ENHANCING ENGLISH PROFICIENCY THROUGH INTERACTIVE LEARNING

A FIELDWORK PROGRAM AT PANTI ASUHAN TUNAS MELATI

  • Anis Marsela Universitas Abdurachman Saleh Situbondo, Indonesia
  • Iqrom Nur Fadhil Lubis Universitas Abdurachman Saleh Situbondo, Indonesia
  • Abdul Aziz Universitas Abdurachman Saleh Situbondo, Indonesia

Abstract

This study explores the implementation of a Fieldwork Practice (PKL) program for children in care, focusing on enhancing their English language proficiency through innovative teaching methods. The program addressed challenges such as varying proficiency levels, engagement difficulties, and limited technological resources by incorporating tailored materials, gamification, and technology-driven learning. Through interactive activities like storytelling, role-playing, and online quizzes, children in care demonstrated significant improvements in vocabulary, listening, and speaking skills. Additionally, community-building initiatives fostered a supportive learning environment. The results indicate that adaptive methodologies and interactive approaches effectively enhance language acquisition and children in care engagement, offering insights for future educational programs in similar settings.

References

Australian Institute for Teaching and School Leadership. (2017). Reframing feedback to improve teaching and learning. https://www.aitsl.edu.au/docs/default-source/research-evidence/spotlight/spotlight-feedback.pdf?sfvrsn=cb2eec3c_12

Bunn, H., & Kombou, E. (2021). Nurture groups and their staff’s resilience: Experiences of support and implications for practice. The International Journal of Nurture in Education, 7, 45–55.

Courts, B., & Tucker, J. (2012). Using technology to create a dynamic classroom experience. Journal of College Teaching & Learning (TLC), 9(2), 121–128.

Hastings, E. M., et al. (2018). Structure or nurture? The effects of team-building activities and team composition on team outcomes. Proceedings of the ACM on Human-Computer Interaction, 2, Article 32.

Kalinauskas, M. (2014). Gamification in fostering creativity. Social Technologies, 4(1), 62–75.

Kumara, N. R. A., Zaid, M. A., & Sukrianto. (2022). Tebarkan kepedulian, ciptakan kebersamaan. Seminar Nasional Pengabdian Masyarakat LP UMJ. http://jurnal.umj.ac.id/index.php/semnaskat

Kutasi, R. (2023). Feedback: Unveiling its impact and enhancing its effectiveness in education. Journal of Pedagogy, 14(1), 7–32.

Nurture UK. (2020). Nurture groups for all educational settings. Nurture UK.

Putri Pertiwi, A. (2020). Using the Quizizz as an assessment of students’ English learning. Journal of English Teaching, Applied Linguistics and Literatures (JETALL), 3(1), 37–44.

Safitri, N. P. D., & Tari, N. (2022). Gamification and role play: Two combined teaching strategies for developing students’ speaking skills. Jurnal Manajemen Pelayanan Hotel, 6(2), 112–120.

Vinsky, A. V., et al. (2024). Edukasi dalam bermedia sosial. Prosiding Seminar Nasional LPPM UMJ.

Volpe, G., & Gori, M. (2019). Multisensory interactive technologies for primary education: From science to technology. Frontiers in Psychology, 10, Article 2704.

Wulantari, N. P., et al. (2023). The role of gamification in English language teaching: A literature review. Journal on Education, 6(1), 2847–2856.
Published
2025-03-19
How to Cite
MARSELA, Anis; LUBIS, Iqrom Nur Fadhil; AZIZ, Abdul. ENHANCING ENGLISH PROFICIENCY THROUGH INTERACTIVE LEARNING. International Journal of Community Service in Language, Literature, Culture, and Their Teaching, [S.l.], v. 1, n. 2, p. 46-52, mar. 2025. ISSN 3089-4980. Available at: <https://unars.ac.id/ojs/index.php/SEVA/article/view/6241>. Date accessed: 25 aug. 2026. doi: https://doi.org/10.36841/seva.v1i2.6241.
Section
Articles