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Enhancing EFL Young Learners’ Engagement in English Learning Through Digital Storytelling Don Evan Hernando; Emeral Emeral; Sulamit Syeba; Fadila Umi Khodijah; Misericordias Domini
Jurnal Pemberdayaan Masyarakat dan Komunitas Vol 3, No 1: 2026
Publisher : STAI Nurul Islam Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52620/jpmk.v3i1.427

Abstract

This community service project implemented the digital storytelling to enhance English language engagement among young learners at a community-based learning centre in Palangka Raya, Central Kalimantan, Indonesia. The project addressed challenges faced by elementary and junior high school students who have limited access to interactive, technology-based learning resources and lack authentic exposure to English outside the classroom. The project involved 19 participants aged 7-14 years old who engaged in storytelling sessions. The results showed a significant improvement in participant engagement, with 94.74% of participants reporting a high satisfaction with the storytelling method. Participants also expressed strong interest in the storytelling method and suggested adding more interactive elements such as games and songs. The findings confirms that digital storytelling can be an engaging and effective way of educational approach for teaching English.
Cultural Adaptation in Translation: A Comparative Analysis of “A Space for the Unbound” from Indonesian to English Don Evan Hernando; Sulamit Syeba; Emeral Emeral; Dominggus Florensius; Arya Febridinata
Journal of Linguistics and Social Studies Vol 3, No 1: 2026
Publisher : STAI Nurul Islam Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52620/jls.v3i1.433

Abstract

This study examines the translation of culture-specific items (CSIs) in A Space for the Unbound, an Indonesian adventure game localized into English. Using Vinay and Darbelnet's (1995) translation procedures as the analytical framework, supplemented by Baker's (1992) concept of cultural substitution, the study analyzes thirty-two CSIs drawn from Chapter 1 of the game, categorized into honorific titles, idioms, question tags, humor, sarcasm, slang, figurative language, and proverbs. Data were collected through comparative analysis of the Indonesian source text and its English localization. Findings show that cultural substitution was the dominant strategy, applied across most categories, while functional equivalence appeared in slang exclamations, literal translation in proverbs, and omission and addition in question tags. These results confirm a broadly domesticating orientation in the translation and contribute to the limited body of research on CSI translation in Indonesian-language video games.