This research aimed at improving the ability of the X MIA 3 students of Senior High School 2 Lamongan in writing descriptive text through the implementation of process writing strategy facilitated by weblogs. This research was a collaborative action research which consisted of four stages: planning, implementing, observing, and reflecting. The data required were gathered by using observation checklists, field notes, and questionnaire. The results of the above-mentioned instruments indicate that the students show their active participation and good interest in attending the learning activity. The group discussion regarding the assigned objects in the pre-writing stage and the implementation of media weblogs can make the students participate more actively when the learning procedure is implemented. Meanwhile, the writing ability of the students also improves as proven by the fact that every student can successfully increase his/her score in at least 10 points, which indicates an improvement to a higher level. It is also found that all of the writing aspects, such as content, organization, and language are improved due to the activity of pre-writing that the students do. The observation towards the assigned objects and idea generation makes the students have a clear plan regarding what to write on the draft.
The purpose of this study is to identify techniques of translation that are applied in translating cultural words in The Da Vinci Code novel from English into Bahasa Indonesia and interpreting the reason of the translator in applying those techniques. This study uses descriptive and qualitative approach. The cultural words found in the novel were collected in tables and categorized based on five types of culture that are proposed by Newmark. Result of the study shows that there are 171 cultural terms and there are six Molina and Albir’s techniques of translation applied by the translator, those are transposition with 23 occurrences, pure borrowing with 118 occurrences, naturalized borrowing with 10 occurrences, calque with seven occurrences, established equivalence with four occurrences, and discursive creation with nine occurrences. Pure borowing is the technique applied most by the translator. This was done by the translator in order that information conveyed by the author of the original novel could be accepted by the target readers accurately.
This research aims at analyzing the implementation of a test of evaluating and test of creating as contained in the mid-term test and final test exercises during the era of Covid-19 pandemic by two English Foreign Language Lecturers. This research uses a descriptive qualitative method with a document analysis approach intended in analyzing the implementation of a test of evaluating and a test of creating as contained in the mid-term test and final test exercises. The source data of this study is the mid-term tests and final tests that were made during the era of the Covid-19 pandemic by two English Foreign Language Lecturers who teach in the English Literature department in a private University in Java. Data collecting technique is done using documentation and observation methods. The data analysis has been done by data coding. Then, the data is identified based on the categorization of level competency based on the Bloom taxonomy, particularly the evaluating and creating competency level. After that, the data will be analyzed and interpreted. The finding showed that 'test of evaluating' appeared only one item that requires students to review especially criticizing based on the qualitative standard and criteria. Meanwhile, the second finding was 'test of creating' in mid-term and final test patterned on the ability to produce a new thing by implying the processes inside 'creating' that are 'generating, planning, and producing’. By implicating Bloom's taxonomy, the lecturers are not only assisted but also expanded and sharpened the assessment, so the purpose of learning is not just teaching transfer but also covering all the cognitive processes needed in learning transfer.
This research generally aims to develop a model of children’s language skills based on digital literacy in Pondok Benowo Indah RT 03 RW 08 Babat Jerawat, Pakal Surabaya. First, to determine the process or stages of learning language skills using narrative stories or fairy tales from a YouTube application that is watched by them and is accompanied by their parents. The two processes or stages of developing language skills are by retelling stories or fairy tales that they see with their parents and writing moral messages in the stories or fairy tales. The method used in this study is quantitative-qualitative (mix method). The data were analyzed using content analysis techniques. The data will be analyzed through the following steps: 1) classifying the data, 2) displaying the data, 3) interpreting the data, and 4) drawing a conclusion. The study intends to create and develop a role of language skills for the children who mostly like their devices compared to playing together with their peers outside the home. For parents, this model of language skills can later be applied at home when they are together and interact with their children. For children, this is a diversion from the gadgets they often hold when they are at home.
Kegiatan pembuatan zona edukasi yang dilaksanakan di RW 08 Kelurahan Balas Klumprik Kecamatan Wiyung Kota Surabaya ini bertujuan untuk mewujudkan lingkungan kampung yang lebih berorientasi pada pendidikan, ilmu pengetahuan, dan budaya. Selain itu, kegiatan ini juga bertujuan untuk menjadikan kampung sebagai Pusat Kegiatan Belajar Masyarakat (PKBM) yang merupakan salah satu indikator dari salah satu aspek dalam program Kampung Pendidikan “Kampunge Arek Suroboyo” (KP-KAS), yaitu aspek Kampung Belajar. Zona edukasi ini terdiri dari zona permainan tradisional, zona teknologi, zona seni, dan zona informasi yang dilengkapi dengan mini maps atau peta mini untuk memetakan zona-zona edukasi tersebut. Dengan adanya zona edukasi ini diharapkan nantinya dapat menjadikan RW 08 Kelurahan Balas Klumprik sebagai kawasan yang menggerakkan masyarakat dengan aktivitas-aktivitas positif dan kreatif. Pembelajaran bisa didapatkan melalui kegiatan berkesenian dan memainkan bermacam-macam permainan tradisional di zona seni dan zona permainan tradisional yang memperkenalkan budaya asli bangsa Indonesia kepada generasi muda untuk menetralisir derasnya pengaruh budaya barat. Selain itu, zona teknologi dan zona informasi diharapkan dapat menambah ilmu pengetahuan dan wawasan serta meningkatkan kreativitas warga.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.