Motivation drives learners to achieve their goals of learning including vocational students with work-oriented study. External pressures, expectation or rewards pose different challenge when it comes to pandemic situation. This study fills gap by examining vocational students’ elements of extrinsic motivation before and during Covid-19 strike to accomplish final task to interview English natives and their effects on final achievement. Respondents were vocational students (n=75) participated in English class for two semesters in a row (before and during pandemic). Students’ motivations on doing “Hunting Bule” before (x1) and during (x2) pandemic were measured. Data were later analyzed using variance and interpretation. External motivation before and during pandemic are proven to give contribution to the final score. However, some factors in one variable seemed to outperform the other in vice versa. Technology using is considered both motivational and demotivational for students during the pandemic, yet is good to accelerate education industry 4.0.
This research discussed Indonesian hoax on transportation, spread using chain messages over social media, a major hoax subject. Setting social structure as an element to consider in hoax discourse gave different perspectives on why hoax news took place. Contrasting identified online hoax discourse to corpus-derived prosody could be interpreted using a sociopragmatic approach by Lin and Chung (2016). This research tried to look at how discourse on hoax correlated to real social issues among Indonesian people. Digital forensic was done by tracking discourse used as data from hoax news collection on turnbackhoax.com during 2017-2019. Discourse was later generated into clusters of subject idea of ‘tilang’, ‘jalan tol’, public land transport and infrastructure, ‘kecelakaan pesawat’, ‘lowongan kerja’, ‘China’, insecurity toward government and ‘kecelakaan kapal’. The subject idea was later consulted to Indonesian Web Corpus (IWAC). Through the socio-pragmatic approach, prosody derived by contrasting process portrayed hoax on transportation as a reflection of unsolved current social problems among Indonesian community including distrust toward the government, unawareness on transport safety, law and regulation, economic status, and trend. The finding of this research is recommended to take action toward those problems to eliminate hoax spread in the transportation sector.
This research looks at listening as one factor that gives contribution toward speaking among high school students. The study attempts to reveal through data analysis, in the form of students. score from each variable that both have correlation. Further the objective of the study is also to find out the extent of influence contributed by listening toward speaking. The research applies library study and field study (instrument designing and test performing both for listening and speaking). The theory used for analysis deals with listening and speaking correlation from language learning review. The result of the study demonstrates that the correlation of listening as the independent variable with speaking as dependent variable is positive. It also proves that with a unit of program or treatment given toward listening class, there will be a significant improvement equals with 3.134 times from previous speaking score for the same sample. For the analysis of data, the extent of correlation between two varibales is shown as low. It indicates that even though listening do have positive correlation towarde speaking, it is not the only deminant factor to determine success in speaking.
Music and language acquiring spots may be different in the brain yet share the same sound production. Skills to acknowledge music is beneficial to produce musical arts while the ability to recognize phonology in English leads to not only native-like pronunciation but also word-class identification and implicature. This study attempts to look at how musical sensitivity affects phonological awareness of both trained and untrained vocalists. The objects of this research are elements of music (rhythm and pitch) that reflected English phonology (rhythm and intonation). Toward two groups of trained and untrained vocalists, the instrument of evaluation which includes 46 tests in listening for each subject (music and phonology) was given. The test is to measure participants' ability to duplicate sound based on the instruction given. Data for this study -score from both subjects -were analyzed by using variance and interpretation. From the sound production of all respondents, the problem occurs on English pronunciation as the effects of elements of rhythm and pitch in misunderstanding, accent and robotic utterance. The effect of music on untrained (x2) vocalist toward phonology (y) seems to outperform trained (x1) vocalist by more than 10 percent. However, both are able to give above 50 percent contribution on English phonology. By this, musical practice on rhythm and pitch is recommended to be conducted on English pronunciation class.
<span lang="EN-US">The urge of finding the most suitable method of remote teaching in a pandemic situation has become the center of recent studies. Equipped with instructional scaffolding, the absence of a teacher as a mentor in an asynchronous online class could be replaced by more interesting media for students’ self-study. This study was to look at games, songs, and a movie as media to enhance students’ achievement in English vocabulary. Further, elements in each media were observed along with students’ perceptions to explain the affected area in detail. This descriptive quantitative study used paired samples t-test toward students’ post-test scores of a control group (n=100) and an experimental group (n=100) in vocabulary. Students’ perception of taking media as learning tools in experimental class was measured in a questionnaire to explain the results. Results showed that the significantly experimental group outperformed in the final score. Trend on students’ perception in an experimental group toward these teaching media involved shared and specific features in media design, psychological and pedagogic elements. Further, it turned out that some primary and subsidiary features in games exceeded two other media (songs and movies) in vice versa generating some recommendations for future improvement.</span>
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