ArticlePDF Available

PICTIONARY GAME FOR VOCABULARY MASTERY: BEST PRACTICE FROM A RURAL SCHOOL CONTEXT

Authors:

Abstract

While online gamification in education settings has spread worldwide in this digital era, its application gets confronted with massive opposition, especially in rural contexts. Several technologically inaccessible schools may find it unfavourable to apply such a model in learning. This study looks at redefining a simple application of particular Pictionary games to boost students’ English vocabulary learning in a predominantly rural, private school setting. It aims at improving students’ vocabulary mastery through the plain-sailing Pictionary game technique and re-establishing the teacher’s best practices to apply. Two-cycle classroom action research was applied by collecting data through observation, questionnaires, interviews, and tests. The qualitative data analysis shows better-changing activities, attitudes, perceptions, and learning experiences leading to the positive outcomes of the game application. Quantitative data on students’ vocabulary tests in two-prioritized skills (reading and listening) also show a remarkable improvement from cycle one to cycle two, with the class percentage passing the success criterion for reading and listening vocabulary mastery being 83.33% and 75%, respectively. In addition, the teacher’s reflection on each cycle shapes profound insights into several contextual best practices: goal-oriented teaching, progressiveness, shift gears, differentiated learning, pace and variety, and encouragement.
Volume 7 No. 1. 2023 | 28
KLAUSA
:
Kajian
L
i
ngui
sti
k,
P
em
b
ela
j
a
ra
n
Bahasa,
dan
S
a
stra
J
ou
r
n
al of Linguistics, Literature, and Language Te
ach
ing
Universitas
Ma Ch
un
g
Vol. 7, No. 1, 2023.
ISSN:
2620-3804
(
e
)
/
2301-4822
(
p
)
DOI:
10
.
33479
/
k
la
usa
.v%vi%i.693
PICTIONARY GAME FOR VOCABULARY MASTERY:
BEST PRACTICE FROM A RURAL SCHOOL CONTEXT
Aurelia Stefania Odang1, Stefanus Igolois Grenga Uran2, Wendelinus Oscar Janggo3
English Language Education Study Program Nusa Nipa University
aureliaodang7@gmail.com1, uranolouis@gmail.com2, oscarjanggo@gmail.com3
Abstract
While online gamification in education settings has spread worldwide in this digital era, its application gets
confronted with massive opposition, especially in rural contexts. Several technologically inaccessible schools may
find it unfavourable to apply such a model in learning. This study looks at redefining a simple application of
particular Pictionary games to boost students’ English vocabulary learning in a predominantly rural, private school
setting. It aims at improving students’ vocabulary mastery through the plain-sailing Pictionary game technique
and re-establishing the teacher’s best practices to apply. Two-cycle classroom action research was applied by
collecting data through observation, questionnaires, interviews, and tests. The qualitative data analysis shows
better-changing activities, attitudes, perceptions, and learning experiences leading to the positive outcomes of the
game application. Quantitative data on students’ vocabulary tests in two-prioritized skills (reading and listening)
also show a remarkable improvement from cycle one to cycle two, with the class percentage passing the success
criterion for reading and listening vocabulary mastery being 83.33% and 75%, respectively. In addition, the
teacher’s reflection on each cycle shapes profound insights into several contextual best practices: goal-oriented
teaching, progressiveness, shift gears, differentiated learning, pace and variety, and encouragement.
Key Terms: Pictionary game, vocabulary mastery, best practice
Received: February 7, 2023 Accepted: February, 15, 2023 Published: June 1, 2023
INTRODUCTION
The advancement of science and technology necessitates that students should be
proficient communicators. Understanding important priorities from information is what
communication means, including in English. English communication abilities are very
beneficial for students to acquire knowledge and assist other skills. However, there are
thousands of languages in this world, each of which has its peculiar nationwide language
spoken and understood by its people in different regions (Nishanthi, 2018). Consequently,
English can be the second and even the third or more entity in students’ language acquisition
and learning.
Concerning this, vocabulary mastery is a vital component of language proficiency,
making it one of the basic elements of learning English through writing, speaking, reading, and
listening (Hiebert & Kamil, 2005; Richards & Renandya, 2002). Without vocabulary mastery,
Volume 7 No. 1. 2023 | 29
students cannot understand the words they read and listen to, nor can they speak or write.
Vocabulary, therefore, becomes the central component that assists students in learning and
communicating. Nonetheless, teaching vocabulary is a challenging task today since it calls for
teachers' imagination to make vocabulary learning more engaging so that students would be
enthusiastic about studying it. Several scholars pinpoint that other activities should be
considered in teaching vocabulary rather than just introducing and memorizing new words
(Nation, 2001; Thornbury, 2002; Hiebert & Kamil, 2005; McCarten, 2007; Simpson, 2011;
Webb & Nation, 2017). Students generally need to see, say, and write newly learned words
many times before they can be said to have learned them.
One of the methods to develop students’ vocabulary was playing games. Today’s digital
literacy and learning urge to promote new learning paradigms in schools, introducing it
globally as gamification for technology-enhanced language learning (TELL) (as cited in
Santosa et al., 2022; Wijayanto, 2022). Gamification offers opportunities for teachers to use
game-based mechanics, aesthetics, and game thinking to engage, motivate, and promote
learning to solve issues. It incorporates game-related components, elements, and strategies to
motivate the users emotionally (Kapp et al., 2014). However, applying this digital-type game
may get confronted with massive opposition, especially in rural contexts. Several
technologically inaccessible schools may find it unfavourable to apply such a model in English
learning (Aryanti et al., 2022; Uran, 2022b). Therefore, a more context-based game model
should be considered when applied in rural settings.
According to Shaptoshvili (2002) and Simpson (2011), teachers should be encouraged
to use games to help students practice new languages in class. The teacher can indirectly add a
pleasant and relaxing element to vocabulary practice by playing games, making the subject
matter more engaging, enjoyable, challenging, and practicable, especially in discovering new
vocabulary. One of many games to develop vocabulary is Pictionary. The Pictionary game is a
board game, a drawing-word-guessing game for groups of any age. Playing the Pictionary game
can help students memorize the words taught by their teacher while reviewing the vocabulary,
expecting that it will stay longer in students’ minds and be used in the right context.
Many researchers from the Indonesian context have conducted studies using the
Pictionary game as a teaching technique. To learn and reflect on different contexts, the authors
discuss some of them. Daulay et al. (2021) through an experiment study argue that there is a
significant effect on the senior high school students speaking skills after being treated by the
Pictionary game. The related experimental study with significant effect was also conducted in
junior high school contexts by Jumarthini et al. (2022) and Ayu et al. (2018). Certainly, these
experiments should be discussed in more detail regarding the application and usage of the
Pictionary game.
In that regard, Hamer and Lely (2019) and Fatmawati et al. (2022) review some
literature and discuss in their conceptual research how to use the Pictionary game to increase
learners’ vocabulary mastery. They conclude that learners’ imagination, classroom
involvement, and fun language teaching, among others, are contributing factors in the
application of the game. Nevertheless, detailed discussion on the application of the Pictionary
game in action research in Indonesian journals is still rare. The authors come across an article
from a study conducted by Dwi (2017). She reveals influential factors that change students’
vocabulary mastery through the game: the suitable material, students’ interests, and the
teacher’s guidance.
Volume 7 No. 1. 2023 | 30
Concerning this study, the authors found many challenges and issues related to
students’ English vocabulary learning in the classroom, especially in terms of vocabulary
retention and assignments. Because students' vocabulary is very lacking, they are very slow in
answering or doing assignments given by the teacher. To cope with those problems, various
methods can be used in the learning process to help students improve vocabulary mastery,
especially in a similar, related context (i.e., Niga & Janggo, 2022; Tay & Uran, 2022). With
that respect, the teacher as a facilitator must provide several alternatives, new ways or methods,
and interesting exercises to stimulate students to increase their vocabulary mastery. Students
will be more involved in class activities if games are used appropriately.
Therefore, in this study, the researcher, one of the authors, applied the Pictionary Game
as a learning method in the classroom. She intends to apply this plain-sailing game to improve
students’ vocabulary mastery in the 11th Science Class at SMAK St. Petrus Kewapante in the
academic year of 2022/2023. During and after the application, the authors reveal contextual
best practices within the application of the Pictionary Game to achieve the intended goal.
METHOD
This study applies the classroom action research method. Classroom action research
begins with questions about classroom experiences, issues, or challenges. It is a reflective
process that helps teachers explore and examine aspects of teaching and learning and take
action to change and improve the student’s achievement in the teaching and learning process
(Burns, 2010; Harmer, 2001). Employing Kemmis and McTaggart’s design (as cited in Burns,
2010), the research procedures consist of four steps: planning, acting, observing, and reflecting.
The research was conducted in the first semester from August 8 to December 8, 2022, to the
thirteen students in the 11th Science Class at a private catholic senior high school named SMAK
St. Petrus Kewapante.
The researcher collected the data using observation, questionnaires, interviews, and
tests. The main tools for analyzing qualitative data in this research are categorizing and
analyzing talk (Burns, 2010). Categorizing and analyzing talks are done by sorting objects and
information from qualitative data into logical groupings and themes to answer research
objectives. On the other hand, the quantitative data are analyzed from the questionnaire and the
average score of the student’s vocabulary tests per action within one cycle.
To apply the Pictionary game, the collaborator teacher and one of the authors follow
some procedures, such as 1) divide the class into teams, 2) explain that each team's objective
is to be the first and earn a point in a round when they correctly identify vocabulary terms, 3)
designate one student on each team to be the artist to draw pictures, 4) identify the time limit
for the first round of words, 5) explain that the artist should look at the word to be illustrated,
and 6) when the word is recognized by the group, the artist changes to another member
and moves on to the next word. The students are required to sketch while thinking about
retrieving, guessing the word, and competing with one another.
Volume 7 No. 1. 2023 | 31
FINDINGS AND DISCUSSIONS
Findings
Pre-cycle
In the pre-cycle, the researcher observed students’ interaction in English learning,
interviewed the English teacher and students about their experience and perception during the
English teaching-learning process, and administered a pre-test to investigate students’ prior
English skills and problems, especially vocabulary mastery. The results of the observations
show that students of the 11th Science Class at SMAK ST. Petrus Kewapante is less interested
in learning English. They find the learning process in the classroom unpleasant and confusing
as the English teacher only depends on reading books without any technique to assist them.
The class atmosphere was not lively, and students did not participate in learning.
Moreover, in the interviews with the English teacher, she admitted that most of the
students' abilities were very minimal because students did not like English lessons and
considered English too difficult and unpleasant. As a result, students did not participate well
when she explained the material. Meanwhile, the results of student interviews show that
students had great difficulty in learning English because the teacher only focused on books
without asking students. Also, their vocabulary knowledge is very lacking, making it difficult
to respond to the teacher’s questions and English exercises. As a result, the class atmosphere
was less convivial.
From the data above, the researcher concludes that students of the 11th Science Class at
SMAK St. Petrus Kewapante still lack vocabulary mastery. It can be noticed from the result of
the vocabulary test in reading and listening, showing the low score both individually and in
class. If referred to the passing grade, no one passed the success criteria. From the observation
and interview the researcher notices that just asking students to learn harder is useless, they
need more fun learning through games. Therefore, the researcher uses the Pictionary Game
method to help increase students' vocabulary learning and mastery.
Cycle 1
In this phase, the researcher looked at implementing actions and observations results.
Then the researcher-teacher made a way to modify the action by playing the Pictionary game.
It aims at giving students time and space to define the English words having been studied,
practice them, and retain them easily. In the end, it is expected that the student’s vocabulary
mastery in reading and listening could meet the success criteria. The results of post-test 1 show
that the percentage of students who met the success criteria in reading vocabulary and listening
vocabulary was only 8.33% and 16.67%, respectively. The researcher then considered revising
actions that can be used to support the achievement of vocabulary mastery in listening and
reading comprehension skills in the second cycle.
Regarding the reflection phase, the researcher must provide a good perception at the
beginning of the activity to arouse students' interest in learning. Second, the researcher would
ask students to use a dictionary. Third, she must clearly explain the material using the
Volume 7 No. 1. 2023 | 32
Pictionary game technique. Fourth, the researcher should explain the material in a louder voice
so that the class atmosphere is not noisy. Fifth, the researcher must provide opportunities for
students to ask questions, and researchers must explain the learning objectives to be achieved.
The researcher has taught according to the lesson plan but has not explained the material clearly
and well using the Pictionary game technique. Therefore, based on the average value of
students and the results of observations, interviews, and questionnaires in cycle I, the researcher
realizes that this action research must be carried out in cycle II.
Cycle II
The meetings in this cycle went well as planned. Students have paid attention during
teaching, actively participated in class activities, and started posing queries during discussion
sessions. Due to the clear teacher's instructions on the Pictionary Game, the students were
enthusiastic about participating. The teacher also goes around to see the class condition and
explains the material in a clear, louder voice. The rules and vocabulary used by the researcher
are regular, but she started using different words for each round. It seems that students’ mastery
of new words has improved, in the sense that they can identify those words and make them up
in their sentences.
The researcher and the English teacher are satisfied because their efforts to improve
students' vocabulary skills in reading and listening skills have been realized. The results of the
second test showed that most students (83.33%) scored above the minimum completeness
criteria for reading skills and third-four (75%) scored as well on the listening test. Moreover,
the observation sheet, interview, and questionnaire prove that students are active, enthusiastic,
and collaborative during the learning process through the game. Therefore, the second cycle
has met the criteria for success reflecting on the research instruments provided. The researcher
and the school English teacher decided to stop the classroom action research because it
successfully improved students' vocabulary skills through the Pictionary game technique, and
it is following the plan discussed beforehand by the researcher and the teacher.
Discussion
The findings showed that this study meets the success criteria in two cycles. Based on
the results of post-test 1, it is shown that only one student (8.33%) met the success criteria in
reading vocabulary and two students (16.67%) in listening vocabulary. To cope with that, the
researcher-teacher provided a very good perception at the beginning of the activity to arouse
student learning interest, explained the material more clearly and loudly to rebuild a convivial
class atmosphere, and provided opportunities for students to pose queries and achieve the
learning objectives through game’s goals. After about one month of applying this game, the
researchers are satisfied because the efforts to improve students’ vocabulary mastery in reading
and listening skills have been realized. Ten out of twelve students (83.3%) passed the reading
passing grade, and nine (75%) succeeded in listening skills.
In addition, observation sheets, interviews, and questionnaires also prove that students
are active, enthusiastic, and collaborative during the learning process through games. It can be
seen from the questionnaire result, showing that almost all students (91.66%) get interested in
learning English through the Pictionary game, understand very well the given instructions, and
perceive the Pictionary game as a helpful technique for vocabulary retention. The majority of
Volume 7 No. 1. 2023 | 33
students (83.33%) also believe that the strategy improves their vocabulary mastery. The
interviews also confirm that the Pictionary game provides students with an interesting way to
learn English because it challenges them to work as a team. This game can be utilized as an
effective teaching tool to foster creative thinking and communication skills. In addition to being
creative, students like the way of selecting sketches that will help the rest of their team
understand the association. Through the game, the class atmosphere becomes more active.
Therefore, the researcher can conclude that the Pictionary game helps improve students'
vocabulary mastery.
Reflecting on productive actions in each cycle, the authors reveal several best practices
following the Pictionary game application in the given context. The success story for the
student’s vocabulary improvement typically relies upon the teacher’s efficient ways of
teaching, among others are goal-oriented teaching, progressiveness, shift gears, differentiated
learning, pace and variety, and encouragement.
Goal-oriented teaching requires teachers to have a reason and achievable objective for
applying the Pictionary game in vocabulary learning. They should make students aware of this
objective before learning. In this current research, the teacher realized the issues behind
students’ low achievement and reminded students to stay focused on the importance of
vocabulary mastery in English comprehension. As every game has a purpose in playing,
applying the Pictionary game also helps students achieve a target. It requires students to guess
words or phrases from drawings, which allows them to work in teams and take turns to be the
‘artist’. The game's components include more than just points, badges, and levels; they also
include deeper entities like difficulty, mystery, sociability, and other components that can affect
players emotionally and with a deeper sense of purpose.
Concerning progressiveness, the teacher has done her best through the technique to
allow students to progress. Each instrument was assessed and discussed, allowing students to
improve their language skills, especially vocabulary mastery in reading and listening. All
lessons in each cycle end with the students feeling they are one step closer to their goal. The
teacher also builds opportunities to test students’ progress through practices, exercises, and
tests.
Furthermore, a great teacher can “shift gears” and is flexible when a lesson is not
working or has not met the goal (Davidson & Uran, 2022). Throughout the lessons in this action
research, the teacher evaluates her instruction and comes up with fresh ways to present content
to ensure that each student is aware of the important ideas. Although the Pictionary game is
simple and common to almost all school settings, the teacher keeps adapting this game to her
classroom due to the effectiveness of time and class conditions. Using pictures in class provides
a focus that stimulates students' interest because they like to see pictures.
Moreover, English teaching and learning today should be appropriate for the student’s
level of comprehension. Almost every educator concurs that materials should be modified or
"differentiated" whenever possible to fit learners with particular learning requirements,
regardless of whether they are stronger or poorer in some areas (Niga & Janggo, 2022). In this
action research, the teacher makes the lesson challenging and pushes students to achieve the
Volume 7 No. 1. 2023 | 34
goal based on their needs as much as possible. Students take turns in several activities in the
Pictionary game application to help them reveal their strengths and weaknesses.
Another facet to contemplate is pace and variety. A teaching best practice should not
lose its pace and should have a range of activities (Uran, 2022a). The teacher in this research
has been mindful of her students’ ages and levels and therefore assign a technique appropriate
for them. She keeps the class moving and is ready to rearrange the technique, add it to the
action plan, and adapt to students’ learning styles.
Last but not least, encouragement and praise or an overall upbeat attitude have become
the teacher’s way of inspiring students to learn. Students feel respected because, in each
learning cycle, they find their teacher helpful and appreciative, guiding them in drawing
pictures reflecting the words given and motivating them with simple gifts for the winner of
each game. These encourage them to learn English, especially in retaining vocabulary and
understanding its usage within reading and listening texts.
CONCLUSION
Based on the findings and discussion above, the authors draw the following
conclusions. Online gamification in educational settings has become widespread in this digital
age, but its implementation faces fierce opposition, particularly in rural settings. Applying such
a model to learning may not be advantageous for some schools that lack access to technology.
This study reexamines a straightforward method of using particular Pictionary games to
enhance students' English vocabulary learning in a primarily rural, private school setting. It
aims to restore the teacher's best teaching practices and enhance students' vocabulary mastery
through the simple Pictionary game technique. Data is gathered in two-cycle classroom action
research through observation, tests, questionnaires, and interviews. The analysis of qualitative
data reveals that better-changing behaviours, attitudes, and learning experiences cause positive
effects of the game application. The class presentation passed the success criterion for reading
and listening vocabulary mastery with 83.33% and 75%, respectively, according to quantitative
data on students' vocabulary tests in two-prioritized skills (reading and listening). Furthermore,
the teacher's reflection on each cycle helps to shape profound insights into many best practices,
including goal-oriented teaching, progressivism, shift gears, differentiated learning, pace and
variety, and encouragement.
From the findings of the application of the Pictionary Game in the 11th Science Class
at SMAK St. Petrus Kewapante, the authors would like to give some suggestions. The first one
is for students. The results of this study can motivate students to improve their vocabulary
mastery. Learning vocabulary through the Pictionary game can help students participate in
teaching and learning activities, be motivated in English lessons, and retain more vocabulary.
The second one is for EFL teachers. These findings can help EFL teachers use the Pictionary
game based on their contexts to teach vocabulary so that students become more active and
enthusiastic about the learned material. The EFL teachers also must master other techniques or
methods in learning to create a fun and convivial classroom atmosphere. Lastly, for the next
researcher, it is suggested that the results of these findings can be used as a reference and
comparative data to research teaching vocabulary using Pictionary techniques or other
Volume 7 No. 1. 2023 | 35
appropriate techniques. They are also expected to review and evaluate the result of this study
to refer to other research methods.
REFERENCES
Aryanti, N., Haryono, B., Genua, V., Triani, L., Fauziyah, S., Rupa, J. N., Rizqi, R., Uran, S.
I. G., Utami, I., & Sulistyowati, R. A. (2022). Sistem informasi dan teknologi digital Era
Metaverse (A. Wijayanto, A. S. Anggaira, A. Mukholid, I. K. Khusna, & N. E.
Riskhayanti, Eds.; 1st ed.). Akademia Pustaka.
https://files.osf.io/v1/resources/yrfmu/providers/osfstorage/6317621fe7f1b71e24aaeb15
?action=download&direct&version=1
Ayu, R. R., Sofian, & Bunau, E. (2018). The effect of using Pictionary games on students’
English vocabulary. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa, 7(9), 48.
https://doi.org/10.26418/jppk.v7i9.28105
Burns, A. (2010). Doing action research in English language teaching: A guide for
practitioners. Routledge.
Daulay, S. H., Lubis, Y., Damanik, E. S. D., Wandini, R. R., & Putri, F. A. (2021). Does
Pictionary Game effective for students’ speaking skill? Journal of English Language
Teaching and Linguistics, 6(1), 1325. https://doi.org/10.21462/jeltl.v6i1.486
Davidson, O., & Uran, S. I. G. (2022). An analysis of the instructional design in English
teaching and learning during and beyond Covid-19 Pandemic (A library research).
Edunipa Journal, 3(1), 1326.
http://edunipa.nusanipa.ac.id/index.php/ednp/article/view/72
Dwi, L. E. (2017). Improving students’ vocabulary mastery through Pictionary board game at
Grade IV B of Elementary School 36 Pekanbaru. Al-Islah: Jurnal Pendidikan, 9(2), 1
15. https://doi.org/10.35445/alishlah.v9i2.48
Fatmawati, A. Y., Miranty, D., & Hamer, W. (2022). The implementation of Pictionary games
to improve vocabulary comprehension. Journal of Linguistics, Literacy, and Pedagogy,
1(1), 3539. https://doi.org/10.30870/jllp.v1i1
Hamer, W., & Lely, L. N. (2019). Using Pictionary game to increase learners’ vocabulary
mastery in English language instruction. Journal of English Education Studies, 2(1), 43
51. https://doi.org/10.30653/005.201921
Harmer, J. (2001). The practice of English language teaching (3rd ed.). Longman.
Hiebert, E. H., & Kamil, M. L. (2005). Teaching and learning vocabulary: Bringing research
to practice. Lawrence Erlbaum Associates Publisher.
Jumarthini, S., Sadapotto, A., Hermansyah, S., Manda, I., & Usman, M. (2022). The effect of
Pictionary game toward student’s vocabulary mastery in mental lexicon. La Ogi: English
Language Journal, 8(2), 162167. https://doi.org/10.55678/loj.v8i2.680
Kapp, K. M., Blair, L., & Mesch, R. (2014). The gamification of learning and instruction
fieldbook: Ideas into practice. John Wiley & Sons, Inc.
Volume 7 No. 1. 2023 | 36
McCarten, J. (2007). Teaching vocabulary: Lessons from the corpus, lessons for the
classroom. Cambridge University Press.
Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge University
Press. https://doi.org/10.1017/CBO9781139524759
Niga, E., & Janggo, W. O. (2022). An analysis of students’ learning styles of English in
language classes at Catholic Private School of St. John Paul II Maumere in the academic
year of 2018/2019. Edunipa Journal, 3(3), 4974.
https://edunipa.nusanipa.ac.id/index.php/ednp/article/view/94/56
Nishanthi, R. (2018). The importance of learning English in today world. International
Journal of Trend in Scientific Research and Development, 3(1), 871874.
https://doi.org/10.31142/ijtsrd19061
Richards, J. C., & Renandya, W. A. (2002). Methodology in language teaching: An anthology
of current practice. Cambridge University Press.
Santosa, M. H., Harismayanti, I., & Putra, I. N. A. J. (2022). Technology in action: Developing
gamification handbook in English teaching and learning for the 21st Century Learners.
Teaching English as a Second or Foreign Language (TESL-EJ), 26(1), 125.
https://doi.org/10.55593/ej.26101a2
Shaptoshvili, S. (2002). Vocabulary practice games. English Teaching Forum, 40(2), 3437.
https://americanenglish.state.gov/files/ae/resource_files/02-40-2-h.pdf
Simpson, J. (2011). The Routledge handbook of applied linguistics. Routledge.
Tay, M. S. S., & Uran, S. I. G. (2022). Suggestopedia method to improve students’ English
vocabulary mastery in a private senior high school within a rural context in Sikka
Regency. Edunipa Journal, 3(3), 1835.
http://www.edunipa.nusanipa.ac.id/index.php/ednp/article/view/92
Thornbury, S. (2002). How to teach vocabulary. Longman.
Uran, S. I. G. (2022a). Flipping the classroom in the EFL Reading for Academic Purpose
Course during Covid-19: Barriers and boosters. LLT Journal: A Journal on Language
and Language Teaching, 25(1), 171184. https://doi.org/10.24071/llt.v25i1.4245
Uran, S. I. G. (2022b). Pembelajaran pada era Metaverse: Antara trend, konektivitas, dan
kesenjangan. In A. Wijayanto, A. S. Anggaira, A. Mukholid, I. K. Khusna, & N. E.
Riskhayanti (Eds.), Sistem informasi dan teknologi digital era Metaverse (1st ed., pp.
199205). Akademia Pustaka.
https://files.osf.io/v1/resources/yrfmu/providers/osfstorage/6317621fe7f1b71e24aaeb15
?action=download&direct&version=1
Webb, S., & Nation, P. (2017). How vocabulary is learned. Oxford University Press.
Wijayanto, A. (2022). Sistem informasi dan teknologi digital era Metaverse. (1st ed.).
Akademia Pustaka.
https://files.osf.io/v1/resources/yrfmu/providers/osfstorage/6317621fe7f1b71e24aaeb15
?action=download&direct&version=1
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Article
Full-text available
Vocabulary proficiency plays a vital role in English language acquisition, enabling individuals to comprehend written texts and effectively articulate their ideas in oral and written communication. This article presents an academic study that focuses on enhancing the vocabulary competency of first-grade students through the implementation of traditional Segong activities. The research was conducted in the context of Alok Public Junior High School during the academic year 2022/2023. This study reexamines the efficacy of employing specific Segong traditional games as a strategy to facilitate the development of English vocabulary among students in an educational setting. The Segong game format was utilized to enhance students' vocabulary knowledge while harnessing the teacher's instructional prowess. The research employed a two-cycle classroom action research methodology, incorporating assessments, questionnaires, and observations to gather data. The findings reveal a substantial improvement in vocabulary mastery, as evidenced by an initial data analysis showing a percentage increase of 18% in the pre-cycles. Notably, the first cycle demonstrated a growth rate of 63%, while the second cycle witnessed a remarkable increase of 85.72%. These outcomes affirm the effectiveness of the Segong game in enhancing English vocabulary acquisition
Article
Full-text available
While English becomes more highly important nowadays for international and national affairs, schools are competing to provide their students with the best English skills ever. One practicable humanistic approach to boosting students' basic performance in English is through the Suggestopedia Method for vocabulary retention. The objectives of this study are to improve students' vocabulary mastery by using the Suggestopedia Method and redevelop it as a best practice in teaching English as a Foreign Language in a private senior high school in Maumere. Applying Classroom Action Research (CAR) based on Kemmis and McTaggart's model, the research was carried out in two cycles. Under a mixed-methods design, the data were collected through tests, observations, interviews, questionnaires, and documentation. The quantitative data analysis shows cognitive skill improvement in vocabulary retention and mastery, from a baseline of 66.67 (44%), which continues to escalate to 76.79 (75%) and 81.11 (89%) in cycles one and two, respectively. This meeting-criteria-of-success score was qualitatively determined by the teacher's best practice of the Suggestopedia Method based on the given school context and, particularly, required EFL teacher's traits including confidence, pedagogical leadership, and problem-solving skills.
Chapter
Full-text available
Terminologi metaverse ini pertama kali muncul pada tahun 1992 dalam novel fiksi ilmiah ‘Snow Crash’ karya Neal Stephenson yang menggambarkan karakter avatar dalam dunia virtual 3D (Kye, dkk., 2021; Dionisio, dkk., 2013). Metaverse menggabungkan berbagai fungsi dan layanan internet, seperti bersosialisasi, bermain game, berbisnis, dan belajar melalui lingkungan virtual. Pada era pandemik dan paska pandemik Covid-19, komunikasi dan interaksi antar individu melalui VR 3D ini merupakan alternatif efektif yang pernah ada. Dalam dunia pendidikan, sistem pembelajaran metaverse ini memungkinkan para siswa dan guru dari berbagai penjuru bertemu di ruang digital melalui headset VR dan kacamata AR. Realitas alternatif yang efektif ini menghadirkan kemungkinan tak terbatas, dengan potensi manfaat yang cukup besar pada pendidikan. Meskipun demikian, telah banyak diperdebatkan dualisme metaverse yang pada satu sisi menyediakan manfaat sekaligus memiliki efek negatif pada sisi yang lain. Walaupun banyak orang melihatnya sebagai langkah logis terdepan bagi kemajuan umat manusia setelah internet, tidak sedikit juga yang percaya bahwa metaverse perlu direfleksikan dari sudut pandang kesenjangan dan konektivitas penggunanya dalam bidang pendidikan. Melalui tulisan sederhana ini, penulis mencoba untuk membahas dualisme ini.
Article
Full-text available
The aims of the research are to find out the application of instructional design for boosting students' activeness and participation in learning from those scholarly e-journals and the best practices of English instructional design to meet senior high school students learning objectives during and beyond COVID-19. Moreover, the researcher discusses the instructional design for the application at Maria Bunda Segala Bangsa Senior High School during and beyond COVID-19. This research is categorized as library research. Library research is carried out to obtain the necessary data by reading the literature sources. Data were collected from e-journals, books, and other relevant sources. The data collected were analyzed using the annotated bibliography technique. This research used a qualitative approach. The results of the study show that teachers can boost students' activeness and participation by applying some active learning methods. Then, in online learning, teachers can use some new methods like Flipping Classrooms, Collaborative learning, Case-based learning, Problem-based learning (PBL), Peer Instruction, and Setting the Problems. Teachers and students can use some applications like Zoom, Google Classroom, Google Meet, WhatsApp, etc. to run the online class. Teachers can assess EFL learning by using formative assessment. Teachers can assess students using Google Forms, Quizzes, Kahoot, Zoom Meeting, or Google Meeting. Moreover, they can apply differentiated learning or differentiated instruction to the learning process. Teachers, too, should apply Flipping Classroom when students study in the dormitory or at home.
Presentation
Full-text available
This Pdf is a recap of Jack C. Richards & Willy A. Renandya's Methodology in Language Teaching: An Anthology of Current Practice book. I hope this summary, I have prepared would be helpful and usable for learners who want to have a brief and comprehensive study of the significant chapters of this book.
Article
Full-text available
The Flipped Classroom model has been a debatable issue, especially due to its triumph in the new set during the current outbreak of Covid-19. This study attempts to assess the effectiveness and explore the barriers and boosters of an FC approach in the Reading for Academic Purpose course in a private university in NTT Province, Indonesia. Employing a mixed-method design, this study generated data from the pre-and post-test and students TOWS (Threat-Opportunity-Weakness-Strength) analysis. Two groups of fourth-semester students, comprising 35 in a Blended Learning setting and another 23 in a Flipped Classroom, were taught similar reading skills and tasks. The paired-samples t-test indicates both FC (p=0.030.05, d=-0.70, medium effect size) and BL (p=0.000.05, d=-1.06, large effect size) settings were statistically significant by comparison. The independent-samples t-test used to contrast their effectiveness shows no statistically significant difference between groups (t[56]=1.11, p=0.27, d=0.29, small effect size). Although FC students benefited equally from the learning process in BL, they gained a lower mean score than their counterparts. TOWS analysis requires more improvement in FC due to students’ resilience to change, inability to self-learning management, poor collaboration and communication, technological setbacks, technical issues, and other socio-environmental constraints.
Article
Full-text available
Diffusion of digital literacy and technological practices in 21st-century learning has become a constructive force in EFL classrooms in North Bali, Indonesia. To align this, the study aimed at developing a gamification handbook in English teaching and learning. The study was carried out with 15 secondary students and 10 English teachers in North Bali, Indonesia through the design and development design research (DDR). The obtained data were collected through observation, interviews, and document analysis and analyzed qualitatively through Interactive Model Analysis. The quality of the developed product was obtained through Interrater Agreement Model. The result of the study shows there is an urgent need to develop a gamification handbook aimed at effectively integrating 21st-century skills, digital literacy, and technological practices in English teaching and learning context. Based on the quality check on the product, the gamification handbook was classified as an excellent media, and therefore ready to be used. Further study needs to be conducted to explore the specific impact of the gamification handbook on students’ performance in learning.
Article
Full-text available
Vocabulary learning requires two basic conditions – repetition (quantity of meetings with words) and good quality mental processing of the meetings. Other factors also affect vocabulary learning. For example, learners may differ greatly in their motivation to engage in learning, and words may differ greatly in their learning burden. However, without quantity and quality of processing, learning cannot occur. The greater the number of repetitions, the more likely learning is to occur. The deeper and more thoughtful the quality of processing, the more likely learning is to occur. This paper explains quantity and quality, and shows how teachers and learners can increase the quantity and quality of their processing of vocabulary, thus increasing their vocabulary size.
Article
Full-text available
ABSTRACT In today’s global world, the importance of English cannot be denied and ignored since English is the greatest common language spoken universally. To learn English requires constant practice and patience. The kind of feeling that succeeds among students is that it is not possible to achieve fluency or mastery over the English language. This kind of tendency prevents students from learning English. Most of the students study English from the examination point of view, so they are not able to produce even a si sentence without the grammatical error. Furthermore, sufficient practice is not given to students to learn a language. Knowledge of English is necessary if one wants to come up in life. It is the major window of the modern world. This is all the more In today’s global world, the importance of English cannot be denied and ignored since English is the greatest common language spoken universally. To learn English requires constant practice and patience. The kind of feeling that succeeds among students is that it is not possible to achieve fluency or mastery over the English language. This kind of tendency prevents students from learning English. Most of the students study English from the examination point of view, so they are not able to produce even a single sentence without the grammatical error. Furthermore, sufficient practice is not given to students to learn a language. Knowledge of English is necessary if one wants to come up in life. It is the major window of the true where the advanced countries have opened their doors for recruiting technically qualified persons. Only those who have a command over the English language are true where the advanced countries have opened their doors for recruiting technically qualified persons. Only those who have a command over the English language are given a job. KEY WORDS: English, greatest common language, English, greatest common language, major window of the modern world.
Article
p> Several problems of speaking in SMAN 6 Medan attracted researchers to conduct the research as an effort to help the students in language learning. Researchers attempted to see the effectiveness of Pictionary game toward English speaking skill. This Pictionary game is a simple game and applicable for all levels of students. The main function of this game is building of creative thinking, increasing of grammar, vocabulary and pronunciation, developing student’s bravery in expression of the ideas and creating of responsibility and cooperative towards the students. Because of this advantage, many researchers conducted this game on language learning such as the effect of Pictionary game on vocabulary mastery and researchers decided to see whether Pictionary game is effective for student speaking skill. This study is conducted by using an experimental design. In collecting of the data, researcher took pre-test and post-test from experimental and control class and examined them to see whether Pictionary game is effective or not. After analyzing of the data using of three tests, researchers found that the students’ score in experimental group was higher than control group in post-test. The calculation showed t<sub>observed</sub> was 2.07. The degree of the freedom was 70 (df= n1 + n2 – 2) that means (df= 36 + 36 – 2) at the significance level 0.05, thus the critical score was 1.97. It can be concluded t<sub>table </sub>was 1.97. then, the calculation of students’ scores shown that t<sub>observed </sub>> t<sub>table</sub> that means (H<sub>a</sub>) was accepted, and (H<sub>0</sub>) was rejected. It means there is significance effect of the students’ speaking skill after treated by Pictionary game. </p