scholarly journals Designing of english challenge mobile game application as the media of english language learning

Author(s):  
Vito Pratama Putra Setyadharma ◽  
Emi Iryanti ◽  
Indra Hidayatulloh ◽  
Novanda Alim Setya Nugraha

English became the first foreign language that came to Indonesia in 1967. The human needs of English can already be seen through lots of official scientific works in English and its intense competitions globally. However, still, many people finds it difficult to learn English, for example, the difficulty in understanding tenses, differences between writing, reading and pronouncing. By relying on the latest features on smartphone, which on the mean time, smartphone is one of many gadgets that is the most practical to use in anywhere and anytime, plus, with gaming contents as the best multimedia entertainer application, learning English will be more interactive and easier to use. In this research, Construct 2 is used as The Developer App and Game Development Life Cycle (GDLC) method of Rido Ramadan and Yani Widyani’s version is used as The Development Method. The game system tested by using black box and by giving out Questionnaire for User Interface Satisfaction to 24 respondents, to test the system’s usability. It resulted 80,83% for the whole of the system,  meaning that the whole system is quiet interesting in the respondents’s view. Then, the screen display gained 80,41%, this means that the screen display is very interesting and did not confuse the respondents. Technology and information game gained 75,41%, this means that the information contained in the game is quiet good, however, further development is needed. The introduction of the game’s system gained 71,63%, means that some of the system’s ability did not run effectively and needed further repairment and development. The last, usability and user interface gained 76,25%, this means that the game is quiet interactive to the respondents.  

2018 ◽  
Vol 2018 ◽  
pp. 1-6 ◽  
Author(s):  
Maria Uther ◽  
Anna-Riikka Smolander ◽  
Katja Junttila ◽  
Mikko Kurimo ◽  
Reima Karhila ◽  
...  

We investigated user experiences from 117 Finnish children aged between 8 and 12 years in a trial of an English language learning programme that used automatic speech recognition (ASR). We used measures that encompassed both affective reactions and questions tapping into the children' sense of pedagogical utility. We also tested their perception of sound quality and compared reactions of game and nongame-based versions of the application. Results showed that children expressed higher affective ratings for the game compared to nongame version of the application. Children also expressed a preference to play with a friend compared to playing alone or playing within a group. They found that assessment of their speech is useful although they did not necessarily enjoy hearing their own voices. The results are discussed in terms of the implications for user interface (UI) design in speech learning applications for children.


2021 ◽  
Vol 14 (4) ◽  
pp. 94
Author(s):  
Nnenna Gertrude Ezeh ◽  
Ojel Clara Anidi ◽  
Basil Okwudili Nwokolo

Second language learners especially in English language need further language support in view of the fact that they operate on the performance level of language use as against competence. Achieving success in the teaching and learning of a second language such as English is determined by a number of linguistic and nonlinguistic factors such as the attitude and language skills of the learners, the teacher’s innovativeness and competence, effective teaching methods and materials such as visual, audio-visual aids and media aids to language learning. This research is motivated by the problem inherent in the traditional teaching methods which is stereotypical, boring with little active students’ engagement in the learning process, which makes knowledge transfer an arduous task. The research represents a shift in language teaching and learning - from the known traditional to a more technological mode of learning- giving way to new technologies in which the media plays a prominent role. The work adopts a qualitative methodology in assessing the role of the media in language teaching and learning both on the part of the students as well the teacher, especially in terms of self-development and innovations. It was discovered that media aids in language learning, facilitates the overall learning process and helps the teacher to transcend his limitations in areas such as pronunciation, vocabulary to be able to guide the students aright. This makes learning an ongoing process rather than a product.


Author(s):  
Agnes Bodis

Abstract International education constitutes a key industry in Australia and international students represent a third of university students at Australian universities. This paper examines the media representation of international students in terms of their English language proficiency. The study applies Critical Discourse Analysis to the multimodal data of an episode of a current affairs TV program, Four Corners, and social media comments made to the episode. Using Social Actor Analysis, the study finds that the responsibility for declining standards at universities is assigned to international students through representations of their language use as problematic. This is supported by the visual representation of international students as different. By systematically mapping out the English-as-a-problem discourse, the paper finds that the media representation of language proficiency and language learning is simplistic and naïve and the social media discussion reinforces this. This further contributes to the discursive exclusion of international students.


2020 ◽  
Vol 2 (1) ◽  
pp. 53-65
Author(s):  
Nurul Ulfah Putri Utami ◽  
Taopik Rahman

ABSTRACTThis study triggered by the lack of mastery of vocabulary in English language learning. It is based on interviews and learning activities of researchers at TK Pertiwi DWP Tasikmalaya on the activities of the implementation of the PPL UPI Tasikmalaya in 2017, as well as the data pre action before the research activities carried out which shows that there are still many students who do not abide by the minimum completeness criteria (KKM ). Low mastery of vocabulary students are not separated from the ineffectiveness of the media used and the ability of teachers to plan and implement teaching and learning. This study aims to determine the planning, implementation and improvement ofmastery of vocabulary children'sthrough the use of media images. Media image is a kind of learning media by using the image (pattern / graffiti a form) that is projected onto the two-dimensional form. By using media images of children will obtain data about an object in full shape, appearance and the name of the object. So that the child will be faster remember a word well. This is certainly very suitable to be applied on English language learning. In this study the research method used was classroom action research (PTK) is adapted from the model Kemmis and Mc Taggart with three cycles. Subjects in this study is the researchers themselves and the children in group A2 TK Pertiwi DWP Tawang District of Tasikmalaya, amounting to 13 people. Data was collected by APKG and observation sheet. Based on the results obtained by an increase in the ability of teachers to create lesson plan reached 92.18%, enhancements to the ability of teachers in implementing the learning reached 93.12% and themastery of vocabulary child'sof 92.3%. In general the increase occurred after be applied using media imagesPenelitian ini dilatar belakangi oleh rendahnya penguasan kosa kata pada pembelajaran bahasa inggris. Hal ini didasarkan pada hasil wawancara dan kegiatan belajar mengajar peneliti di TK Pertiwi DWP Kota Tasikmalaya pada kegiatan pelaksanaan PPL UPI Tasikmalaya tahun 2017, serta data hasil pra tindakan sebelum kegiatan penelitian dilaksanakan yang menunjukan bahwa masih banyak siswa yang tidak memenuhi nilai kriteria ketuntasan minimal (KKM). Rendahnya penguasaan vocabulary siswa tidak terlepas dari tidak efektifnya media yang digunakan dan kemampuan guru dalam merencanakan dan melaksanakan kegiatan belajar mengajar. Penelitian ini bertujuan untuk mengetahui perencanaan, pelaksanaan dan peningkatan penguasaan vocabulary anak melalui penggunaan media gambar. Media gambar adalah suatu jenis media pembelajaran dengan menggunakan gambar (pola/coretan suatu bentuk) yang diproyeksikan ke dalam bentuk 2 dimensi. Dengan menggunakan media gambar anak akan memperoleh data mengenai suatu benda secara lengkap baik bentuk, tampilan maupun  nama benda tersebut. Sehingga anak akan lebih cepat mengingat suatu kata dengan baik. Hal ini tentunya sangat cocok diterapkan pada pembelajaran bahasa inggris. Pada penelitian ini metode penelitian yang digunakan adalah penelitian tindakan kelas (PTK) yang mengadaptasi dari model Kemmis dan Mc Taggart dengan tiga siklus. Subjek dalam penelitian ini adalah peneliti sendiri dan anak kelompok A2 TK Pertiwi DWP Kecamatan Tawang Kota Tasikmalaya yang berjumlah 13 orang. Pengumpulan data dilakukan dengan APKG dan lembar observasi. Berdasarkan hasil penelitian diperoleh peningkatan kemampuan guru dalam membuat rencana pelaksanaan pembelajaran mencapai 92,18 %, peningakatan kemampuan guru dalam melaksanakan pembelajaran mencapai 93,12 % dan hasil penguasaan vocabulary anak mencapai 92,3 %. Secara umum peningkatan terjadi setelah diterapakan penggunaan media gambar. 


Verbum ◽  
2018 ◽  
Vol 8 (8) ◽  
pp. 112
Author(s):  
Domas Rudis ◽  
Svetozar Poštić

In the past decade or two, there has been an obvious increase in the number of school children profici­ent in English. One of the reasons is the number of English classes per week, but even more important­ly, it is the influence of the media. Students are greatly exposed to video games. In this paper, a survey was conducted in order to find the connection between video-game playing and English proficiency. Ninety six students filled out the survey answering a range of question on the quantity and quality of their video game playing. The conclusion drawn was that video games have a profound impact on language learning. The areas of most benefit were vocabulary and pronunciation. As a form of highly desirable entertainment, video games provide a positive and motivating atmosphere, which is perfect for adopting a foreign language.


2020 ◽  
Vol 18 (2) ◽  
pp. 168-177
Author(s):  
Elena Yu. Lastovka ◽  

The article carries a review of research works on visual stylistic means in advertising. Researchers see them as the means of manipulation that evoke specific associations and assessments in recipients. The main aim of the article is to prove the validity of identification of visual comparison as visual stylistic means. Visual comparisonin political advertising is regarded as an ideological means of influence on a global recipient. Visual comparison is in the nature of correlation or opposition and is effectively used in political advertising compared to other visual stylistic means.The correlation includes two images that are used to draw the attention of the addressee to certain socio-political problems, to form a positive image of the candidate and his program. The mean of opposition is based on a comparison of two antagonistic images, which forces the recipient to make a choice in favor of one of them. The obtained results can be used for further development of the theory of visual textual stylistics and for the creation of texts of politicalInternet advertising.


PLoS ONE ◽  
2021 ◽  
Vol 16 (1) ◽  
pp. e0232671
Author(s):  
Zehua Wang ◽  
Feifei Han

This study examined the effect of using a digital game-based language learning mobile application “Liulishuo” (speaking English fluently) to develop complexity, accuracy, and fluency of English monologic oral production among 30 English language learners in China. Monologic oral production was measured using the same narrative picture description task in pre- and post-tests. The learners followed the “Imitation of English Monologues” game 30 minutes each time, twice a week, for 20 weeks. The oral production was measured using six indices: the mean words per T-unit and lexical density (i.e., complexity), the mean repairs and errors per 100 words (i.e., accuracy), speech rate and the mean length of pauses (i.e., fluency). The paired sample t-tests showed that the participants produced more complex monologic speech, had significantly fewer errors, and increased speech rate, but the mean repairs and mean length of pauses remained unchanged. The unchanged repairs and pauses could be possibly due to the non-proceduralized linguistic knowledge in oral production, which may require a more extended period of treatment. Our study showed positive effects of using a digital game-based language learning mobile application on the improvement of complexity, accuracy, and fluency of English language learners in China’ monologic oral production with varying effects.


2018 ◽  
Vol 5 (2) ◽  
pp. 48-56
Author(s):  
Muhammad Ilyas

Some students in the university got some difficulties to express their ideas, especially expressing in foreign language such as English. How to start comunication and interaction sometime need someone to stimulate. The phenomenon often encountered in various levels of education even to the students college. The students tended to be very subjective towards topics, their peer or even partner. In the teaching and learning process, the teacher not only transfer the information to the students but also facilitate the students, stimulate to learn English and provide the technique suitable with the students’ need. Teaching English language might be carried out through several techniques, one of them was CLL (Community Language Learning). In this technique, students were treated as clients who could express their problems to the counselor as well as in the community. In addition, the teacher played the role of translator to help students express themselves using English. This means that learners had enough opportunities to speak without worrying about their limitations in using English. The results showed that CLL helped students to express ideas systematically. The ideas were organized well, understandable, and standardized. In addition, CLL improved the result of students’ score in speaking skill. The mean score increased from 54.74 in pre-test to 72.86 in post-test. It means that CLL gave good influence on students’ speaking skill.


2015 ◽  
Vol 1 (1) ◽  
pp. 139-168 ◽  
Author(s):  
Patricia A. Duff ◽  
Tim Anderson ◽  
Liam Doherty ◽  
Rachel Wang

Abstract The growing body of research on Chinese as an international (or “global”) language examines linguistic, psycholinguistic, social-psychological, and orthographic aspects of acquisition primarily. There has been relatively little critical discussion or analysis of the larger social context and discourses in which Chinese language education is embedded. However, recently sociocultural, discursive, and critical aspects of the teaching, learning, and use of Chinese as an additional language have begun to receive more attention. This study analyzes circulating discourses, ideologies, and tropes related to Chinese in news media, as one means by which information and perspectives are spread by media and by which public attitudes and policy decisions are (recursively) shaped or reproduced. To this end, a large sample of English-medium news reports of Chinese language education in three Anglophone countries was created and analyzed for the years 2004 to 2012. The findings revealed that reports dealing with Chinese education tended to fall into one of several major tropes, which we have roughly classified as “hope,” “hype,” and “fear,” distinctions that parallel existing models of cyclical or amplified media coverage of innovations or otherwise newsworthy events. The sociopolitically and socioeconomically motivated occurrence of these tropes in the media, combined with the novelty of the Chinese language itself, a historically less frequently taught language in comparison with various European languages, constituted a consistent and recurring narrative. Thus, the shifting representations of Chinese learning in the media tended to appear as corollaries or “side stories” servicing the needs of larger geopolitical events and perceived or desired changes in public sentiment. These trends and their significance are illustrated and discussed in relation to Global Chinese.


2010 ◽  
Vol 1 (2) ◽  
pp. 189-208 ◽  
Author(s):  
Joseph Sung-Yul Park

In South Korea, English as a symbolic resource frequently mediates relations of class, privilege, and authority, and the Korean media play a significant role in the negotiation of the place and meaning of English in the country. This paper identifies interdiscursivity (Agha and Wortham 2005) as an important semiotic mechanism for this process, and illustrates this through texts of the conservative print media which rationalize the privileges of Korean elites by representing them as successful learners of English. This paper identifies three distinct yet interrelated processes of interdiscursivity that accomplish this work. First, the process of spatiotemporal extension links geographically and temporally distant communicative events with the here-and-now, setting up the relevance of the English language within local social context. Second, the process of recursivity (Irvine and Gal 2000) reapplies global oppositional relations locally so that the linguistic legitimacy of native speakers of English comes to serve as a basis for local elites’ authority. Third, the process of mediatization (Johnson and Ensslin 2007) allows the media institution to selectively highlight the achievements of elite learners while erasing the problems of unequal opportunities for English language learning in Korea. Together, the three interdiscursive processes in the texts naturalize the linguistic legitimacy of elite learners of English, thereby justifying and reproducing the structure of the linguistic market in which the global language of English indexes local relations of power and privilege.


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