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AN ANATOMIZING OF FIGURATIVE LANGUAGE ACCUSTOMED IN ED SHEERAN SONGS LYRIC Hanifah Hanifah; Aseptiana Parmawati
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.p32-36

Abstract

A figurative language is one that employs variety figurative terminology.This study discusses the figurative analysis used in 's songs Ed Sheeran.The objectives of this study to recognize and describe the figure of speech used in Ed Sheeran's music, and to explain in detail the inferred implications in each figure of speech used in Ed Sheeran's songs. The method used in this study was qualitative which data gained was evaluated by the researcher who clarified the meaning’s of figurative language in six Ed Sheeran song’s. After listening to all of the songs, the research discovered that there are six song that have been collected includes the figures of speech by underlining while quoting the lyrics of the song which consists of the six figures of speech. Next group, the words and sentences contain a figure of speech that has certain meanings that to found in six by Ed Sheeran's songs.Several theories and associated sources are used to support the analysis. Keywords:  Type of Figurative Language; Type of Meaning; Ed Sheraan Songs’
STUDENTS’ RESPONSES TOWARD COGNITIVE ASSESSMENT BASED ON HIGHER ORDER THINKING SKILLS (HOTS) ASSISTED BY THE QUIZIZZ APPLICATION Aseptiana Parmawati; Siti Ruqoyyah
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.p311-315

Abstract

The development of the world of education is rapidly, therefore every student is required to have the ability to think critically and creatively. So to be able to achieve this ability requires innovation both in the use of learning media interactive and HOTS-based cognitive assessment instruments. In the field of education instruments are used to measure learning achievement of students, the success of the learning process and the development of results study. Quizizz is a game-based educational app that brings multiplayer activities to the classroom and make learning in the classroom more fun and more interactive. Quizizz application can use by the teacher in teaching and learning process. The purpose of this research was to find out the students’ responses toward cognitive assessment based on higher order thinking skills (hots) assisted by the quizizz application. Case study was used in this research.Data was collected by conducting observation and giving questionnaire. Based on the result, most of students have positive statements toward quizizz application during the assessment process. Almost students experienced fun and interesting with the quizizz as learning tool of assessment. Keywords:  Students’ Response; Assessment; HOTS; Quizizz
Improving Students’ Vocabulary Mastery Through Quizizz Application as Game Based Learning Aseptiana Parmawati; Siti Ruqoyyah
Jurnal Pendidikan Edutama Vol 10, No 2 (2023): July 2023
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v10i2.3356

Abstract

Abstract: Mastering vocabulary is very important for foreign language learners. Since today’s era demands teacher and lecturer to deal with technology in teaching, the role of technology is really important.  E-learning as the concept of computer and network-based learning can be used by the educators in this era. One of the e-learning media is quizizz. The purpose of this research: to find out the improvement of student’s vocabulary through Quizziz application as game based learning. The subject of this research consist of 20 students in one of senior high schools in Cimahi. The design of this research is Classroom Action Research (CAR). Test and Questionnaire as instruments in this research. From the result of pre-test, the researchers found that the result of students’ vocabulary mastery was under average and still far from what was expected. The finding was supported by the result of students’ vocabulary scores. The average score of pre-test was 64,67. After the implementation of Quizizz in every cycle, the students’ vocabulary score were getting better. It can be seen from the result of students’ average score Cycle 1 was 71,37 and Cycle 2 was 81,31. It can be concluded that Quizizz can improve students’ vocabulary mastery and Quizizz can improve vocabulary classroom into a better situation.Abstrak: Menguasai kosakata sangatlah berguna bagi mempelajari Bahasa. Di era sekarang ini, guru dan dosen harus dapat menguasai teknologi dalam pembelajaran, maka keberadaan para guru tersebut memiliki peran penting. E-learning merupakan lonsep dari computer dan network based learning, yang dapat berguna bagi pelajar saat ini. Salah satu media pembelajaran e learning yang dapat digunakan adalah Quizizz. Tujuan dari penelitian ini adalah untuk mengetahui sejauh mana peningkatan kemampuan kosakata siswa melalui aplikasi Quizizz sebagai media pembelajaran berbasis game. Subjek dari penelitian ini berjumlah 20 siswa dari sebuah sekolah tinggi di wilayah Cimahi. Desain dari penelitian ini adalah Penelitan Tindakan Kelas. Test dan Quesioner digunakan sebagai instrument dalam penelitian ini. Dari hasil pre test, peneliti dapat menyimpulkan bahwa kemampuan penguasaan kosakata siswa masih jauh dari yang diharapkan. Hal tersebut mengacu pada nilai score yaitu 64,67. Setelah mengimplementasikan Quizizz di setiap siklunya, nilai siswa mengalami peningkatan. Hal tersebut dapat dilihat dari hasil tes di siklus 1 yaitu 71,37 dan 81,31 untuk siklus 2. Dari hasil penilaian tersebut maka dapat disimpulkan bahwa Quizizz dapat meningkatkan kemampuan penguasaan kosakata siswa, selain itu situasi kelas juga menjadi lebih baik.
STUDENTS’ PERCEPTIONS TOWARDS THE USE OF AUDIO PODCAST IN TEACHING LISTENING Dwi Mutmainah; Aseptiana Parmawati
PROJECT (Professional Journal of English Education) Vol. 6 No. 5 (2023): VOLUME 6 NUMBER 5, SEPTEMBER 2023
Publisher : IKIP Siliwangi

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Abstract

This study was to find out student’s perceptions of the use of audio podcast in teaching listening. Podcast is a part of technology-based learning that can help learning activities to achieve teaching goals. This research is due to the problems found, some students are not interested in listening, and it is difficult to capture the content of the lesson. A descriptive qualitative method was used in this research. The study focus was on seventh-grade students at one of junior high school in Bandung, with a total sample was 22 students. The results show that the the students have positive perceptions about the use of the audio podcast in teaching listening.    
THE EFFECTIVENESS OF YOUTUBE VIDEO TO IMPROVE STUDENTS’ GRAMMAR ABILITY Hanna Safira Delyuzar; Aseptiana Parmawati
PROJECT (Professional Journal of English Education) Vol. 7 No. 2 (2024): VOLUME 7 NUMBER 2, MARCH 2024
Publisher : IKIP Siliwangi

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Abstract

YouTube is the world’s considerable and most influential footage website. Students who use YouTube will be easier to get the information in learning. The aims of the research was to get on a significant outgrowth of utilize YouTube video to improve the students’ grammar ability. This research was quantitative, and it was conducted using a pre-experimental design, specifically a pre-test-post-test design with one group. The study focus was on seventh-grade students from Cimahi Junior High Schools in academic year 2020/2021 with a total sample was 36 students. In gathering data, the researcher used test and SPSS system to assay the contain data. The outcome revealed that value with data of post-test that mean score of pre-experimental post-test (88,75) was considerable than pre-test (72,50), and the worth of the paired T-test (0.000) was underneath than 0.05. In other words, the alternative hypothesis (Ha) was accepted because the method of learning YouTube video significant to improve students’ grammar ability.
Student’s Responses of Using Mobile Legends Bang Bang as A Game Based Learning Media in Teaching Vocabulary Mastery on Junior High School in Padalarang Muhammad Akbar; Aseptiana Parmawati
Jurnal Pendidikan Edutama Vol 13 No 1 (2026): January 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i1.5252

Abstract

This study explores students’ responses toward the use of Mobile Legends Bang Bang (MLBB) as a Game-Based Learning (GBL) media in teaching English vocabulary mastery among eighth-grade students at a junior high school in Padalarang. The study addresses students’ difficulties in learning vocabulary through conventional methods, which often lack engagement and contextual relevance. MLBB, as a popular digital game among adolescents, was utilized to provide a more meaningful and motivating learning experience. A qualitative descriptive method was applied, and data were collected through a questionnaire consisting of open-ended and close-ended items. Thirty eighth-grade students participated in the study after experiencing vocabulary learning activities that incorporated MLBB. The questionnaire responses were analyzed to identify students’ perceptions and attitudes. The findings show that students responded positively to the use of MLBB in vocabulary learning. They stated that the game helped them understand vocabulary in context, increased their motivation, and made learning more enjoyable. Students also felt more confident and engaged during the learning process.
Developing A Padlet Integrated E-Module for Teaching Descriptive Writing Kanna Ardanisa; Aseptiana Parmawati; Ningtyas Orilina Argawati
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

This study aimed to develop and validate a padlet-assisted e-module for teaching descriptive writing to seventh grade junior high school students and to investigate students’ responses toward the developed product. The study employed the Research and Development (R&D) method adapted from Borg and Gall and modified by Sugiyono. The procedures consisted of needs analysis and product development, expert validation, limited trial, wider trial, and dissemination. The participants were seventh grade students at a junior high school in Cimahi. Data were collected through observation sheets, validation sheets, and student response questionnaires. The findings revealed that the developed e-module was categorized as highly feasible based on expert validation results, with an average score of 86.36%, particularly in terms of visual design, readability, interactivity, and material suitability. Students also showed positive responses during the wider trial, with an average response score of 85.09%, categorized as very good. The integration of Padlet facilitated collaborative learning activities through publishing, commenting, peer feedback, and interaction during writing activities. In addition, visual prompts and guided writing exercises helped students generate ideas and organize descriptive texts more systematically. The novelty of this study lies in integrating Padlet directly into a systematically designed e-module that combines instructional materials, collaborative learning activities, visual prompts, and guided writing tasks within a single digital platform for descriptive writing instruction.
English Lexical Acquisition Through Mobile Legends Bang Bang: A Game-Mediated Language Learning Perspective Widya Tarigan; Aseptiana Parmawati; Iman Santoso
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

Language serves as a fundamental means of communication and social interaction. Mobile Legends Bang Bang is a popular online game among adolescents worldwide. The implementation of Mobile Legends Bang Bang as an instructional tool was investigated to identify its contribution to improving lexical mastery among tenth grade students at SMAN 1 Parongpong. The research adopted an explanatory sequential mixed method design. Participants consisted of 30 students in class 10 E. Data collection involved tests, observations, questionnaires, and interviews. Quantitative data were examined through descriptive statistics, a normality test, and paired sample t tests in SPSS to identify significant changes in students’ pre test and post test score. Findings revealed notable improvement in students’ performance. The increase in the mean score from 63.83 (pre-test) to 79.67 (post-test) demonstrates an improvement in students vocabulary after being taught using Mobile Legends Bang Bang as an instructional medium. Questionnaire data revealed positive student responses regarding the integration of Mobile Legends Bang Bang into lexical instruction, while observation and interviews highlighted increased engagement and motivation. These findings suggest that incorporating popular mobile games into language instruction can be an effective and enjoyable strategy for enhancing students’ vocabulary acquisition.