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The Application of the Paired Storytelling Model in Responding to Short Story Texts Heard Thru Audio Podcast Media in Phase F Students Repani Julyani; Panca Pertiwi Hidayati; Eggie Nugraha
Journal of Practice Learning and Educational Development Vol. 5 No. 4 (2025): Journal of Practice Learning and Educational Development (JPLED)
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v5i4.598

Abstract

This study aims to describe the application of the Paired Storytelling model in responding to short story texts listened to thru audio podcasts and to evaluate the effectiveness of this model in improving listening skills of Phase F students at SMAN 12 Bandung. The main problem in this study is the low listening skills of students, caused by a lack of attention to the listening process and the ineffectiveness of the media and learning models used. This research uses a quantitative approach with a quasi-experimental method of the Non-Equivalent Control Group Design type. The research sample consists of two classes: the experimental class using the Paired Storytelling model and podcast media, and the control class using the conventional discussion model. Data collection techniques were carried out thru observation, attitude assessment, and pre- and post-tests. Data analysis was performed using statistical tests with the assistance of IBM SPSS Statistics 25. The research results indicate that the Paired Storytelling model using audio podcasts has a significant positive impact on improving students' listening comprehension skills. Students in the experimental class showed better learning outcomes compared to the control class, both in terms of understanding the structure and intrinsic elements of short stories. Thus, the audio podcast-assisted Paired Storytelling model is recommended as an effective and innovative learning strategy for improving literary text listening skills, particularly for short stories.
PENERAPAN METODE GAMIFIKASI DENGAN MEDIA CANVA DALAM MENULIS TEKS EKSPLANASI UNTUK MENINGKATKAN MOTIVASI DAN PARTISIPASI PESERTA DIDIK PADA FASE C DI SDN KARANGJAYA II Kharisma Bintang Destriadi Kharisma; Panca Pertiwi Hidayati
Literasi: Jurnal Ilmiah Pendidikan Bahasa, Sastra Indonesia dan Daerah Vol. 16 No. 2 (2026): Literasi: Jurnal Ilmiah Pendidikan Bahasa, Sastra Indonesia dan Daerah
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/literasi.v16i2.46639

Abstract

This study was motivated by the low level of students’ motivation and participation in learning to write explanatory texts in Phase C at SDN Karangjaya II. This condition was influenced by the use of conventional learning methods that did not actively engage students and did not optimally utilize digital media. This study aimed to describe the implementation of the gamification method using Canva media in learning to write explanatory texts, to analyze its effect on students’ writing skills, and to determine the improvement of students’ motivation and participation after the implementation of the method. This research employed a quasi-experimental method with a Nonequivalent Control Group Design. The population of this study consisted of all Phase C students at SDN Karangjaya II. The sample included one class as the experimental group, which received treatment through the gamification method using Canva media, and one class as the control group, which was taught using the expository method. The data was collected using explanatory text writing skill tests (pre-test and post-test), questionnaires on students’ motivation and participation, and documentation and analysed using SPSS 25. The result of the study indicated that the significance value is less than 0.05, meaning that the alternative hypothesis (Ha) is accepted and the null hypothesis (H0) is rejected. Therefore, it can be concluded that the implementation of the gamification method using Canva media has a significant effect on students’ ability to write explanatory texts. In addition, the gamification method using Canva media is proven to improve students’ motivation and participation in learning to write explanatory texts in Phase C at SDN Karangjaya II.
Analisis Penggunaan Metafora dan Dampaknya terhadap Perubahan Makna dalam Kumpulan Puisi Perahu Kertas Karya Sapardi Djoko Damono serta Pemanfaatannya sebagai Alternatif Bahan Ajar Sastra Kelas X SMA Erika Erika; Panca Pertiwi Hidayati; Adi Rustandi
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 6 No. 2 (2026): JUNI:ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/enggang.v6i2.26628

Abstract

This research was made to find out how the use of metaphors and the impact arising from the use of these metaphors on changes in meaning. In addition, this research is also expected to be a solution for educators in considering appropriate literary teaching materials. The metaphors analyzed include anthropomorphic, animal, concrete to abstract metaphors, and synaesthetic metaphors. While the changes in meaning analyzed are changes in the meaning of generalization, specialization, amelioration, pejoration, synesthesia, and association. The research method used is descriptive qualitative with metaphors and changes in meaning as the research object. The source of the research data was taken from the poetry collection Perahu Kertas by Sapardi Djoko Damono. The research results obtained are in the form of an analysis of the use of metaphors, the impact resulting from the use of these metaphors, and their use as an alternative to literature teaching materials in class X SMA in the LKPD.