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Nano Sukmana

Biographic Data

ID3053665
NAMENano Sukmana
GIVEN NAMESNano
FAMILY NAMESukmana
SIGNATURESUKMANA N
AFFILIATIONSUniversitas Langlangbuana
ORCID0000-0003-3734-3528
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS0
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2023
H-INDEX0
  • Examining the Effects of Cue Cards on EFL Learners’ Speaking Fluency, Accuracy, and Speaking Anxiety

    Open Access•Nano Sukmana, Aan Koamriah et al.•ARTICLE•Education Research International•2023

    As using cue cards is not common in Iranian EFL classes, this research aimed at examining the impacts of applying cue cards on developing the speaking accuracy and fluency of Iranian EFL students. Additionally, this study looked at how employing cue cards helped Iranian EFL learners reduce their speaking anxiety. Sixty of the 97 Iranian EFL students who took the Oxford Quick Placement Test were selected as the target sample for the current resear…

  • Assessing the Effects of Gamification on Developing EFL Learners' Idiomatic Knowledge

    Open Access•Alim Al Ayub Ahmed, Mulyanto Widodo et al.•ARTICLE•Education Research International•2022•References: 29

    Regarding the attractiveness of educational games for EFL learners, the present research intended to investigate the effects of gamification on improving Iranian EFL learners' idiomatic knowledge. In addition, the current research examined the attitudes of Iranian EFL learners towards using gamification in English learning in the Iranian EFL context. Firstly, to carry out this research, the researchers administered the Oxford Quick Placement Test…

No prominent works on this page.

  • Assessing the Effects of Gamification on Developing EFL Learners' Idiomatic Knowledge

    Open Access•Alim Al Ayub Ahmed, Mulyanto Widodo et al.•ARTICLE•Education Research International•2022•References: 29

    Regarding the attractiveness of educational games for EFL learners, the present research intended to investigate the effects of gamification on improving Iranian EFL learners' idiomatic knowledge. In addition, the current research examined the attitudes of Iranian EFL learners towards using gamification in English learning in the Iranian EFL context. Firstly, to carry out this research, the researchers administered the Oxford Quick Placement Test…

  • Examining the Effects of Cue Cards on EFL Learners’ Speaking Fluency, Accuracy, and Speaking Anxiety

    Open Access•Nano Sukmana, Aan Koamriah et al.•ARTICLE•Education Research International•2023

    As using cue cards is not common in Iranian EFL classes, this research aimed at examining the impacts of applying cue cards on developing the speaking accuracy and fluency of Iranian EFL students. Additionally, this study looked at how employing cue cards helped Iranian EFL learners reduce their speaking anxiety. Sixty of the 97 Iranian EFL students who took the Oxford Quick Placement Test were selected as the target sample for the current resear…

Mathematics education (2 works) · Psychology (2 works) · Anxiety (1 works) · Artificial Intelligence (1 works) · Attractiveness (1 works) · Computer Science (1 works) · Context (archaeology (1 works) · Control (management) (1 works) · Educational Games and Gamification (1 works) · EFL/ESL Teaching and Learning (1 works)

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