Investigating pre-service teachers’ beliefs gives tremendous advantages for their future career development. This study was conducted in the context of elementary education. It focused on ...investigating the pre-service teachers’ beliefs about teaching English and how the teacher’s reflections changed their initial beliefs. We examined nineteen sophomore students who participated in community service to teach English at a public elementary school. A qualitative design was applied and reflections were carried out. Data were gathered through in-depth interviews and direct classroom observations. The result generates that many preservice teachers hold their prior beliefs about teaching from their student experience. Teaching reflections facilitate these pre-service teachers to realize their gaps in teaching skills. The finding suggests that teacher training faculty need to add more practical courses to nurture teaching skills. The findings may be useful for a larger population where English was taught as a foreign language for pre-service teachers and elementary school students. This study concludes that real teaching experience develops pre-service teachers’ professionalism. It impresses upon them that teaching needs comprehensive knowledge and skills.
Vocabulary is one of the crucial aspects of learning English. However, knowing and remembering the vocabulary is difficult because there are many words in the language. The goal of this research is ...to know which platform will help students to improve their vocabulary more quickly. This study also seeks to answer to the research questions: 1. What is students’ perception of improving vocabulary from songs, social media, and games? 2. Which platform do students like and enjoy using to improve their vocabulary? 3. Which gender prefers to use songs, social media, and games to improve their vocabulary? 4. From songs, social media, and games. Which one that students struggle with or do not like using it? The research is designed with interview and questionnaire design. 100 students of grade 10 senior high schools from four island in Indonesia. The questionnaire was distributed online to the students and a followed up interview. The findings of this study indicate that learning through song, games, and social media can help students improve vocabulary.
Introduction. The need for research is due to the deterioration of the psychological well-being of students in the conditions of periodic introduction of self-isolation and distance learning. ...Teachers of higher education point out that, even after returning to the traditional format of education, many students continue to experience anxiety and tension, especially when performing tasks aimed at teaching oral foreign language speech. To ease such tension and overcome the difficulties caused by it, it is necessary to use various forms of humor in the learning process. Theoretical analysis. The article discusses theoretical approaches to the use of humor in teaching and summarizes the experience of using different types of humor in the practice of teaching English to future IT professionals. Empirical analysis. The empirical research method has been used in the form of a group survey of 67 1st–year students on the basis of SPbSUT. The research task is to find out how students feel about the use of humor in foreign language classes. Conclusion. This study confirms that most students (86%) support the use of humor in classes at the university and note its positive impact. In addition, according to the results of the survey, it was revealed which forms of humor students consider to be the most effective in teaching a foreign language, and which are considered unacceptable by them.
Teaching English to Young Learners (TEYL) means introducing English as a foreign language in learning to children. Children should learn a foreign language earlier to expand the boundaries of the ...world and encourage them to face dynamic international development. Nowadays, children are immersed as native digital users more so than generations past. Therefore, this research is a research and development (R&D) that aims to design, develop and validate an English digital poster book Model teaching English in Indonesia’s early childhood education using the ADDIE Models. This model consists of five steps: analyze, design, develop, implement, and evaluate. The product of this research was developed and then evaluated by four content experts. The result showed that all content experts considered that the final version of an English digital poster book for teaching English in Indonesia’s early childhood education was practical and valid. Based on the observation, most children are excited to use this product in learning English. Teachers also claimed that this product was so interesting, easy to understand, appropriate to the level of difficulty for children in learning English, easy to operate, and can guide them to in teaching English at kindergarten level.
Incorporating gamification into foreign language learning is a successful and effective strategy for improving learners' level of language skills and helping them to master communication with others. ...This study aimed to determine the impact of Kahoot, a gamification-based technological application, on English language vocabulary for academic purposes and motivation. Thus, 60 students were selected from among the university students enrolled in the English Language for Academic Purposes course. These students were randomly split into two equal classes: the control and experimental groups. English vocabulary Test was given to both groups following a pre-test, with the experimental group receiving Kahoot instruction while the control group received traditional instruction. The teaching continued for ten weeks, after which the students were tested with a post-test on the same vocabulary learned. Moreover, a motivation scale was used to identify the effect of Kahoot in enhancing the students' motivation toward learning English for academic purposes. The results showed positive results on the extent of the positive impact (of the Kahoot learning tool based on gamification) in learning English vocabulary for academic purposes and motivation.
This research aimed to find out Google Classroom effectiveness, which was used to enhance students’ speaking skill. This research used a quasi-experimental with a pre-experimental research design. ...The subject of this study is the eleventh grade of senior high school at SMA N 1 M. Payed. It involved 25 students as a sample of this study. In the process of data collection, the researcher used a pre-test and post-test. The researcher analyzed the data using Wilcoxon Ranks Test to test the hypothesis. This study found the value of significance (2-tailed) was lower than the significance level (0.000 < 0.05), then the Ha was accepted. It means there was a significant value on students’ achievement of the speaking skill by using Google Classroom. Finding obtained of pretest 71,20 and posttest 78,16. In conclusion, the mean pretest and posttest scores differ significantly, or there is an effect of using google classroom enhancing students speaking skill at SMA N 1 Manyak Payed. However, it can be concluded that Google Classroom significantly affects students’ speaking skill and helps them finish and collect the assignment without any bound by time and space.Keywords: google classroom; teaching English; Covid-19
This study seeks to examine how various components of English grammar can be taught through animated movies. The study demonstrates the use of gerunds in a sentence or a discourse through an animated ...feature film Tangled. The data for this research was taken from the students of grade eight. The students were shown various video clips, comprising dialogues and songs, from the movie and asked to identify the use of gerunds. Later, the students were given various worksheets containing tasks, based on the use of gerunds in a sentence. The students remained very responsive during the whole lesson and effectively learned the use of gerunds and the difference between gerunds and the present participle. The study concluded that animated movies in grammar teaching classes can serve as a positive reinforcement tool for the language learning process as the animated movies considerably increase the learning speed and proficiency of the students.
This study seeks to examine how various components of English grammar can be taught through animated movies. The study demonstrates the use of gerunds in a sentence or a discourse through an animated ...feature film Tangled. The data for this research was taken from the students of grade eight. The students were shown various video clips, comprising dialogues and songs, from the movie and asked to identify the use of gerunds. Later, the students were given various worksheets containing tasks, based on the use of gerunds in a sentence. The students remained very responsive during the whole lesson and effectively learned the use of gerunds and the difference between gerunds and the present participle. The study concluded that animated movies in grammar teaching classes can serve as a positive reinforcement tool for the language learning process as the animated movies considerably increase the learning speed and proficiency of the students.
The development of technology is growing rapidly. This affects several sectors of life. One of them is in the education sector. Teachers are accustomed to use information and communication technology ...(ICT) tools such as computers and smartphones in learning. Especially in early childhood learning where the use of smartphones can motivate students in learning. Therefore, the researcher used smartphone in learning by using Augmented Reality as a Media. The Augmented reality media is in the form of books. The books are ABC fun with Mickey and 123 counting fun with Mickey. This research used qualitative research. The data were collected by using classroom observation and interview. The obtained data were analyzed in four major namely data collection, data display, data condensation and draw conclusion. Based on the result of observation, the students were active in learning English by using augmented reality media. They were very excited because it was a new experience for them in learning by using this media. Beside that, it was very helpful because the media was interactive and students were able to learn while playing which really supports student learning, especially for young learner. They highly recommend the use of this media because it is very interesting for students
Depth of processing vocabulary has been the subject of heated discussion among vocabulary researchers. Yet, current literature lacks research comparing different tasks to investigate the acquisition ...of vocabulary knowledge among adult learners of English as a foreign language (EFL). To fill the gap, we designed five task-based groups based on Technique Feature Analysis (TFA) as a framework to predict the effectiveness of different vocabulary learning tasks with similar or different TFA rankings on L2 vocabulary knowledge gain. The participants were 130 EFL learners (mean age = 21.7, female 61.5%) randomly assigned to the vocabulary learning tasks: reading and multiple-choice items (TFA = 6), reading and choosing definitions (TFA = 6), reading and fill-in-the-blanks (TFA = 7), reading and rewording the sentences (TFA = 6) and composition writing (TFA = 8). The results of the study revealed that tasks with the same TFA scores led to similar vocabulary knowledge gains. While predictions of the TFA are partially supported, composition writing and sentence rewording tasks supersede other tasks in terms of their effectiveness in vocabulary acquisition.