2018
DOI: 10.1080/13488678.2018.1459071
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Popularizing Indonesian scenes through picturebooks and digital animation software: a World Englishes teaching idea

Abstract: 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 nu… Show more

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Cited by 12 publications
(13 citation statements)
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“…A study conducted by [19] mentioned students spent their time more than an hour a day on the YouTube platform for entertainment, information seeking, and academic learning. In education, YouTube has been chosen as one of the language learning teaching tools with various types of learning videos and is categorised as a rich source of teaching materials [4], [18]. With YouTube, students can access material that is suitable for learning topics at school and create a fun learning styles to improve their understanding and skills [16], [4].…”
Section: Youtube and Bilingual Young Learnersmentioning
confidence: 99%
“…A study conducted by [19] mentioned students spent their time more than an hour a day on the YouTube platform for entertainment, information seeking, and academic learning. In education, YouTube has been chosen as one of the language learning teaching tools with various types of learning videos and is categorised as a rich source of teaching materials [4], [18]. With YouTube, students can access material that is suitable for learning topics at school and create a fun learning styles to improve their understanding and skills [16], [4].…”
Section: Youtube and Bilingual Young Learnersmentioning
confidence: 99%
“…In formulating a teaching learning model for English, the researcher has designed a two-year TOEFL-like game software project. The first year was to create the software on a PC (Personal Computer) platform (Dukut, 2018), whereby the second year was on a mobile smartphone. The choice of transforming the game onto a smartphone is due to the aim of having the game becomes more globally popular.…”
Section: Methodsmentioning
confidence: 99%
“…There is also a red symbol of going back or do a reverse/ undo action, in addition to a cross sign to show that a player does not want to go ahead. More details on how to play the game is discussed in the head researcher's article supplied in Ref [10].…”
Section: The Asset Design Supplementmentioning
confidence: 99%