ELIASANTI AGUSTINA
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Journal : IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature

Investigating Politic Satire in Santoon TV Youtube Channel Medico Mochammad Torikul Khakam Hariyanto; Eliasanti Agustina
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 1 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i1.6529

Abstract

Since satire is common in Indonesian society, especially political satire about the government's failure to perform its functions, it would be interesting to delve deeper into it to know its meaning on everyone’s point of view. This study aims to identify the type and meaning of political satire appearing on YouTube channels, especially the YouTube channel Santoon Tv. This research used a qualitative case study with document study data collection techniques, and then use content analysis to analysis the result of this research, the research data were statements or utterances from 12 YouTube videos that contain political satire on the Santoon TV channel as the primary documents. Based on the research, two types of satire that often appear on this YouTube channel are Juvenalian and Horatian, with a total of 19 data obtained with Juvenalian dominating with 15 data and Horatian with 4 data. The result showed most of the meanings of the data are intended to satirize one or a group of people who have positions and disappoint the public.
Gamified Digital Learning with Wordwall: An Experimental Study on Grammar Achievement Sulianto, Yuliana Dewi; Eliasanti Agustina; Endang Mastuti Rahayu
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.6453

Abstract

This study examines the effect of using the Wordwall application as Digital Gamification Media on the grammar achievement of tenth-grade students. Many students struggle with constructing correct sentences due to monotonous learning methods that fail to motivate them. To address this issue, the study employed Wordwall, an interactive digital game-based learning technology designed to enhance the engagement and effectiveness of grammar instruction. The study employed a quantitative research approach with a proper experimental design, including a pre-test and post-test. The population of this study consisted of all 10th-grade students at SMAN 1 Wringinanom, totaling 418 individuals across 11 classrooms, including a special class of 38 pupils. The study included 38 students from class X-1 as the experimental group and 38 students from class X-2 as the control group. The researcher employed cluster random sampling to select the sample. Data collection was conducted through pre-tests and post-tests. The results showed a significant effect in the experimental group's grammar performance, with the mean score increasing from 67.16 to 82.42, while the control group's score rose from 63.68 to 70.47. Statistical analysis confirmed data normality and a significant difference in post-test scores (p < 0.05), indicating that the use of Wordwall positively impacted students’ grammar achievement. Based on the analysis, the null hypothesis (H0) was rejected, indicating a significant difference between the experimental and control groups. Consequently, the alternative hypothesis (Ha) was accepted, confirming that the treatment or intervention applied in the study had a measurable impact on student outcomes. This means that the use of the Wordwall application affected grammar achievement.
How Do Students Perceive Grammar Learning Through Quizizz Insight From Eleventh Graders Anita Lucy Nurhalyza; Eliasanti Agustina
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.7380

Abstract

This study explored students’ perceptions and experiences using Quizizz as a gamified learning platform to improve grammar accuracy in expository writing. Using a qualitative case study design, the research involved six purposively selected eleventh-grade students from a class of 75, representing various proficiency levels. Data were collected through structured interviews and classroom observations over four weeks to examine how students interacted with Quizizz during grammar lessons. The findings indicate that Quizizz significantly enhances student motivation and engagement by offering an interactive and enjoyable learning experience. Immediate feedback was especially helpful in improving students’ understanding of conjunctions and the simple present tense. However, challenges such as unstable internet access and limited grammatical explanations were also reported. Despite these limitations, Quizizz proved to be a valuable supplementary tool when combined with teacher guidance. It supports student-centered learning and increases participation in digital classrooms. Grounded in constructivist and gamification learning theories, the study highlights the importance of interactive and autonomous learning environments. The findings suggest that while Quizizz alone may not suffice for deep grammar instruction, its integration with conventional teaching methods can enrich grammar learning. Practical insights are also offered for educators aiming to implement gamified learning tools effectively, particularly for scaffolding complex grammar topics in diverse classrooms.