Alim Al Ayub Ahmed

Prof. Alim Al Ayub Ahmed

Jiujiang University, Jiujiang, Jiangxi, China

Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 September 2021 in Carbon Letters
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Journal Article
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IRIndah Raya
Indah Raya
HKHamzah H. Kzar
Hamzah H. Kzar
ZMZaid Hameed Mahmoud
Zaid Hameed Mahmoud
Alim Al Ayub AhmedAlim Al Ayub Ahmed
Alim Al Ayub Ahmed
AIAygul Z. Ibatova
Aygul Z. Ibatova
EKEhsan Kianfar
Ehsan Kianfar

24 February 2022 in International Journal of System Assurance Engineering and Management
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Journal Article
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Alim Al Ayub AhmedAlim Al Ayub Ahmed
Alim Al Ayub Ahmed
SASugandha Agarwal
Sugandha Agarwal
IKImade Gede Ariestova Kurniawan
Imade Gede Ariestova Kurniawan
SASamuel P. D. Anantadjaya
Samuel P. D. Anantadjaya
CKChitra Krishnan
Chitra Krishnan

1 December 2021 in Desalination
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Journal Article
Closed access
HPHitesh Panchal
Hitesh Panchal
KSKishor Kumar Sadasivuni
Kishor Kumar Sadasivuni
Alim Al Ayub AhmedAlim Al Ayub Ahmed
Alim Al Ayub Ahmed
SHSanil S Hishan
Sanil S Hishan
MDMohammad Hossein Doranehgard
Mohammad Hossein Doranehgard
MKMohammad Khalid
Mohammad Khalid

28 June 2022 in Education Research International
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Journal Article
Open access
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Alim Al Ayub AhmedAlim Al Ayub Ahmed
Alim Al Ayub Ahmed
EAEvy Segarawati Ampry
Evy Segarawati Ampry
AKAan Komariah
Aan Komariah
IHIsyaku Hassan
Isyaku Hassan
ITIrmawati Thahir
Irmawati Thahir
PZPardis Zafarani
Pardis Zafarani
This study intended to examine the effects of game-based learning on Iranian EFL learners language anxiety and motivation. In order to perform the study, the quantitative research method was applied. In this study, 58 Iranian intermediate EFL participants were selected and divided into two groups: control and experimental. Then, the questionnaires of the Foreign Language Classroom Anxiety Scale (FLCAS) and Motivation Test Battery (AMTB) were administered to the participants of both groups as the pretests of the study. After pretesting, 90 English vocabulary items were trained to the EG by using game-based learning, but the same vocabulary items were taught to the CG traditionally. After teaching the vocabularies, the mentioned questionnaires were administered again as the post-tests of the study. The results of independent samples t-tests revealed that implementing game-based learning had the potential of reducing EFL learners anxiety to improve their English learning. Also, the results indicated that applying game-based learning increased the language motivation of Iranian EFL learners.

27 February 2022 in Education Research International
Verified
Journal Article
Open access
PDF file
Alim Al Ayub AhmedAlim Al Ayub Ahmed
Alim Al Ayub Ahmed
BSBiju Theruvil Sayed
Biju Theruvil Sayed
Ismail Suardi WekkeIsmail Suardi Wekke
Ismail Suardi Wekke
MWMulyanto Widodo
Mulyanto Widodo
DRDian Rostikawati
Dian Rostikawati
MAMahdieh Azizian
Mahdieh Azizian
Incorporating games into learning a foreign language is an effective strategy that can lower students stress and improve their learning. Thus, this study tried to examine the impacts of Kahoot as a game-based learning tool on Iranian EFL learners vocabulary recall and retention. To this end, 50 Iranian intermediate learners were chosen for the participants of the study. After that, the participants were randomly assigned to two equal groups, one experimental and one control. Then, the participants English vocabulary knowledge was measured by administering a vocabulary pretest. After pretesting process, the participants in both groups received the treatment in two different ways. In the EG, the new vocabulary items were taught using the Kahoot game, while in the CG, the new ones were taught using traditional instruction. After finishing the treatment course, which lasted ten sessions, the two groups took the immediate vocabulary posttest. After three weeks, a delayed vocabulary posttest was administered to both groups to determine the effects of Kahoot on their vocabulary retention. The results of paired samples and independent samples t-tests depicted that there were significant differences between the immediate and delayed posttests of the EG and the CG in favor of the EG. The implications of this study can tell the teachers that teaching through game-based learning tools may produce better results than teaching through traditional methods. Also, the implications of this study can encourage students to practice and learn English even outside of the class context.

1 January 2023 in Materials Today: Proceedings
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Journal Article
Closed access
DSDilip Kumar Sharma
Dilip Kumar Sharma
DCDhruva Sreenivasa Chakravarthi
Dhruva Sreenivasa Chakravarthi
ASAsmat Ara Shaikh
Asmat Ara Shaikh
Alim Al Ayub AhmedAlim Al Ayub Ahmed
Alim Al Ayub Ahmed
SJSushma Jaiswal
Sushma Jaiswal
Mohd NavedMohd Naved
Mohd Naved