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Analysis of English teaching materials with gender equality perspective at junior high school Krishnapatria, Kriswanda; Saefullah, Hilmansyah
Jurnal Pendidikan dan Pengajaran Vol 52, No 3 (2019): OCTOBER 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (467.551 KB) | DOI: 10.23887/jpp.v52i3.15548

Abstract

This study was carried out to disclose the gender bias issue by analysing English teaching materials. The research objects are three textbooks used by junior high school students from 7th to 9th grade in learning English at one school in Karawang. This is a qualitative research implementing content analysis to obtain the findings. From the outcomes of the research, it shows clearly that the three books have only delivered very little value of gender equality within the contents, in which gender stereotype dominantly become the primary issue. As a result, it is necessary for English teaching materials at junior high school level to be adjusted and revised with more balanced contents of gender equality perspective.
INSPIRING ENGLISH TEACHERS: INDONESIA TERTIARY EFL STUDENTS’ VOICE Mobit, Mobit; Salim, Fatulloh; Krishnapatria, Kriswanda
Wiralodra English Journal Vol 3 No 1 (2019): Wiralodra English Journal
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (242.705 KB) | DOI: 10.31943/wej.v3i1.24

Abstract

This study aims to scrutinize tertiary students? voices against the teacher/ lecturer who inspires them. This study elaborates on two classes of English Language Study Program as the respondents. The data use a questionnaire containing several questions that elaborated the teachers? characteristics that can generate inspiration to the students. This study was designed by using the survey. Based on the data obtained it can be concluded that the teachers/ lecturers who inspire (tertiary) students are those who have the unambiguous characteristics of English teachers both characteristics and competencies. They are capable to develop concepts/ provide material that encouraged students easily comprehends the material, to color the process of learning in class with humorous atmosphere, and to make students laugh and refresh and to give suggestions as well.  
From ‘Lockdown’ to Letdown: Students’ Perception of E-learning amid the COVID-19 Outbreak Krishnapatria, Kriswanda
ELT in Focus Vol. 3 No. 1 (2020): ELT in Focus
Publisher : ENGLISH EDUCATION DEPARTMENT - UNIVERSITAS SINGAPERBANGSA KARAWANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/eltinfc.v3i1.3694

Abstract

This research is motivated by the need of exploring the students’ perception of e-learning implementation of two English language subjects in the time of COVID-19 pandemic. This research is descriptive, and data were collected through online questionnaire. The participants were students of International Business of Padjadjaran University taking English for Business Purposes and Speaking for Business Purposes courses. The result of the analysis shows that 100% of students participated in e-learning, and 96.4% have accessibility in online learning. However, only 56% expressed satisfaction with the implementation of e-learning.As a result, the students’ perceptions of e-learning are somewhat fruitful; further, it can promote flexibility, offer personalisation where learners can choose their learning path and pace. Fair assessment of students’ perception in e-learning may grant a good precedent in the implementation of full online learning due to physical isolation caused by the COVID-19 pandemic, which alternatively can be done with the method of blended learning in the New Normal.
Kaskus Sebagai Public Sphere: Arena Peningkatan Rasionalitas Publik Di Dunia Maya Krishnapatria, Kriswanda
Jurnal Ilmu Sosial dan Humaniora Vol 5, No 2 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jish-undiksha.v5i2.8541

Abstract

Keterbatasan wilayah di perkotaan akan berdampak langsung pada keterbatasan  public sphere yang ada. Padahal ruang publik dibutuhkan sebagai media berinteraksi  manusia dalam upaya merekatkan ikatan sosial. Namun, realitanya public  sphere yang ada di wilayah perkotaan saat ini tidak dapat lagi diakses semua orang. Kaskus sebagai fokus pembicaraan dalam tulisan ini, hadir untuk menjawab persoalan tersebut. Kaskus sebagai sebuah public sphere ternyata tidak hanya dapat dilihat dari sisi ekonomisnya (Forum Jual Beli).Kaskus turut memerankan fungsi penting yang lain, yaitu sebagai  tempat  mengobrol  dan bertukar informasi. Pengunjung Kaskus dipastikan terlibat pembicaraan (secara langsung  maupun tidak) dengan kaskuser lain. Tulisan ini berusaha mengungkapkan sisi lain dari Kaskus sebagai public sphere. Lebih jauh, diharapkan melalui tulisan ini keberadaan public sphere seperti Kaskus dapat difasilitasi karena menempati posisi yang strategis.Selain itu, diketahui juga bahwa Kaskus menjadi tempat bertemunya antar komunitas. Isu yang dibahas dalam interaksi Kaskus berfungsi sebagai kontrol sosial dan kritik atas  kebijakan di tingkat lokal, nasional dan bahkan internasional yang berpengaruh terhadap mereka. Dari  tulisan  ini,  kita dapat melihat bahwa Kaskus bukan hanya tempat jual beli, Kaskus juga merupakan arena peningkatan rasionalitas publik yang berawal dari diseminasi ide dan sirkulasi informasi, yang tercipta dari pembicaraan santai. Kata Kunci : kaskus, public sphere, rasionalitas publik
THE BATTLE BETWEEN ARJUNA AND KARNA IN MAHABHARATA COMICS BY R. A. KOSASIH AND KURUKSHETRA GAME: AN ADAPTATION STUDY Krishnapatria, Kriswanda
Jurnal Ilmu Sosial dan Humaniora Vol 6, No 2 (2017)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jish-undiksha.v6i2.10104

Abstract

This paper examined an adaptation study of the longest Sanskrit epic, Mahabharata, from a novel by C. Rajagopalachari to comics by R. A. Kosasih and an online game named Kurukshetra by 7Seas Technologies Ltd. This paper only focused on the battle between Arjuna and Karna in Bharatayuddha War. This Great War, a conflict that arose from a dynastic succession struggle between two groups of cousins, the Kauravs and Pandavs for the throne of Hastinapura, lasted eighteen day taking place in the famous battlefield: Kurukshetra. The framework used to analyse the media was taken from books and lecture notes, and the theory used is based on Ellestrom of modalities by analyzing the element changes in the adaptation study. The conclusion is that both comics and game are adapted differently from the original novel. The findings also show how the comic and the game made few changes due to their different media nature and purposes. Key Words: Arjuna and Karna, Mahabharata comics, online game, Kurukshetra, adaptation study
The Irony in Ang Lee’s Life of Pi Kriswanda Krishnapatria
Wanastra: Jurnal Bahasa dan Sastra Vol 13, No 1 (2021): March
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/w.v13i1.8912

Abstract

This paper investigates and analyses the irony in Ang Lee’s movie: Life of Pi (2012). Irony is one type of satire figure of speech, a language style that is used as a subtle insinuation and contains statements that are very contradictory or inversely proportional to the existing reality. Furthermore, there are three most commonly used irony in literature, which are verbal, situational, and dramatic. The research method applied is descriptive analytic to describe the meaning and context of irony found in Life of Pi. The conclusion is that Ang Lee’s Life of Pi is full of situational irony, thus makes it fascinating to watch and to discuss. Besides, dramatic irony was also found, and it was applied in order to preserve the audience interest’s, provoke curiosity, and make a contrast between the situation of the characters and the later scene that ultimately unfolded. This paper also shows that the cinematographic aspect related to the analysed narration could dramatically add insightful meanings to the irony.
Analysis of English teaching materials with gender equality perspective at junior high school Kriswanda Krishnapatria; Hilmansyah Saefullah
Jurnal Pendidikan dan Pengajaran Vol 52 No 3 (2019): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (467.551 KB) | DOI: 10.23887/jpp.v52i3.15548

Abstract

This study was carried out to disclose the gender bias issue by analysing English teaching materials. The research objects are three textbooks used by junior high school students from 7th to 9th grade in learning English at one school in Karawang. This is a qualitative research implementing content analysis to obtain the findings. From the outcomes of the research, it shows clearly that the three books have only delivered very little value of gender equality within the contents, in which gender stereotype dominantly become the primary issue. As a result, it is necessary for English teaching materials at junior high school level to be adjusted and revised with more balanced contents of gender equality perspective.
Kaskus Sebagai Public Sphere: Arena Peningkatan Rasionalitas Publik Di Dunia Maya Kriswanda Krishnapatria
Jurnal Ilmu Sosial dan Humaniora Vol. 5 No. 2 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jish-undiksha.v5i2.8541

Abstract

Keterbatasan wilayah di perkotaan akan berdampak langsung pada keterbatasan  public sphere yang ada. Padahal ruang publik dibutuhkan sebagai media berinteraksi  manusia dalam upaya merekatkan ikatan sosial. Namun, realitanya public  sphere yang ada di wilayah perkotaan saat ini tidak dapat lagi diakses semua orang. Kaskus sebagai fokus pembicaraan dalam tulisan ini, hadir untuk menjawab persoalan tersebut. Kaskus sebagai sebuah public sphere ternyata tidak hanya dapat dilihat dari sisi ekonomisnya (Forum Jual Beli).Kaskus turut memerankan fungsi penting yang lain, yaitu sebagai  tempat  mengobrol  dan bertukar informasi. Pengunjung Kaskus dipastikan terlibat pembicaraan (secara langsung  maupun tidak) dengan kaskuser lain. Tulisan ini berusaha mengungkapkan sisi lain dari Kaskus sebagai public sphere. Lebih jauh, diharapkan melalui tulisan ini keberadaan public sphere seperti Kaskus dapat difasilitasi karena menempati posisi yang strategis.Selain itu, diketahui juga bahwa Kaskus menjadi tempat bertemunya antar komunitas. Isu yang dibahas dalam interaksi Kaskus berfungsi sebagai kontrol sosial dan kritik atas  kebijakan di tingkat lokal, nasional dan bahkan internasional yang berpengaruh terhadap mereka. Dari  tulisan  ini,  kita dapat melihat bahwa Kaskus bukan hanya tempat jual beli, Kaskus juga merupakan arena peningkatan rasionalitas publik yang berawal dari diseminasi ide dan sirkulasi informasi, yang tercipta dari pembicaraan santai. Kata Kunci : kaskus, public sphere, rasionalitas publik
THE BATTLE BETWEEN ARJUNA AND KARNA IN MAHABHARATA COMICS BY R. A. KOSASIH AND KURUKSHETRA GAME: AN ADAPTATION STUDY Kriswanda Krishnapatria
Jurnal Ilmu Sosial dan Humaniora Vol. 6 No. 2 (2017)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jish-undiksha.v6i2.10104

Abstract

This paper examined an adaptation study of the longest Sanskrit epic, Mahabharata, from a novel by C. Rajagopalachari to comics by R. A. Kosasih and an online game named Kurukshetra by 7Seas Technologies Ltd. This paper only focused on the battle between Arjuna and Karna in Bharatayuddha War. This Great War, a conflict that arose from a dynastic succession struggle between two groups of cousins, the Kauravs and Pandavs for the throne of Hastinapura, lasted eighteen day taking place in the famous battlefield: Kurukshetra. The framework used to analyse the media was taken from books and lecture notes, and the theory used is based on Ellestrom of modalities by analyzing the element changes in the adaptation study. The conclusion is that both comics and game are adapted differently from the original novel. The findings also show how the comic and the game made few changes due to their different media nature and purposes. Key Words: Arjuna and Karna, Mahabharata comics, online game, Kurukshetra, adaptation study
Penyajian Tema dalam Alih Wahana Game dan Serial Netflix Castlevania Kriswanda Krishnapatria
Journal of Animation and Games Studies Vol 7, No 1 (2021): April 2021
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v7i1.4845

Abstract

Artikel ini mendiskusikan topik tentang bagaimana tema utama disajikan dalam alih wahana Castelevania III: Dracula’s Curse dari game klasiknya ke serial Netflix dengan menganalisis aspek kesusastraannya seperti alur, sudut pandang, serta simbolisme. Pada bagian simbolisme, pendekatan semiotik trikotomi Peirce digunakan dalam melakukan analisis. Metode penelitian yang digunakan adalah deskriptif analitik. Dengan menganalisis perubahan aspek-aspek dalam alih wahana ini, peneliti menemukan bahwa ketiga elemen intrinsik yang disebutkan di atas mendukung tema utama antara game orisinil dan serial Netflixnya. Sebagai tambahan, game klasiknya ternyata menampilkan tema utama dengan lebih kuat serta menyajikan Dracula sebagai tokoh yang lebih kejam dibandingkan serial animasinya.