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Menampilkan 1–2 dari 2 artikel
Penerapan Model Detective Case-Solving Game dalam Pengajaran Narrative Language Features di SMKN 3 Palangka Raya
Rahma Ibtida Saumi
; Sabarun Sabarun
Jurnal Inovasi Sosial dan Pengabdian
Vol 2
, No 4
(2025)
This community service program aims to enhance students’ understanding of narrative language features at SMKN 3 Palangka Raya through the implementation of the Detective Case-Solving Game model. The method applied was participatory learning, involving 36 eleventh-grade Computer and Network Engineering students in two sessions. The first meeting focused on introducing the game concept, including rules, character roles, and examples of narrative clues, while the second meeting emphasized the appli...
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A Literature Review on the Use of Flashcard Canva in Addressing the Educational Needs of Elementary Students
Rahma Ibtida Saumi
; Syafina Annazah
; Widya Wulandari
; Zaitun Qamariah
Publikasi Para ahli Bahasa dan Sastra Inggris
Vol 3
, No 2
(2025)
This study aims to analyze the effectiveness of using Canva-based flashcards in learning, especially at the elementary school level. This study uses library research method by collecting and analyzing data from various relevant literatures, including journals, books, and previous research articles. The literature review shows that Canva-based flashcards have the potential to improve students' vocabulary acquisition, engagement in learning, and learning outcomes. The advantages of Canva-based fla...
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