Bagus Yuda Prawira
Universitas Bakti Indonesia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

AN ANALYSIS OF FIGURATIVE LANGUAGE IN GIFTED (2017): A STYLISTIC APPROACH Afifah; Bagus Yuda Prawira; Nurul Anam
Journal International of Lingua and Technology Vol. 5 No. 5 (2026)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jiltech.v5i5.1369

Abstract

This study analyzes the use of figurative language in the movie Gifted (2017), directed by Marc Webb. The study aims to identify the types of figurative language found in the movie and interpret the meanings conveyed through the identified expressions. This research employed a qualitative descriptive approach. The data consisted of characters' utterances containing figurative language, collected through document analysis by repeatedly watching the movie and examining the subtitles as a textual reference. The data were analyzed through identification, classification, and contextual interpretation based on Perrine's (1977) theory of figurative language. The findings reveal 77 instances of figurative language classified into eight types: metaphor, hyperbole, simile, personification, metonymy, irony, paradox, and understatement. Metaphor was the most frequently identified type, with 41 instances (53.25%), followed by hyperbole with 22 instances (28.59%). The findings indicate that figurative language in Gifted is used not merely as a stylistic feature but also to convey emotions, attitudes, interpersonal relationships, and conflicts. The analysis further demonstrates that figurative expressions contribute to characterization and narrative development, particularly in representing the conflict between intellectual giftedness, family relationships, and the need for a normal childhood and emotional well-being.
THE ROLE OF GAMIFICATION AS AN ENGLISH TEACHER ASSISTANT Bagus Yuda Prawira; Widhya Putriana
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v6i4.13509

Abstract

ABSTRACT English as a foreign language (EFL) instruction at the junior high school level often faces challenges related to low student motivation, limited engagement, and difficulties in learning vocabulary through conventional instruction. Gamification offers an alternative by integrating game elements into learning activities to increase student engagement. This study aimed to examine the use of gamification as an instructional aid in EFL teaching, students’ responses, and implementation challenges. A descriptive qualitative design supported by a survey was employed, involving one English teacher and 38 students from Grades 7–9. Data were collected through a structured survey, semi-structured interviews, and classroom observations involving Kahoot!, Wordwall, Baamboozle, and Wayground. The findings showed positive student responses, particularly in motivation, enjoyment, participation, and perceptions of vocabulary learning. Gamification also provided opportunities for collaboration and differentiated learning. However, implementation challenges included unstable internet connectivity and students’ tendency to focus excessively on competition rather than learning objectives. These findings indicate that gamification can serve as a supportive instructional aid in EFL classrooms when purposefully designed and facilitated by teachers. ABSTRAK Pembelajaran bahasa Inggris sebagai bahasa asing (EFL) di tingkat sekolah menengah pertama sering menghadapi tantangan berupa rendahnya motivasi, keterlibatan siswa yang terbatas, dan kesulitan mempelajari kosakata melalui pembelajaran konvensional. Gamifikasi menawarkan alternatif dengan mengintegrasikan elemen permainan ke dalam kegiatan pembelajaran untuk meningkatkan keterlibatan siswa. Penelitian ini bertujuan untuk mengkaji penggunaan gamifikasi sebagai sarana pendukung dalam pengajaran EFL, respons siswa, dan tantangan penerapannya. Penelitian menggunakan desain kualitatif deskriptif yang didukung survei dengan melibatkan seorang guru bahasa Inggris dan 38 siswa kelas 7–9. Data dikumpulkan melalui survei terstruktur, wawancara semi-terstruktur, dan observasi pembelajaran yang melibatkan Kahoot!, Wordwall, Baamboozle, dan Wayground. Hasil penelitian menunjukkan respons positif siswa, terutama dalam motivasi, kesenangan belajar, partisipasi, dan persepsi terhadap pembelajaran kosakata. Gamifikasi juga memberikan peluang untuk kolaborasi dan pembelajaran berdiferensiasi. Namun, penerapannya menghadapi tantangan berupa ketidakstabilan koneksi internet dan kecenderungan siswa terlalu berfokus pada kompetisi daripada tujuan pembelajaran. Temuan ini menunjukkan bahwa gamifikasi dapat menjadi sarana pendukung pembelajaran EFL apabila dirancang dan difasilitasi secara terarah oleh guru.