158 research outputs found

    Interlanguage Analysis of Indonesian Young Learner’s English Acquisition

    Get PDF
    The current trend of ELT in Indonesia is to learn English at young age. Young learners are perceived as more successful language learners compared to those learning English in their adulthood. This article aims at analyzing interlanguage variations of Indonesian young learners, serving as evidence of their English acquisition. The findings showed that Indonesian young learners of English have not been able to produce tense-marking verb, and omit some grammatical morphemes such as –s iending in simple present tense, and –s ending in possessive. The interlanguage variations are influenced by L1 transfer, overgeneralization and simplification. It is expected that the findings contribute to better comprehension of Indonesian learners’ English acquisition..           &nbsp

    Theme-Rheme Analysis and Thematic Progression in Joko Widodo’s Speech

    Get PDF
    Indonesia president, Mr. Joko Widodo, delivered a speech concerning some decisions related to social support and people's massive movements to stop the COVID-19 in Indonesia. Some unique functional grammar, namely theme-rheme and thematic progression, are found in his speech. The research focuses on analyzing the theme-rheme and the thematic progression (TP) types in Joko Widodo's speech both in the source language (SL) or Bahasa Indonesia and target language (TL) or English translation. It made a comparison to depict the differences and similarities between them. This study was a descriptive qualitative research method by taking the speech texts and their translation. The research results showed that the most frequently used theme in both SL and TL speech texts was the topical theme (66%). The second was the textual theme, and the least used was the interpersonal theme. Both SL and TL speech texts employed all thematic progression that shows the texts have been developed cohesively. However, the theme derived thematic progression becomes the most frequent TP as the speaker and translator used a single theme to develop another related theme in the next clause. This type of TP stated the different dominant types of TP used by other presidents' speec

    Most problems found in speaking class

    Get PDF
    Speaking skill are the skill that enable us to communicate adequately. These abilities permit the speaker, to deliver their message in an enthusiastic, mindful, and persuading way. Speaking skill additionally help to guarantee that one will not be misjudged by the individuals who are listening. Therefore, this book offers readers to dive into the deep trench of English speaking skill

    EFL learning gamification: exploring high school learners’ vocabulary acquisition through experimentation

    Get PDF
    This paper investigates the effectiveness of using video games as a tool for vocabulary learning, focusing specifically on the popular simulation game, Harvest Moon. The study compares the vocabulary learning outcomes of two groups of learners: one group learned vocabulary through traditional methods, and another group learned vocabulary through playing Harvest Moon. A quasi-experimental design was employed, and quantitative data was collected from pre- and post-tests to measure vocabulary acquisition. Additionally, qualitative data were gathered through survey, interviews and observations to provide deeper insights into the learners’ experiences. The findings reveal that learners who used Harvest Moon demonstrated significantly higher vocabulary acquisition compared to the traditional learning group. Furthermore, the qualitative data suggests that the immersive and engaging nature of the game, as well as its contextualized vocabulary use, positively influenced the learners’ motivation and engagement in the language learning process. These results contribute to the growing body of research on gamified language learning and highlight the potential of video games as effective tools for enhancing vocabulary learning outcomes

    English for young learning method through games and songs for elementary school

    Get PDF
    This study aims to determine the role of music and games in elementary school children's learning. The method used in this research is a type of qualitative research. The data collection process was carried out using the Focus Group Discussion (FGD) model in natural settings (natural conditions), primary data sources, and more data collection techniques on observation, in-depth interviews (in-depth interviews), and documentation. The chosen research location is an elementary school in Tulungagung Regency. Teaching English to young learners for teachers is fun. Teachers are required to learn in an interesting and not monotonous manner. Young learners also have a good memory in responding to something. Young learners are active students, so playing is one of the things they enjoy doing. So, the teacher must have innovations to create a learning atmosphere that is not monotonous. One of the things that can be done is to do learning by applying games in class. Young learners in learning English need various interesting methods to be applied in class. One technique that can be used for young learners in learning English is song and games. The benefit for young learners learning English is that they can speak English in the future. The aim of young learners learning English is to master as many vocabulary words as possible. Therefore, they will not experience any difficulties using English in the future. That way, English can be used for their skills in the future

    Exploring the use of digital technology in English language teaching: strategies and methods for effective implementation

    Get PDF
    The globalization of technology, including education, has impacted all facets of life. Therefore, English learning strategies must be studied so teachers can easily choose and determine English learning strategies for teaching students digital base technology. This research aims to describe (1). Digital technology in the world of education; (2). Digital technology-based English learning methods; (3). Digital technology in the development of language learning skills. In this study, qualitative methodology and library research methods were utilized. The results of this study are (1). Technology supporting education is expected to assist students and educators in carrying out teaching and learning activities in schools; (2). At this time, many English learning methods have been integrated with digital technology. Such as utilizing digital technology using the direct method and others; (3). The use of digital technology is also used in developing students' English skills (listening, speaking, reading, and writing), for example, the use of YouTube videos, digital posters, digital comics, and Grammarly tools

    Hydrolysis of PLA-like Plasma Polymer Films with Varying Degree of Crosslinking

    Get PDF
    Poly-lactide acid (PLA) based biodegradable films are of interest for packaging materials or bioapplications. Plasma-assisted vacuum evaporation technique uses oligomers released during thermal decomposition of source polymer as precursors for plasma polymerization. Conventionally prepared PLA with mw = 10000 g/mol was used as a source polymer. Films were prepared at various RF (13.56 MHz) plasma powers (0-20 W) in order to vary the amount of crosslinking in the film.Swelling and hydrolysis of films were monitored in real time using spectroscopic ellipsometry. The concentration profile of products of hydrolysis was measured by liquid-chromatography (LC-MS). FTIR, XPS and SEM analyses were used for monitoring of film composition and surface characterization. Molecular weights of source polymer and of the plasma polymer were determined by gel-permeation chromatography (GPC). Possibility to prepare PLA-like plasma polymer films with controlled degradability by hydrolysis was demonstrated

    EFL learning gamification: exploring high school learners’ vocabulary acquisition through experimentation

    Get PDF
    This paper investigates the effectiveness of using video games as a tool for vocabulary learning, focusing specifically on the popular simulation game, Harvest Moon. The study compares the vocabulary learning outcomes of two groups of learners: one group learned vocabulary through traditional methods, and another group learned vocabulary through playing Harvest Moon. A quasi-experimental design was employed, and quantitative data was collected from pre- and post-tests to measure vocabulary acquisition. Additionally, qualitative data were gathered through survey, interviews and observations to provide deeper insights into the learners’ experiences. The findings reveal that learners who used Harvest Moon demonstrated significantly higher vocabulary acquisition compared to the traditional learning group. Furthermore, the qualitative data suggests that the immersive and engaging nature of the game, as well as its contextualized vocabulary use, positively influenced the learners’ motivation and engagement in the language learning process. These results contribute to the growing body of research on gamified language learning and highlight the potential of video games as effective tools for enhancing vocabulary learning outcomes

    Most problems found in speaking class

    Get PDF
    Speaking skill are the skill that enable us to communicate adequately. These abilities permit the speaker, to deliver their message in an enthusiastic, mindful, and persuading way. Speaking skill additionally help to guarantee that one will not be misjudged by the individuals who are listening. Therefore, this book offers readers to dive into the deep trench of English speaking skill
    • …
    corecore