INTEGRATING REWARD AND VOCABULARY BANK GAME-LEARNING TO ENHANCE THE STUDENT’S MOTIVATION IN MASTERING MARITIME ENGLISH VOCABULARY TO MEET THE STANDARD MARINE COMMUNICATION PHRASES (SMCP)

Dhesi Wulan Sari, Marselia Marselia, Khoirotun Nafillah, Candra Oktyasari Putri

Abstract


The important of using English for the workforce is undebatable including the use of Standard Marine Communication Phrases (SMCP) onboard ship as a language communication. The aim of developing Maritime English SMCP is to explain the external communication phrases between ship to ship, ship to shore communication, and communication within the ship. The cadets of Politeknik Maritim Negeri Indonesia had low motivation in mastering the English. This study integrated reward and vocabulary- bank learning strategy to increase student’s mastery vocabulary. This research used a qualitative descriptive method, where the researchers themselves served as the primary tool for data processing. The questionnaire result, interviews with participants and teachers, and the observation result were all compiled before the data analysis began. The interview and questionnaires results were recorded and recapitulated. To conclude, integrating rewards and vocabulary-bank strategy could enhance cadets’ vocabulary mastery. Approximately, they could master 5 new words and create 5 sentences per meeting.

Keywords


reward; learning vocabulary strategy; maritime English; SMCP

Full Text:

PDF


DOI: https://doi.org/10.15548/rielt.v9i2.7738
Abstract views : 45 times
PDF : 19 times

References


Akdogan, E. (2017). Developing vocabulary in game activities and game materials. Journal of Teaching and Education, 7(1), 31–65. https://files.eric.ed.gov/fulltext/ED617641.pdf

Dzulhidayat. (2022). No Titleהכי קשה לראות את מה שבאמת לנגד העינים. הארץ, 7(8.5.2017), 2003–2005. https://doi.org/10.36418/syntax-literate.v7i10.13127

IMO SMCP. (2000). IMO Standard Marine Communication Phrases (SMCP). Sub-Committee on Safety of Navigation, 46(September), 103.

Prawiro, I. Y., Anggrarini, N., & Anggrarini, N. (2019). an Exploration of Potential Rewards in English for Young Learner (Eyl) Classroom. Wiralodra English Journal, 3(2), 329– 343. https://doi.org/10.31943/wej.v3i2.68

Putri, N. (2020). Journal of English Language Teaching. 9(1).

Putu Tressya, S., Sudirman, S., & I Putu Indra, K. (2017). the Effect of Using Word Clap Game on the Vocabulary Mastery. Lingua Scientia, 25(1), 1.

https://doi.org/10.23887/ls.v25i1.18814

Rais, M., Aryani, F., & Riska, M. (2019). The Development of Edu-games as a Learning Media. https://doi.org/10.2991/icamr-18.2019.71

Sari, D. P., & Aprizawati, A. (2019). the Effect of Standard Marine Communication Phrases Application Through English for Maritime Ability. Inovish Journal, 4(2), 119–130.

Silva, B. B., Kutyłowska, K., & Otwinowska, A. (2021). Learning academic words through writing sentences and compositions: Any signs of an increase in cognitive load? Language Teaching Research, 13621688211020420.

https://doi.org/10.1177/13621688211020421

Widiawitasari, M., Simamora, B., & Oktaviani, L. (2020). WHAT IS YOUR FAVORITE MOVIE ?: A STRATEGY OF ENGLISH EDUCATION CADETS TO IMPROVE ENGLISH VOCABULARY. 1(2), 44–49.


Refbacks

  • There are currently no refbacks.


Ruang Jurnal Program Studi Tadris Bahasa Inggri
Fakultas Tarbiyah dan Keguruan
Universitas Islam Negeri Imam Bojol Padang
email: rieltjournal@uinib.ac.id

 

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.