PENGARUH PENGGUNAAN TEKNOLOGI PEMBELAJARAN INTERAKTIF TERHADAP PENINGKATAN KEMAMPUAN BAHASA INGGRIS MAHASISWA PRODI INFORMATIKA DI ITB AAS INDONESIA

Dewi Muliasari, Tino Feri Efendi

Abstract


This research investigates the impact of interactive learning technology on the English language proficiency of Informatics students at ITB AAS Indonesia. A quasi-experimental design was employed, involving an experimental group that utilized interactive learning technology and a control group that received conventional instruction. The findings reveal a significant improvement in the English language skills of the experimental group, highlighting the effectiveness of interactive technology in enhancing listening, speaking, reading, and writing abilities. Additionally, the study demonstrates that interactive learning tools positively influence students' motivation and engagement, aligning with theories such as the Cognitive Theory of Multimedia Learning (CTML), Self-Determination Theory (SDT), and Cognitive Load Theory (CLT). The research underscores the potential of integrating interactive technology into non-language focused programs, providing practical insights for educators and institutions seeking to innovate English language instruction in higher education.

Keywords : Interactive learning technology, English language proficiency, Informatics students, CTML, Self-Determination Theory (SDT), Cognitive Load Theory (CLT), higher education

Full Text:

PDF

References


Clark, R. C., & Mayer, R. E. (2011).E-learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning. San Francisco: Pfeiffer.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340.

Deci, E. L., & Ryan, R. M. (2000).The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268.

Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59-109.

Hwang, G. J., & Chen, C. H. (2013).Influences of an inquiry-based ubiquitous gaming design on students' learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving. British Journal of Educational Technology, 44*(3), E27-E31.

Mayer, R. E. (2005).The Cambridge Handbook of Multimedia Learning.Cambridge: Cambridge University Press.

Sweller, J. (1988).Cognitive load during problem-solving: Effects on learning. Cognitive Science, 12*(2), 257-285.

Venkatesh, V., & Bala, H. (2008). Technology acceptance model 3 and a research agenda on interventions. Decision Sciences, 39(2), 273-315.

Vygotsky, L. S. (1978).Mind in Society: The Development of Higher Psychological Processes. Cambridge, MA: Harvard University Press.




DOI: http://dx.doi.org/10.29040/jie.v8i2.14670

Refbacks

  • There are currently no refbacks.


btn4d

ada777

klik-4d.com