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The Absurdity in Waiting for Godot and Endgame by Samuel Beckett: A Comparative Study Alin Ambarwati; Masduki Zakaria; Islam Ragab Abdelhamid Shehata
Journal of General Education and Humanities Vol. 5 No. 3 (2026): June
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i3.1242

Abstract

The phenomenon underlying this study is the increasing crisis of meaning and existential uncertainty in modern human life. This condition is reflected in Samuel Beckett’s Waiting for Godot and Endgame, both of which portray characters trapped in cycles of waiting, repetition, and existential emptiness. Although previous studies have examined these plays individually within the Theatre of the Absurd, there is a lack of comparative research that systematically analyzes how absurdity is differently constructed in both works. This study addresses that gap. This research aims to analyze the forms and representations of absurdity through a comparative approach. Using a descriptive-qualitative method, the study applies textual analysis focusing on dialogue, dramatic structure, characterization, and setting. The findings reveal that Waiting for Godot represents absurdity through endless waiting, repetitive dialogue, and unclear identity and purpose. In contrast, Endgame depicts a static, post-apocalyptic environment shaped by dominance, dependency, and the awareness of an inevitable ending. While both plays convey existential meaninglessness, they differ in the intensity of their conflicts, the dynamics of their relationships, and their symbolic representations of space and time. This study contributes by offering a comparative perspective that deepens understanding of absurdity in Beckett’s works and highlights their critique of post–World War II existential conditions.
Wheel of Names: Inovasi Pembelajaran Interaktif dalam Meningkatkan Respons Positif Mahasiswa: Wheel of Names: An Interactive Learning Innovation for Enhancing Students' Positive Responses to Learning Isnaini Rahmah Hidayah; Nia Novita Putri; Masduki Zakaria
Jurnal Bastra (Bahasa dan Sastra) Vol. 11 No. 3 (2026): JURNAL BASTRA EDISI JULI 2026
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia, FKIP, Universitas Halu Oleo Kampus Bumi Tridharma Andounohu Kendari, Provinsi Sulawesi Tenggara – Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/bastra.v11i3.2610

Abstract

Digitalisasi pembelajaran menuntut penggunaan media yang lebih interaktif dan sesuai dengan karakteristik mahasiswa. Penelitian ini bertujuan mendeskripsikan penerapan media wheel of names dalam pembelajaran Bahasa Indonesia pada materi kata baku, kata tidak baku, dan padanan bahasa Indonesia serta mengkaji keterlibatan dan respons mahasiswa. Penelitian menggunakan pendekatan deskriptif kualitatif. Data dikumpulkan melalui observasi dan kuesioner yang diisi oleh 124 mahasiswa dari empat kelas pada dua program studi. Pembelajaran dilaksanakan melalui kuis berbasis roda digital dengan sistem pemilihan soal secara acak. Hasil penelitian menunjukkan bahwa penggunaan wheel of names meningkatkan fokus, keterlibatan aktif, dan interaksi mahasiswa selama pembelajaran. Sebanyak 96,8% mahasiswa memberikan respons positif karena pembelajaran dinilai lebih menarik, menyenangkan, dan sesuai dengan budaya digital. Media wheel of names berpotensi menjadi alternatif pembelajaran interaktif di perguruan tinggi.