Teachers of English language in Indonesia are continually challenged to develop innovative and creative ways for students to learn and use the language well for communication. This article reports the researcher's innovative bilingual (Indonesia-English) picturebook series used for a communicative service program. The books show cute colorful vegetable characters with simple English vocabularies and ways of pronunciation. The books are created to influence students to consume healthy vegetables that contain nutrients and vitamins. Finding that the Z generation are more motivated to learn English using media-related technology, the book idea is developed into a computer game for junior high school students. This article describes: why eighth graders are the target for the game; why digital animation stories are more popular than books; how the Indonesian culture scenes are preserved through the digital animation product; and how the TOEFL-like game software becomes an answer to a creative English classroom.
A questionnaire and interview recently given to 5-8 year old children and their parents show that consumption of vegetables is low. One of the factors for the low consumption is due to the lack of creativity in making various menu and creative media to obtain children?s interest in wanting to consume vegetables. In Indonesia, if young children can be taught to actively use the English language, it will be a great advantage for their future?s education. Based on these backgrounds, through the various media available in today?s popular culture, picturebooks that can increase children?s ability to read English language texts in addition to consume vegetables is created. A picturebook project is regarded highly relevant for teachers who specialize in English language, visual communicative design and food technology. This article shares how with a bilingual picturebook, a reader will know how to pronounce the English language well because there is a phonetic transcription guide provided at the back of the book. Also at the back of the book is a menu for the vegetable that becomes the main character of the book. With this strategy, the book is projected to be popular to readers who want to also create attractive vegetable menus for children. The picturebook that is packed with simple yet interesting visual language is also a way to show how creative one can be in designing lovable vegetable characters. This article discusses the reasonings of creating the picture book.
Masa pandemi Covid-19 mengakibatkan pendidik dan yang dididik menjadi kreatif dan inovatif dalam menggunakan fasilitas pembelajaran. Sebelumnya, di Perguruan Tinggi, dosen dan mahasiswa diwajibkan untuk selalu hadir di kelas guna menyampaikan dan menerima perkuliahan. Dosen yang mengajar secara jarak jauh dengan fasilitas media sosialnya dinilai menyalahi aturan pelaksanaan pendidikan. Ironisnya, dampak Covid-19 justru mengharuskan dosen dan mahasiswa melakukan perkuliahan secara daring dari tempat masing-masing. Permasalahannya, dengan tidak bertemu langsung, dosen tidak mengetahui berapa persen dari perkuliahan yang disampaikan dapat dimengerti oleh mahasiswanya. Dosen juga tidak dapat melihat secara langsung apakah mahasiswa melakukan kegiatannya tanpa menyontek temannya. Oleh karena itu, perlu melakukan pengabdian masyarakat yaitu membuat materi di luar jam kerja untuk membuat fasilitas pembelaran daring seperti Moodle yang dapat mengintegrasikan cara pembelajaran melalui kamera, Youtube streaming, Google Meet, dan Zoom untuk mendukung dosen dalam memperlihatkan daya kreativitas yang tinggi. Untuk mengetahui seberapa sukses dosen mengabdikan waktunya dalam pembuatan kegiatan untuk pembelajaran daring itu, sebuah kuesioner melalui Google Form disebarluaskan. Hasil yang menunjukkan bahwa pembelajaran di cyber.unika.ac.id sesuai dengan kebutuhan mahasiswa Generasi Z dan pemberian pertanyaan multiple choice (78,7%) menjadi macam soal yang paling digemari oleh mahasiswa dapat dijadikan masukan bagi lebih suksesnya pembelajaran daring selama pandemi Covid-19.
This paper intends to share the potential of the children's story book in introducing cultural hybridity and shaping intercultural competence for young learners. By grounding upon the data obtained from observing the children's book stories published by Gramedia and sold in its book store, it is found that shaping of the early. It is found that the aspects related to the words used in the story, setting used, characters' attributes and subject matters of the story may contribute to the encounters and interactions of Indonesian children, in this case considered as foreign language young learners, with foreign cultures which mark the opportunities in early engaging with hybridity, and later shaping early intercultural sensitivity.
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