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  3. Vol. 6 No. 2 (2026)

Vol. 6 No. 2 (2026)

					View Vol. 6 No. 2 (2026)
DOI: https://doi.org/10.51878/language.v6i2
Published: 2026-04-06

Articles

  • TINJAUAN LITERATUR PENGGUNAAN GAME-BASED LEARNING (GBL) BERBANTUAN BAMBOOZLE DALAM PEMBELAJARAN BAHASA INDONESIA GUNA MENGEMBANGKAN KEMAMPUAN BERPIKIR KRITIS MURID SMA

    Kejora Padmarani, Haryadi Haryadi, Nas Haryati Setyaningsih
    59-69
    • PDF
  • FENOMENA PENGGUNAAN CAMPUR KODE DALAM VIDEO TIKTOK AKUN BAYEM (@OCTATANNN) PADA KONTEN CERITA BOOMBAYAH BAGIAN 240

    Lupita Indah Ariyani, Desma Yuliadi Saputra, Rina Andriani
    70-78
    • PDF
  • REPRESENTASI MAKNA KONOTASI DAN DENOTASI PADA LIRIK LAGU O, TUAN KARYA FEAST

    Husnul Hotimah, Desma Yuliadi Saputra, Rina Andriani
    79-87
    • PDF

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