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Componential Analysis of Meaning of the Word “Melihat” In Javanese and English Language
It is a qualitative descriptive study that attempts to depict the componential meaning of the word ‘melihat’ or ‘to see’ in Javanese and English and the element of context that may influence the word choice in both languages. By using documentation as method of data collection, it is found that there are many different words having the same meaning to say ‘melihat’ in both languages while those words means that anyone doing activities of ‘melihat’. In addition, the aspects of intensity, target, distance, and connotative features influence the word choice in either Javanese or English. Keywords: Componential Meaning; Melihat; Javanese; English
Designing Lesson Plan Based on Critical Thinking for Language Classes
Critical thinking includes a process of reasoning in thinking as stated by some scholars. In the process, there is universal standard to follow: clarity, accuracy, precision, relevance, depth, breadth, logic, and fairness. In language classes, critical thinking creates active classes. To bring critical thinking to classes, Bloom’s Taxonomy and critical thinking strategies can be working definition in order critical thinking to be applied to pedagogical materials in a practical way. Steps for critical thinking teaching includes five steps: (1) determining learning objectives, (2) teaching through questioning, (3) practicing before assessing, (4) reviewing, refining, and improving, and (5) providing feedback and assessment of learning. A lesson plan should reflect these five steps.Keywords: Critical Thinking; Language Teaching; Lesson Plan; Bloom’s Taxonomy; Critical Thinking Strategie
Code-Mixing and Code Switchingin The Process of Learning
This study aimed to describe a form of code switching and code mixing specific form found in the teaching and learning activities in the classroom as well as determining factors influencing events stand out that form of code switching and code mixing in question.Form of this research is descriptive qualitative case study which took place in Al Mawaddah Boarding School Ponorogo. Based on the analysis and discussion that has been stated in the previous chapter that the form of code mixing and code switching learning activities in Al Mawaddah Boarding School is in between the use of either language Java language, Arabic, English and Indonesian, on the use of insertion of words, phrases, idioms, use of nouns, adjectives, clauses, and sentences. Code mixing deciding factor in the learning process include: Identification of the role, the desire to explain and interpret, sourced from the original language and its variations, is sourced from a foreign language. While deciding factor in the learning process of code, includes: speakers (O1), partners speakers (O2), the presence of a third person (O3), the topic of conversation, evoke a sense of humour, and just prestige. The significance of this study is to allow readers to see the use of language in a multilingual society, especially in AL Mawaddah boarding school about the rules and characteristics variation in the language of teaching and learning activities in the classroom. Furthermore, the results of this research will provide input to the ustadz / ustadzah and students in developing oral communication skills and the effectiveness of teaching and learning strategies in boarding schools.
Let the Game Begin: Ergodic as an Approach for Video Game Translation
This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosi
The Application of Society Based School and Its Implication toward Self-Governance of the Second Year Students of “SMU ALTERNATIVE QARYAH THAYYIBAH” of Kalibening, Salatiga in the Academic Year of 2007/2008
This paper attempts to describe the application of society based school and the implication of such a system as well as to depict the relationship between them toward students’ self-governance at SMU Alternative QT in the academic year of 2007/2008. The respondents of the study are 20 students of the second grade and 9 teachers. By applying descriptive qualitative research. It found that there is relationship between the application and the implication of society based school toward the students’ self-governance where the students become more ready to live in the future, realize their own personalities better, and have many skills.Keywords: Society Based School; Self-Governance
Politeness Strategies and Levels In Tourism-Service Language in Surakarta Residency
In tourism industry, tourists act as guests and tourism industry practitioners act as hosts. Typically tourism industry practitioners will try to act politely and follow politeness strategies as well as possible when serving tourists to ensure their satisfaction. Levels of satisfaction could be determined by the politeness of the hosts' behaviour towards their guests, including the politeness levels of their tourism-service language. This research was done in Surakarta Residency, the main tourist destination in Central Java. Data sources of this research came from (1) informants and (2) events. The data were analyzed by Brown and Levinson’s politeness strategies (1987). The results of this research show that the tourism industry practitioners in Surakarta Residency use various politeness strategies and levels in tourism-service language to serve their guests.keywords; Politeness Strategies; Politeness Levels; Tourism-Service Language
Creating an English Computer Game as an Interactive Material in Teaching English to Young Learner (TEYL)
This study aims at explaining the interactive materials that were needed in Teaching English to Young Learner, creating an English computer game into an interactive material, and examining the effective of the implementation of an English computer game as an interactive material in Teaching English to Young Learner to the first-grade students of elementary school. The study used Research and Development (RD) adapted from Hutchinson and Water (1987:53-56) and by Borg and Gall (1985). The study had seven stages, they were: (1) conducting a need analysis of the first-grade students, (2) writing the course grid such as lesson plan and map of interactive material, (3) developing preliminary form of English computer game, (4) preliminary field testing by English teacher, English learning expert, and ICT learning expert, (5) revising the English computer game, (6) trying out, and (7) writing the final draft of the use of English computer game for Teaching English to Young Learners. The result of the study showed that students got better achievement in learning English. It could be seen from the result between pre-test and post-test using t-test formula. The result showed t value t table; 7.165 2.021, it meant that there was a significant difference between pre-test and post-test. The post-test was higher that pre-test. The mean of pre-test was 65.2 while the mean of post-test was 87.44. It was also strengthened by the result of the interview which concluded that students liked learning English through this interactive material.
A Lacanian Reading of the Two Novels The Scarlet Letter And Private Memoirs And Confessions of A Justified Sinner
This paper discusses two novels The Private Memoirs and Confessions of a Justified Sinner and The Scarlet Letter written by James Hogg and Nathaniel Hawthorn from the perspective of Jacques Lacan theories: the mirror stage, the-name-of-the-father and desire. The mirror stage refers to historical value and an essential libidinal relationship with the body-image. The-name-of-the-father is defined as the prohibitive role of the father as the one who lays down the incest taboo in the Oedipus complex. Meanwhile, desire is neither the appetite for satisfaction, nor the demand for love, but the difference that results from the subtraction of the first from the second.Keywords: Lacanian Reading; The Mirror Stage; The-Name-Of-The-Father And Desire
Resource Based Learning for Teaching and Learning English in Digital Environments
This paper presents a conceptual framework on the implementation of Resource Based Learning (RBL) in English as a Foreign Language (EFL) class. Resource based learning emerges as the proponent of constructivism as well as a response to the rapid development of information and communication technology (ICT) and its influence in education. Digital technologies pose potential opportunities in changing the face of education. The affordances of digital technologies empower more student-centered learning and more accessible educational information. Teaching English for foreign learners is dynamic and requires innovations. Admittedly, most English learners in Indonesia need more exposure to authentic English learning resources, and digital technologies are very potential in accommodating their needs. Resource based learning sets an innovative framework and systematic approach for English educators in designing digital technology-based instructions
The Influence of Classroom Management toward Students’ English Achievement at SMU Muhammadiyah Salatiga (A Case Study of Second Year Students of SMU Muhammadiyah Salatiga in the Academic Year of 2004/2005)
This research aims to find out the influence of classroom management toward students’ achievement in English. The research was conducted at SMU Muhammadiyah Salatiga, Central Java, Indonesia. The writer focuses on the second year students in the academic year of 2004/2005. It is a Quantitative Research. Questionnaire and direct observation are the instruments used to take the data. The score of classroom management of SMU Muhammadiyah Salatiga is 87.6%, fairly high. While the score level of the second year students of SMU Muhammadiyah Salatiga is 72%. This score level is satisfactory category of achievement level of most students. It means that better classroom management influences better English achievement.Keywords:Classroom Management; Achievement; SMU Muhammadiya