Studies on adaptation for younger audiences tend to mull over around the film adaptation of children classics. Adaptation of textual, visual, and operative elements for younger audiences in the context of literary texts with ergodicity like apps, comics, animation films, and games is understudied. This case study based descriptive qualitative study aims at exploring and investigating the phenomenon and how this adaptation is exercised. This study employs Siddharthan's text simplification, Genette's hypertextuality, Nikolajeva's Barthesian proairetic decoding for younger audiences, and Huizinga's play-function and play-mood to address the language aspects of ludic adaptation, Aarseth's ergodic literature and Sander's adaptation to address the literary aspects, and Rajewsky's intermediality to address the medial aspects. Drawing upon the theories and employing Spradleyan analysis, we argue that adaptation for younger audiences is best termed ludic adaptation, an adaptation aimed at establishing a playful communication involving textual, visual, and operative adjustments for younger audiences through transmodalization, transstylization, and transformation of the source texts. In adapting the apps, comics, animation films, and games into their simplified versions, the adapters employ what we call as babyfication, chibification, bambification, and cherubification. Scholars of language and literary studies might apply ludic adaptation to reveal how adaptation
To what gender and status one talks" governs more the speaker, in deciding their culturally and socially accepted strategy in conversation, than "who talks"; as the airport runway dictates the pilot's landing strategy. This paper, employing conversational analysis, tries to explore how the gender and social status of the audience dictate the speaker's speech acts and moves in Muslim formal conversation in three functional topical units composed of 107 acts of directive, assertive, commisive, expressive, rogative, and 103 moves of initiations, responses, and follow ups. The finding shows that, to all female students, a male initiates and controls the conversation for materializing his social power by having more directive acts and initiation moves. To the high female, Low male uses assertive and response. While the female, regardless the social status and gender of the audience, uses assertive acts and response moves to support the interaction and social togetherness. The findings imply that the object to whom one talks is more crucial in describing the conversation strategy.
This study revisits Hymes' ethnography of communication for game avatars, functioning as a communication nexus connecting games and gamers. Hymes formulates his ethnography of communication into SPEAKING (Settings and Scenes, Participants, Ends, Act Sequences, Keys, Instrumentalities, Norms, and Genres) and this formula deems to be unfit to explain how game avatars communicate. Implementing Klevjer's prosthetic telepresence (2012) to analyze sixty-two game titles, it is revealed that SPEAKING requires an extension when applied to study game avatars since the formula is not designed to explain the prosthetic nature of game avatars. This prosthetic nature produces specific communication ethnography of avatars, which we dub prosthetic communication ethnography. By prosthetic communication ethnography refers to technical elements of gaming, which contribute to the ways the avatars communicate. As Hymes' ethnography of communication with SPEAKING, this avatar based communication ethnography requires the same tool of analysis, which we call GAMING (Gaming systems, Attributes, Mechanics, Indexicalities, Narratives, and Geosocial systems), constructed with indexical storytelling by Fernández-Vara (2011), user interface types of games by Stonehouse (2014) and prosthetic video game theory by Jagodzinski (2019) as the theoretical foundations. GAMING and SPEAKING are integrated by bridging them with Aarseth's ludonarrative dimensions (2012).
<p>This research examined the zakat agencies which concern to the education program. This research used library reserach. The documents used were the ins and outs of zakat agencies that have educational development programs. These documents were taken from the website of zakat agencies both BAZNAS and Dompet Dhuafa (DD). The data taken consisted of information, data, and news related to the alocation of zakat for education, education variations of education program, the type of zakat disbursement, and the path alocation in education. The data analysis was descriptive qualitative analysis. The results showed that BAZNAS gave scholarships from Elementary School – Undergraduate (Islamic Religious Higher Education and Public Higher Education) and in-country scholarships. DD gave scholarships for undergraduate – Post graduate (Islamic Religious Higher Education and Public Higher Education), in-country scholarships, overseas scholarships, middle and high school level, education for teacher and literacy school. Zakat agencies are very varied in the development of education especially in Dompet Dhuafa from upstream to downstream.</p>
rancang bangun; siakad Untuk menyusun rancangan aplikasi online registration system yang terintegrasi dengan SIAKAD, dilakukan berbagai kegiatan yang dikelola oleh Unit Laboratorium dan Praktikum di Fakultas Ilmu Tarbiyah dan Keguruan IAIN Surakarta. Penelitian ini mengadopsi model dari Borg (2007). Adapun prosedur pengembanganya dimulai dari analisis kebutuhan, Perencanaan, Pengembangan Form Product, Pengujian Lapangan Awal, Revisi Produk Utama, dan Pengajian Lapangan Utama. Penelitian dilaksanakan di Fakultas Ilmu Tarbiyah dan Keguruan IAIN Surakarta. Untuk analisis data digunakan 2 cara yaitu teknik induksi pada tahap need analysis, dan interactive model milik Miles dan Huberman untuk data hasil wawancara dan uji ahli. Keabsahan data sendiri dilakukan melalui triangulasi sumber dan metode. Hasil analisis data menunjukkan bahwa (1) On line Registration adalah model aplikasi pendaftaran yang lebih efektif untuk mahasiswa dan Unit Laboratrium dan Praktikum FITK IAIN Surakarta, (2) Online Registration System yang menjadi salah satu fitur baru dalam SIAKAD diproyeksikan sebagai salah satu fitur yang akan mempermudah layanan pada mahasiswa terkait pendaftaran sebagai calon peserta praktikan, dan (3) Disamping itu melalui layanan SIAKAD mahasiswa juga akan lebih mudah dan efektif dalam mencari informasi terbaru dari seluruh civitas akademika di lingkungan FITK khususnya yang terkait dengan kegiatan di Unit Laboratorium dan Praktikum. Design of an Academic Information System (SIAKAD) with an Integrated Online Registration System at the Laboratory and Practicum Unit at the Faculty of Tarbiyah andTeacher Training IAIN Surakarta
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