Speaking skill becomes one of the most fundamental skills in this era; however English learners need to develop their capability to show their language skill through speaking practice. This research aims to investigate students speaking fluency level toward speaking practice. The qualitative descriptive method is used to describe data analysis. The sample of this research is single sample, English language program students at semester 5. The video record towards speaking practice and professional feedback are became the data collection technique. The video records duration is about 10 minutes and during that presentation, researcher tried to analysis based on the vocabulary used, voice, and speech fluency. The result of the research showed that student’s speaking fluency level is still low, and it needed to treat and drill more, could be through watching a YouTube or practice among English learners.
English language assessment is a subject lesson in some university in Indonesia, and it is one of the requirement to be able to master by the students in advocating language learners’ quality and competency. Assessing the language skills is a critical process to improve language capacity and competency in mastering language skill correctly. In the other hand, assessment as the most important thing to be understood by all language learners in making their process of teaching and learning are understandable and gaining good outcomes as the expectation. The objective of this paper is to outline the importance of language assessment subject for student who major in teachers training and education faculty. This paper used qualitative descriptive approach, with observation, interview and study documents to collect the data. The triangulation validation is used to validate the instruments. The sample of this research is 5 semester students of teachers training and education from University of Muhammadiyah Tangerang with the total sample is 33 students, majoring of English education study program. The result of this research can be simulated as; firstly, giving understanding language assessment to English learners can motivate and help them in doing their final assignment/mini research easily. Secondly, understanding English language assessment made students’critical thinking increase, because they start thinking about many kinds of language research and the solution in improving English language problems. Thirdly, learning English assessment gave a clear outline for English learners to support their research as a final requirement in getting bachelor degree and foster their competency as the language education learners.
The purpose of this research was to relate the extent to which the virtual learning environment improved the English language performance of first-year secondary school students in Mexico. This research had a quantitative approach with a correlational and explanatory scope to see how the variables were related, observing how reliable a virtual environment could be. In short, the importance of the study is that students develop digital skills and knowledge, so that they could take advantage of the content and make use of the digital teaching materials and resources presented on the platform. The study was carried out using non-probabilistic sampling since the subjects are 11 adolescents from the 1st year of secondary school, and they were chosen for using the platform during the school year. Taking into consideration different factors such as the individual and the context they live in. On the individual development, to cognitive variables such as learning style, prior learning, intelligence, and learning, while the latter involves motivational variables. In the context, there are three variables: the first is institutional re-use, the school centre, the school management, teacher training, and the school environment.
This research was aimed to know the effect of Anagram Game on students’ vocabulary mastery. This research used quantitative method, with quasi-experimental design. This research was conducted in SMPN 3 Balaraja. The number of the sample of the research was 70 students of eighth grade. The instrument in this research was divided into two steps of test, namely pre-test and post-test. Based on the criteria of hypothesis test that if tcount < ttable then Ho is accepted, it means that there is no significant difference students’ result of learning vocabulary mastery between students in experiment class who were taught by using Anagram Game and the students in control class who were not taught by using Anagram Game. Otherwise, if tcount > ttable then H1 is accepted, it means there is any significant difference of students’ result of learning vocabulary mastery between students in experiment class who were taught by using Anagram Game and students in control who were taught by using Anagram Game. The result of the calculation was t – count of ɑ = 5% was 2.04, and for t – table was 1.99. It proved that Anagram Game gave effect on students’ vocabulary mastery.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.