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CODE MIXING OF BEAUTY VLOGGER ON INSTAGRAM Lutfah Fadilah Nispi; Silpia Rahayu
PROJECT (Professional Journal of English Education) Vol 6, No 1 (2023): VOLUME 6 NUMBER 1, JANUARY 2023
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/project.v6i1.p18-22

Abstract

The research aim to find out the phenomena of beauty vloggers and their code mixing. Nowadays some beauty vloggers attract viewers by using two or more languages, in English study it is called code mixing. In order to accomplish research objective the research use quatitative research design. The instrument use in this research were document analysis. The research subject of this research was beauty vloggers Tasya Farasya, Rachel Goddard and Ini Vindy in their Instagram videos. The researchers was finding 9 data with two various of code mixing that is insertion (2 data or 22,2%) and alternation (7 data or 77,8%) that the beauty vloggers used in their Instagram videos. The result of this study showed that beauty vloggers highest frequency used is Alternation type code mixing, while the lowest frequency used is Insertion type of code mixing. The implication of this research is to improve beauty vloggers English skill  and  increase viewers English vocabulary and pronounciation. Keywords:  Beauty Vlogger; Code Mixing; Instagram
Pelatihan pentingnya meningkatkan kemampuan menulis di era masyarakat 5.0 di kalangan mahasiswa Silpia Rahayu; Evie Kareviati
Abdimas Siliwangi Vol 6, No 1 (2023): Februari 2023
Publisher : IKIP SILIWANGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/as.v6i1.11770

Abstract

Menulis bukanlah sebuah keterampilan yang mudah, ia membutuhkan berbagai prasyarat seperti jumlah kosa kata, tata bahasa dan susunan kata yang menghasilkan makna. Menghadapi era masyarakat 5.0 yang merupakan lanjutan dari fase perkembangan manusia sejak berburu dan meramu, masyarakat agrikultur, masyarakat industrialisasi, dan masyarakat informasi, membuat menulis mendjadi faktor yang penting. Sebagian besar pertukaran informasi terjadi melalui tulisan melalui teknologi digital sebagai sarana untuk memenuhi kebutuhan pembangunan masyarakat dan membentuk nilai-nilai baru. Kegiatan ini dilaksanakan di IKIP Siliwangi dengan peserta mayoritas mahasiswa berjumlah 40 orang yang disampaikan melalui webinar.  Dalam pelaksanaanya, ada dua tahap, yaitu: 1) Tahap pemaparan , yaitu pengenalan tentang apa itu masyarakat 5.0, kaitannya dengan menulis dan apa tujuan diadakannya webinar, 2) Tahap tanya jawab, dimana siswa menyampaikan permasalahan yang ada terkait topic.Kata Kunci:  masyarakat 5.0, menulis, teknologi digital.
IMPROVING STUDENTS’ VOCABULARY MASTERY THROUGH ALADIN MOVIES IN ONE OF PRIVATE IN CIMAHI INSTITUTES Reza Azhari; Silpia Rahayu
PROJECT (Professional Journal of English Education) Vol 6, No 2 (2023): VOLUME 6 NUMBER 2, MARCH 2023
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/project.v6i2.p226-231

Abstract

Vocabulary is an essential element in learning English. Besides learning four basics in English, the learner must master vocabulary, which is include one of the macro-skills in English. The article aims to discuss about how movie Aladin can improving vocabulary mastery for student who can use in daily activity. By the reason of restricted understanding used there is using the same vocabulary, thus through movie the student can get new vocabulary that can be directly implemented in daily life. Since it is believed that vocabulary is one of important thing to learn before we learn the other basic of English learning. The method using qualitative research for this research. Fortunately, the research subject in one of private campus in IKIP Siliwangi consisting of one male and nine female students. The instrument used was a questionnaire with 10 question. The details are revealed only from students in class A3 2017 English education department. The implication of the researcher showed that there is relevant between vocabulary learning through movie. It showed that 3 people on the subject said the vocabulary in the movie was very helpful and 7 people said they did not understand the vocabulary in the movie. Keywords:  Vocabulary Skill; Movie; Teaching
DIFFICULTIES EXPERIENCED TEACHERS AND STUDENTS IN LEARNING ENGLISH IN SEVENTH GRADE Lala Zaelani; Silpia Rahayu
PROJECT (Professional Journal of English Education) Vol. 7 No. 5 (2024): VOLUME 7 NUMBER 5, SEPTEMBER 2024
Publisher : IKIP Siliwangi

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Abstract

This research started from researchers observation on English students' ability that is still low at seventh-grade MTs Riyadhul Huda, and students' opinion of English is boring and difficult. Based on the problems, this research purpose was to analyze students' difficulties in understanding English learning, especially Reading Comprehension and Structure. The research method was descriptive qualitative. The research sampling was seventh-grade students at MTs Riyadhul Huda, in choosing the sample was used purposive sampling technique. This is done because the class has a lower average value than the other classes. More than 50% of students got a score under the Minimum Completeness criteria. To get the data, the researchers had done interviews for the students and English teacher, then done observation and document that were gotten the score of reading and structure material. From the resulting research was gotten that reading and structure understanding at seventh-grade students MTs Riyadhul Huda, low. 40% of 25 students were difficulties in understanding them. The difficulty of students in reading and understanding the structure is caused by the lack of concentration of students in studying, students' wrong study habits, and boredom of students in learning English, besides that the teacher rarely makes corrections to student assignments.
PELATIHAN GOOGLE CLASSROOM BAGI GURU SMP&SMA SE-KECAMATAN LEMAHSUGIH KABUPATEN MAJALENGKA Silpia Rahayu; Ratih Inayah
Abdimas Siliwangi Vol. 4 No. 2: Juli 2021
Publisher : IKIP SILIWANGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/as.v4i2p%p.6838

Abstract

Kegiatan pengabdian masyarakat berupa pelatihan Google Classroom kepada guru SMP dan SMA di Kecamatan Lemahsugih Majalengka ini bertujuan untuk meningkatkan kualitas pembelajaran, meningkatkan efektifitas pembelajaran, serta membuat media belajar menjadi lebih variatif guna  meningkatkan minat siswa dalam belajar daring. Pelatihan ini dilaksanakan secara langsung di Kecamatan Lemahsugih dengan 30 guru SMP dan SMA sebagai peserta pelatihan. Protokol kesehatan diberlakukan guna mencegah penyebaran COVID-19. Terdapat tiga kegiatan dalam pelaksanaan pelatihan ini, yakni 1) pengenalan Google Classroom kepada para guru, 2) mendemonstrasikan tentang bagaimana cara menggunakan Google Classroom, dan 3) evaluasi. Selama kegiatan berlangsung, para guru menunjukkan antusiasmenya dengan mengajukan berbagai pertanyaan terkait dengan penggunaan Google Classroom sebagai media pembelajaran. Meskipun terdapat sedikit kendala terkait koneksi buruk yang dialami guru, namun dapat disimpulkan bahwa kegiatan pelatihan berjalan dengan lancar. Untuk kedepannya, diharapkan para guru dapat mengoptimalkan penggunaan Google Classroom karena berbagai fitur dari aplikasi ini sudah memenuhi kebutuhan para guru dalam melaksanakan pembelajaran daring.
The Implementation of Story Jumper in Teaching Writing Descriptive Text Meli Kamelawati; Lilis Suryani; Silpia Rahayu
PROJECT (Professional Journal of English Education) Vol. 9 No. 4 (2026): VOLUME 9 NUMBER 4, JULY 2026
Publisher : IKIP Siliwangi

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Abstract

Writing is one of the most essential yet challenging skills for elementary students, particularly in producing descriptive texts. Many learners struggle with vocabulary, sentence construction, and idea development, highlighting the need for effective instructional media. This study aimed to examine the effectiveness of StoryJumper in improving students’ descriptive writing skills, describe its classroom implementation, and identify students’ difficulties. The research employed a mixed-methods explanatory sequential design and involved 25 fifth-grade students at Tridaya Tunas Bangsa Elementary School, Cimahi. Data were collected through pre-tests, post-tests, observations, questionnaires, and interviews. Quantitative data were analyzed using descriptive statistics, the Shapiro–Wilk normality test, and a paired-sample t-test with IBM SPSS 26. The results showed that both pre-test (Sig. = 0.113) and post-test (Sig. = 0.052) scores were normally distributed. The paired-sample t-test revealed a significant difference between pre-test and post-test scores (mean difference = -10.60, p < .05), indicating that StoryJumper effectively improved students’ descriptive writing skills. Qualitative findings showed increased student engagement, better idea development, and improved use of descriptive language. Despite these improvements, students still experienced difficulties with vocabulary, grammar, and confidence. Overall, StoryJumper proved to be an effective and engaging medium for teaching descriptive writing.
Developing Ink Adventure Board Game to Teach Writing Descriptive Text for Junior High School Aulia Nur Cahyani; Silpia Rahayu; Lukman Arif Rachman
PROJECT (Professional Journal of English Education) Vol. 9 No. 5 (2026): VOLUME 9 NUMBER 5, SEPTEMBER 2026
Publisher : IKIP Siliwangi

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Abstract

The purpose of this study is to create a modified version of the Snakes and Ladders board game so that it can be used as a learning tool for teaching writing descriptive text. The objectives of this study are to describe the development process of the Ink Adventure Board game for teaching writing descriptive text and to investigate the feasibility of this Ink Adventure board game in teaching writing descriptive text. This study was conducted at one of Islamic junior high school in Cimahi with 36 seventh-grade students as research subjects, applying the R&D (Research and Development) methodology within the framework of the ADDIE model. According to the needs analysis process and preliminary study, limited access to digital learning media and teacher-centered instructional approaches were the main causes of students’ low writing proficiency and motivation. Validation results showed that with a score of  90% from the practice validators and then 92% from content and media validators, indicated if the product achieved a very high level of validity. Additionally, students feedback showed an 80% approval rate, were classified as highly feasible, indicating that Ink Adventure board game well-received and has the potential to increase student enthusiasm and engagement in writing practice.
Developing a Game-Based Educational Website Using Canva Artificial Intelligence to Teach Reading for Junior High School Students Zahran Aqiilah Nugraha; Silpia Rahayu; Lukman Arif Rachman
PROJECT (Professional Journal of English Education) Vol. 9 No. 5 (2026): VOLUME 9 NUMBER 5, SEPTEMBER 2026
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Reading remains one of the most challenging skills for junior high school students to engage with meaningfully, as conventional reading tasks often fail to sustain their motivation and interest. Despite the growing availability of digital tools, few instructional media have integrated AI-powered platforms specifically to support reading instruction through a game-based approach. This study aimed to develop a game-based educational website using Canva Artificial Intelligence (AI) to teach reading for junior high school students. A Research and Development (R&D) method guided by the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate) was employed. The study involved 10 students from class VII-F for the limited trial and 36 students from class VII-C at one of the junior high schools in Cimahi for the field trial. Data were collected through field notes and two sets of questionnaires: an expert validation sheet and a student response questionnaire. Expert validation yielded a score of 91.25% (Very Good). The limited trial resulted in an 85% positive response, while the field trial produced an 82.01% response rate with a mean student score of 32.81 out of 40. These findings demonstrate that the developed product, Readventure, holds strong potential as an engaging and feasible digital medium for strengthening reading instruction at the junior high school level.