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THE USE DIGITAL STORY TELLING TO INCREASE STUDENTS INTEREST IN LEARNING IN THE NEW NORMAL ERA Helina Nova Rina; Dian Arief Pradana; Devi Novitasari; St. Shabibatul Rohmah
International Journal of Educational Review, Law And Social Sciences (IJERLAS) Vol. 3 No. 2 (2023): March
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijerlas.v3i2.702

Abstract

In this globalization era, technological developments are increasing rapidly. The use of media in learning is also increasingly diverse, ranging from traditional to modern. Especially in this Covid era, as educators we are required to be creative and innovative in choosing media in learning to increase students' interest in learning. The use of technological media in learning is one way that is used so that learning can continue during face-to-face meeting restrictions. Digital Story Telling is one of the appropriate learning media during this Pandemic era. Providing material in digital form is expected to be able to be conveyed to students without reducing student learning interest.
THE ANALYSIS OF SHORT STORY’S FIGURATIVE LANGUAGE DARING THE COVID-19 PANDEMIC OUT BREAK : THE CASE OF INDONESIA SECONDARY SCHOOL Ramadana, Sonya; Dian Arief Pradana; St. Shabibatul Rohmah
LUNAR Vol 8 No 1 (2024): Language and Art (LUNAR)
Publisher : Prodi Pendidikan Bahasa Inggris, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/ln.v8i1.3744

Abstract

This study aims to determine and describe the figurative language used in short stories. The research data were in the form of speech in text extracts, and were collected through document analysis using descriptive qualitative methods. The data were selected purposively. Data are selected using a coding system to identify data using figurative language. The selected data were analyzed using several Hymes communication ethnographic components which separate language form and language meaning. Figurative language is classified into types of figures based on the Kennedy theory. there are ten types of figurative language, namely: Metaphor, Simile, Personification, Pleonasm, Hyperbola, Repetition, Rhetoric, Ellipsis. The results of this study are expected to provide information about various figurative languages ​​and messages. behind it and knowing how figurative language is used in literary works, especially in short stories for students. In addition, it is also hoped that it can be useful for English language lecturers as input and consideration for applying some material about types of figurative language, especially those used in short stories. Other researchers can use the findings of this study as a reference for conducting further research on similar issues.
Enhancing Student Learning Outcomes Using Game-Based Learning Saputra, Febry; Dian Arief Pradana; St. Shabibatul Rohmah
LUNAR Vol 9 No 2 (2025): Lunar: Language and Art Journal
Publisher : Prodi Pendidikan Bahasa Inggris, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/ln.v9i2.5359

Abstract

The study investigated the impact of game-based learning using Wordwall media in enhancing learning outcomes and student engagement among eighth-grade students in an English grammar lesson. This research was initiated to address low grammar mastery and engagement at the research location, where preliminary data showed an average pretest score of 67.4 with most students failing to meet the minimum passing criteria. This study used a quantitative pre-experimental design with a pretest-posttest one-group design, involving 20 students. Data were collected through pretest-posttest assessments and observations measuring behavioral, emotional, and cognitive engagement. Paired t-test results showed significant improvement in learning outcomes, with a mean score increase of 14.20 (SD = 5.58). The calculated t-value was 11.384, exceeding the critical t-table value of 2.093 at df = 19, and the two-sided significance value was 0.000, confirming statistical significance. Observations revealed increased engagement across all three dimensions. These findings demonstrate the efficacy of game-based learning in enhancing academic performance and student engagement, offering an effective solution to the learning challenges identified. Further research is recommended to explore long-term effects and applicability across different subjects and age groups.