THE CORRELATION BETWEEN STUDENTS’ ONLINE LEARNING READINESS AND THEIR ENGLISH LEARNING ACHIEVEMENT
(1) Universitas Negeri Makassar
(2) Universitas Negeri Makassar
(3) Universitas Negeri Makassar
(*) Corresponding Author
Abstract
Keywords
Full Text:
PDFReferences
Asifa, Q. (2021). Impact of Digital Games on Incidental Vocabulary Acquisition of Pakistani High School Students. Qassim University. Asian EFL Journal 28(1):206-224.
Atmowardoyo, H., & Sakkir, G. (2021). Efek Materi Mata Kuliah Belajar Dan Pembelajaran Berbasis Best Practice Dalam Meningkatkan Pengetahuan Kosa Kata Bahasa Inggris. In Seminar Nasional LP2M UNM.
Atmowardoyo, H., Weda, S., & Sakkir, G. (2020). Information technology used by millennial good English language learners in an Indonesian university to improve their English skills. Solid State Technology, 63(5), 9532-9547.
Chen. H.J., Howard. Y., Ting-Yu.C.(2013). The Impact of Adventure Video Games on Foreign Language Learning and the Perceptions of Learners. Interactive Learning Environments, v21 n2 p129-141 2013
Cruickshank, D. R., & Tefler. R. (1980). Classroom games and simulations. Theory into Practice, 19(1), 75-80. DOI: 10.1080/004058480095 42875.
Ebrahimzadeh, M., & Alavi, S. (2017). The Effect of Digital Video Games on EFL Students' Language Learning Motivation. Teaching English with Technology, 87-112.
Hatch, E., & Brown, C. (1995). Vocabulary, Semantics, and Language Education. United States of America: Cambridge University Press.
Likert, R. (1932). "A Technique for the Measurement of Attitudes", Archives of Psychology, 140: 1–55.
Musa, J. (2015). Adding New Vocabulary While Playing Casual Games: Young People in Brunei as a Case Study. Sultan Hassanal Bolkiah Institute of Education (SHBIE).
Nawawi, & Martini. (2003). Metode Penelitian Bidang Sosial, Yogyakarta, Gajah Mada University Press.
Pikulski, J., & Templeton, S. (2004). Teaching and Developing Vocabulary: Key to Long-Term Reading Success.
Rahardjo, S., Gudnanto SP. (2011). Pemahaman Individu teknik non-tes. Kencana 2011.
Sakkir, G., & Usman, M. (2018). MOVIE IN ENHANCING STUDENTS’VOCABULARY. Eralingua: Jurnal Pendidikan Bahasa Asing dan Sastra, 2(2).
Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press.
Schmit, N. (2010). Researching vocabulary: A vocabulary research manual. New York: Palgrave Macmillan.
Sturges, H. A. (1926). The Choice of a Class Interval. Journal of the American Statistical Association, Vol. 21, No. 153 (Mar., 1926), pp. 65- 66.
Wilkins, D.A. (1972) Linguistics in Language Teaching. Australia: Edward Arnold.
Article Metrics
Abstract view : 177 times | PDF view : 36 timesRefbacks
- There are currently no refbacks.
Copyright (c) 2022 Zikriyah Zikriyah, Nurdin Noni, Maemuna Muhayyang
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Editorial Office
Journal of Technology in Language Pedagogy (JTechLP)
Faculty of Languages and Literature Universitas Negeri Makassar
Jalan Malengkeri Raya, Makassar, 90224 Kampus UNM Parangtambung, Indonesia | |||||
jtechlp@unm.ac.id | |||||
https://ojs.unm.ac.id/JTechLP/index | |||||
085299332119 (Chief Editor) | |||||
JTechLP is Indexed by Google Scholar, Garuda and Cross Reference
Address: Department of English Language Office, DC Building, UNM Parangtambung Campus, Daeng Tata Raya Street, Makassar, South Sulawesi, Indonesia