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The Practice of Hegemony Toward Child Soldier in “Beast of No Nation” by Uzodinma Iweala Angie Kristiawan, Yohanes; Adhitya, Galant Nanta; Hapsari, Apriliana
(JELE) Journal Of English Language and Education Vol 10 No 1 (2024)
Publisher : LPPM Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26486/jele.v10i1.4533

Abstract

This paper tries to uncover the practice of hegemony that is experienced by the child soldier. The research will be done by using data from the novel as the main source and supported by the related theories in order to provide well-covered explanation and discussion. This paper uses qualitative research methodology as a systematic strategy. The main focus of this paper is to explore the looking of finding on how the practice is portrayed and displayed. The results show that the leader, Commandant has been practicing a successful hegemony among the children. The child soldier’s behavior and attitude are also changed. These innocent children turned into a bunch of cruel and inhumane individuals and would always obey Commandant's orders.
Enhancing Children’s Speaking Skills through Game-Based Learning Adhitya, Galant Nanta; Kristiawan, Yohanes Angie; Traesar, Livia; Nurhantoro, Tri Septa; Hapsari, Apriliana
Bakti Budaya Vol 9 No 1 (2026): 2026: Edisi 1
Publisher : Faculty of Cultural Sciences, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/bakti.21316

Abstract

This study aims to evaluate the implementation of Game-Based Learning (GBL) to enhance speaking skills and vocabulary acquisition among young EFL learners at Domby Kid’s Hope 1, Yogyakarta. The problem addressed in this study is the low motivation and limited active use of English, particularly in speaking. To address this issue, GBL was implemented through activities like Duduk Senang and Animal Guessing, designed to increase student engagement and reduce anxiety when speaking. The method used was a descriptive qualitative approach, with data collected through pre- and post-tests, classroom observation, and reflective evaluation. The results showed that GBL successfully improved students' ability to recognize and use English vocabulary related to numbers and animals, as well as increased their confidence in speaking. All students showed significant progress after engaging in GBL activities. The implications of this study suggest that GBL can serve as an effective and enjoyable alternative to traditional language teaching, especially in non-formal education settings, and can contribute to the development of more engaging language teaching methodologies for young learners. === Penelitian ini bertujuan untuk mengevaluasi penerapan Game-Based Learning (GBL) dalam meningkatkan keterampilan berbicara dan penguasaan kosakata pada pelajar bahasa Inggris usia dini di Domby Kid’s Hope 1, Yogyakarta. Masalah yang dihadapi adalah rendahnya motivasi belajar dan keterbatasan dalam penggunaan Bahasa Inggris secara aktif, terutama dalam berbicara. Untuk mengatasi hal ini, GBL diterapkan melalui aktivitas permainan seperti Duduk Senang dan Tebak Hewan, yang dirancang untuk meningkatkan keterlibatan siswa dan mengurangi kecemasan saat berbicara. Metode yang digunakan adalah pendekatan deskriptif kualitatif dengan pengumpulan data melalui tes awal dan akhir, observasi, serta evaluasi reflektif. Hasil penelitian menunjukkan bahwa GBL berhasil meningkatkan kemampuan siswa dalam mengenali dan menggunakan kosakata bahasa Inggris terkait angka dan hewan, serta meningkatkan rasa percaya diri dalam berbicara. Semua siswa menunjukkan kemajuan signifikan setelah mengikuti aktivitas GBL. Implikasi dari kegiatan ini menunjukkan bahwa GBL dapat menjadi alternatif yang efektif dan menyenangkan dalam pengajaran Bahasa Inggris, terutama di lingkungan pendidikan non-formal, dan dapat memberikan kontribusi dalam pengembangan metodologi pengajaran bahasa yang lebih menarik bagi pelajar muda.