences, and compound-complex sentences.
A Theoretical Analysis of ChatGPT Integration in Flipped Classrooms to Enhance Personal Learning Space Risang Baskara
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i1.59332

Abstract

This paper presents a theoretical analysis of the interconnection between ChatGPT, flipped classrooms, and personal learning spaces in higher education. The context of this research is the need to improve teaching and learning support in higher education through research and practice applicable to all disciplines and contexts. This research addresses the following questions: How can ChatGPT be integrated into flipped classrooms to enhance personal learning space? What can theoretical frameworks be used to support this integration? Previous research has shown that flipped classrooms can enhance students' learning outcomes and personal learning space by allowing them to learn at their own pace. However, there is a need for theoretical frameworks that can guide the integration of ChatGPT into flipped classrooms to enhance personal learning space. The primary rationale for this research is to explore theoretical frameworks that can support the integration of ChatGPT into flipped classrooms to enhance personal learning space. This is important because it can enhance students' learning outcomes and promote personalised learning experiences. The research methods used in this paper involve a systematic review of the literature on ChatGPT, flipped classrooms, and personal learning space, followed by a theoretical analysis of the interconnection between these concepts. The main findings of this paper suggest that the integration of ChatGPT into flipped classrooms can enhance personal learning space by providing personalised support and feedback to students. These findings imply that ChatGPT can promote personalised learning experiences and improve teaching and learning support in higher education.
Kolok.id: An Aplication for Digital Learning Media Integrated with Game and Kolok Dictionary to Improve Kolok Students’ Learning Performance in Covid-19 Pandemic Ni Putu Ayu Pirdayanti; Ni Ketut Anggriani; Gusti Aditya Trisna Murti; I Ketut Andika Pradnyana; I Wayan Pardi
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i1.60131

Abstract

SD Negeri 2 Bengkala is an inclusive school that aims to improve the quality of education for kolok students. Kolok means dumb and deaf. Problems faced by Kolok students in learning activities namely 1) as they have physical limitations to be unable to speak and hear something, this situation hardly affects their learning process, 2) teachers have not used creative and innovative learning media, 3) Kolok students find difficulties to understand abstract material, moreover when they have nobody as their assistant (kolok translator) to help them understand their lesson. Knowing this situation, Kolok.id is developed to overcome problems encountered by most of kolok students. Kolok.id is an application developed to help kolok students receive lesson easier and facilitate their communication needs. The main features contained in the kolok.id application includes basic competencies and indicators, teaching materials, crossword puzzle games, quizzes, kolok dictionaries, and guide book. Kolok.id application is also relevant to use during the Covid19 pandemic to support Kolok students learning from home. In addition, this application can also be used anytime and anywhere. The development of Kolok.id application uses the method of Multimedia Development Life Cycle (MDLC) which consists of 6 development stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Kolok.id application has gone through the testing stages of beta and alpha with very good results.
Language Learning Approaches: A Study Meta-Analysis of Vocabulary Mastery in EFL Learners Ferri Hidayad; Despita Despita; Fitri Novia; Muhammad Bambang Purwanto
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i1.60465

Abstract

To determine whether language learning is feasible, numerous researchers from around the world have studied this area; nevertheless, no real solution has yet been put forth in this regard. It is simpler to gain a command of the second language or even speak it fluently with linguistic comprehension and knowledge. This study does a meta-analysis of three study programs to examine the applicability of the various strategies and methodologies suggested in this research project related vocabulary learning or lexical knowledge. The results demonstrated that the learners' lexical knowledge strategies encompassed cognitive, metacognitive, social, willpower, and memory techniques. Additionally, competent people preferred making assumptions based on context and scenario and employing dictionary references. Additionally, this study looked into the relationship between the background, circumstance, approach, context, and therapy using a vocabulary acquisition strategy. The findings indicated that while the instructors used particular teaching methods in accordance with their curricula and preferred distinct methods, the L2 beginners came from diverse backgrounds and situations. The study's findings suggest that in order to effectively encourage the new EFL learners to improve their vocabulary, the instructors must be fully aware of the significance of using an appropriate strategy for English language teaching (ELT) in STKIP Muhammadiyah Pagaralam.
The Effect of Storyjumper on Students’ Vocabulary Comprehension Putu Cleo Chintya Rossa Devi
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i1.83384

Abstract

This study is a quasi-experimental research which aimed to investigate whether there is significant effect of using story jumper on 2nd grade students’ vocabulary comprehension in SDN 1 Semarapura Kangin. The population if this study involved 30 students from each class that was A class that was being the control class and B class that was be the experimental class. The result shows that there is significant difference of the post-test achievement between experimental group and control group proved with T =3.05, Df = 90, and sig. 0.04 (p<0.05). That means there is significant effect of effect of using story jumper on 2nd grade students’ vocabulary comprehension.
The Effect of Gamification of Four-Grade Students’ Writing Competency Kadek Gita Suryani; I Gede Yoga Permana
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 1 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i1.83508

Abstract

This research aims to determine the effect of gamification on fourth grade students' writing competence. This study was an experimental study conducted at SD N 4 Banyuasri, Buleleng, Bali. Using pretest posttest design, this study involved four grade students as the sample of the study. Data collection in this research used several instruments, namely tests (pre-test and post-test), lesson plans, and rubric for analyzing writing. The results of the study found that the post-test score (M= 82.86, Std= 7.507) was higher than the pre-test (M= 42.32, Std= 14.368). The t test results also confirmed that there was a significant difference in the mean score between the pre-test and post-test (Sig≤0.05). During the learning process, students look active and motivated while participating in the learning process in class. This study also present an important discussions towards using gamification in creating motivating and engaging learing environment.
Designing Augmented Reality-Based Indonesian Marine Biota Book As An Educational Media Caroline Soen; Andreana Lingga; Muhammad Iqbal
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.86239

Abstract

Indonesia has a rich diversity of marine biota, with more than 35,000 species of flora and fauna, but many are unaware of its important role in the sustainability of the ecosystem. Therefore, it is important for children to learn about marine biota from an early age in order to increase their knowledge and foster concern for the preservation of marine ecosystems. This study aims to design an augmented reality (AR)-based Indonesian marine biota book as an educational medium. With AR, it is hoped that children's interest and understanding of marine biodiversity will increase. The methods used include literature review, interviewing children illustrator and ocean conservation communities, and the development of interactive AR books and applications. This book is a mini encyclopedia about species, habitats, and conservation, complete with attractive illustrations that can be scanned through an application on the Google Play Store to activate AR animation. The work process uses digital techniques in Clip Studio Paint for illustrations, animation in Adobe After Effects, and AR with Unity.­­­­­
Role-Playing Games for Language Enhancement: A Linguistic Study of Baldur’s Gate 3 Felipe Cacho Corpuz
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.87682

Abstract

This study delves into the linguistic advantages presented by role-playing games (RPGs), with a particular focus on Baldur’s Gate 3. Through a thorough examination involving content analysis and sixty hours of personal gameplay observation by the researcher, this research explores the linguistic components embedded within the game that contribute to skill improvement in areas such as vocabulary, grammar, comprehension, and pronunciation. The findings highlight notable enhancements across all linguistic aspects within the game environment. Exposure to a diverse range of lexical elements, including character names and quest-related terms, leads to significant vocabulary enrichment. Moreover, the navigation through the intricacies of non-player character (NPC) dialogues significantly enhances language interpretation abilities. The grammatically rich dialogues and precise pronunciation showcased through character voice acting further contribute to heightened grammatical proficiency and especially improved language articulation. Ultimately, the study underscores the very game, Baldur’s Gate 3, as an effective tool for language acquisition, providing the researcher and the potential players with a multifaceted approach to honing their vocabulary, grammar, comprehension, and pronunciation skills. By revealing the specific linguistic features within the game and their corresponding benefits to the aforementioned linguistic skills, this research offers a comprehensive roadmap for individuals interested in utilizing role-playing games for language enhancement purposes.
“It’s Morbin’ Time”: The Morphology and Syntax of Morbius Memes Mangiwet, Lander
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.88125

Abstract

Memes are an everyday feature of the Internet nowadays, and recently they have become a point of interest in the field of linguistics. This study particularly has taken an interest in Morbius memes, a meme phenomenon replete with linguistic features, with the goal of unraveling the morphological and syntactic features that characterize them. The study is beneficial to the field of linguistics and memes. It provides students with examples of how to conduct scholarly work in the field of morphology and syntax, and it also serves as a preservation of meme culture. The study was conducted following a descriptive qualitative design that employed morphological and syntactic analysis. It abides by ethical standards: it does not infringe on the copyright of memes and ensures the results will be properly disseminated. The study found that the morphological regularities that characterize Morbius memes come in the form of word formation processes— namely clipping, backformation, compounding, blending, and derivation— and a feature the researcher refers to as “the -ing rule”. In the case of syntactic regularities, these come in the form of recurring and unique sentence constructions in which the “It’s morbin’ time” phrase is a constant feature. These linguistic features of Morbius memes are, as the researcher infers, an observable manifestation of linguistic creativity in which individuals are manipulating language for the purpose of creating memes. Furthermore, it goes to show that individuals subconsciously employ their innate linguistic knowledge in creating memes. Therefore, memes may serve as mediums for language practice.
Analysis of Fundamental Aspects in Game Character Design Clive Anderson
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.89349

Abstract

The creation of a commercially successful game comes with many different considerations, such as its variety of content, overall cohesion, capacity of social interactions to name a few of the most important features. They are also well-packaged in a visual format, character designs being the highlight. The researchers have proposed to further understand the strategies employed by commercially successful games on the creative process of character design. Using a discussion-based-qualitative approach, the research will be composed of interviews with experienced concept artists from different sociocultural backgrounds, as well as literary sources to be complementary materials. This research will focus on the comparison between the general thought process and workflow that different concept artists have in creating a compelling character design to try to generate a general foundation for up and coming game concept artists. Further studies can be done to explore more perspectives on the topic to create a more compelling guideline overall.

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