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An Analysis of Television Satire on Kiky Saputri’s Roasting in Lapor Pak! Kinasih, Putri Rindu; Marsella, Elisabeth
Journal of Pragmatics and Discourse Research Vol 3, No 1 (2023)
Publisher : ppjbsip

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51817/jpdr.v3i1.282

Abstract

Humor has always been and will remain to be part of the political landscape, even though it may take a temporary break from time to time. The range of political humor is immense, including roasting comedy. In general, past research has succeeded in showing the importance of roasting comedy and how it employs the figure of speech. The problem is although the roasting is broadcast on national television, none of them has examined it using the theory of television satire. Thus, this research aimed to analyze the presupposition of roasting comedy and to study the roasting comedy by using the heuristic structures of television satire, which include: space, target, rhetoric, media, and time. The writers used qualitative methods to analyze the data using critical discourse analysis (CDA). This study used Kiky Saputri’s roasting video of DKI Jakarta governor Anies Baswedan in Lapor Pak! comedy program. The video was taken from the YouTube account Trans7 Official entitled “Kiky ROASTING Anies Baswedan, Pasukan Auto Jantungan! | LAPOR PAK! (09/11/21) Part 4”. This program was selected for its popularity and has won the Indonesian Television Award (ITA) 2021 in the most popular non-drama primetime program category. Among the program's episodes, this episode has become viral with more than 6.8 million views and was widely published in major national news portals. From the analysis, it can be concluded that Kiky Saputri’s roasting comedy has a specific pattern. Furthermore, because the Lapor Pak! program fulfilled Jones' heuristic structure, Kiky Saputri's roasting Anies Baswedan attracted much attention.
Pembuatan Video Animasi untuk Meningkatkan Minat Belajar Matematika Siswa SMP Negeri 4 Sleman Maharani, Hafsah; Bangun, Dien Epril; Yudha, I Made Hery Sukma; John, Bernardus; Marsella, Elisabeth
GIAT : Teknologi untuk Masyarakat Vol. 3 No. 2 (2024): November 2024
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/giat.v3i2.9165

Abstract

Abstrak. Matematika merupakan fondasi dari semua ilmu pengetahuan dan memegang peranan penting dalam kemajuan teknologi. Namun, banyak siswa yang menghadapi kesulitan dalam memahami materi matematika dan kurang memiliki minat belajar yang tinggi. Pengabdian ini bertujuan untuk mengatasi masalah tersebut dengan menciptakan video animasi pembelajaran yang inovatif dan menarik untuk siswa SMP Negeri 4 Sleman. Melalui serangkaian tahapan mulai dari persiapan, pembuatan video, implementasi, hingga pelaporan, tim berhasil mengembangkan video animasi yang mencakup topik statistika dan lingkaran. Hasil evaluasi menunjukkan bahwa penggunaan video animasi sebagai media pembelajaran efektif dalam meningkatkan minat dan pemahaman siswa terhadap konsep-konsep matematika. Video animasi ini memudahkan siswa dalam memahami materi dan memberikan memori jangka panjang, serta membantu guru dalam menyampaikan materi secara lebih menarik dan mudah dipahami.
Identifikasi Faktor Loyalitas Pengguna pada Shopee Games Menggunakan Expectation-Confirmation Model (ECM) Alvin, Alvin; Nastiti, Putri; Marsella, Elisabeth
Edu Komputika Journal Vol 10 No 1 (2023): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v10i1.61821

Abstract

Penelitian ini bertujuan untuk menganalisis berbagai faktor yang dapat mempengaruhi loyalitas pengguna dalam menggunakan Shopee Games. Penelitian ini menggunakan metode kuantitatif dengan teknik purposive sampling dalam pengumpulan responden. Jumlah data sampel yang dikumpulkan sebanyak 404 dan dilakukan metode analisis data menggunakan SEM-PLS. Model penelitian yang digunakan adalah Expectation Confirmation Model (ECM). Terdapat enam hipotesis yang diajukan pada penelitian ini. Hasilnya adalah satu hipotesis ditolak dan lima hipotesis diterima. Kelima hipotesis yang diterima yaitu trendiness memiliki pengaruh positif signifikan terhadap hedonic value, intimacy memiliki pengaruh positif signifikan terhadap hedonic value, hedonic value memiliki pengaruh positif signifikan terhadap satisfaction, satisfaction memiliki pengaruh positif signifikan terhadap continuance intention, continuance intention memiliki pengaruh positif signifikan terhadap loyalty. Adapun satu hipotesis yang ditolak adalah entertainment terbukti tidak memiliki pengaruh signifikan terhadap hedonic value.
Analyzing University Students’ Learning Needs to Improve English Presentation Skills Marsella, Elisabeth; Citrayasa, Vinindita
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 12 No. 2 (2024): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v12i2.5895

Abstract

Presentation skills are essential to public speaking, which is part of English learning. Regarding its importance, the English presentation usually focuses on language production and general presentation skills. This can be ineffective since there are many aspects of presentation skills. To make it more efficient, a need analysis should be done to find out which skills learners still find difficult. Therefore, this study tries to find what presentation skills should be prioritized in English learning. To respond to the problem, a survey was conducted by distributing a questionnaire to 149 university students from the Informatics department. The result showed that the top 5 most difficult aspects are engaging the interest of the audience, speaking clearly/pronunciation, handling the audience questions, getting the timing right, and putting thoughts/ideas into speech. In terms of the skill dimension, verbal and nonverbal communication is considered the most difficult. This finding should be taken into account when designing English learning activities.
Teaching Phonemic Awareness in Multilingual Contexts: A Comparative Study of Filipino and Indonesian Students Ocampo, Darrel M.; Marsella, Elisabeth
Journal of English Education Forum (JEEF) Vol. 5 No. 2 (2025): APR-JUN 2025
Publisher : Program Studi Pendidikan Bahasa Inggris

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jeef.v5i2.868

Abstract

This study explores the challenges of teaching phonemic awareness among elementary students in multilingual settings, focusing on Filipino and Indonesian contexts. Given the linguistic diversity in both countries, the research investigates how native language interference, resource availability, and instructional strategies affect phonemic recognition and pronunciation accuracy. An exploratory sequential mixed-methods design was employed, combining quantitative assessments from 200 students (100 Filipino and 100 Indonesian) with qualitative insights from interviews involving 20 teachers. Quantitative findings revealed statistically significant differences in phonemic awareness performance, with Indonesian students outperforming their Filipino counterparts, likely due to more standardized language policies. Qualitative data highlighted persistent difficulties stemming from phonetic interference and inconsistent curricular support. The study underscores the need for culturally responsive teaching approaches and localized phonemic instruction tailored to students’ linguistic backgrounds. It is recommended that teacher training programs and educational policies be revised to integrate multilingual perspectives and improve phonemic instruction in diverse classrooms.
Program Pelatihan Wicara Bahasa Inggris bagi Siswa SMP dan SMA/SMK di Paroki Kotabaru Yogyakarta Citrayasa, Vinindita; Marsella, Elisabeth; Wiratsih, Woro Wiratsih
Proletarian : Community Service Development Journal Vol 2 No 1 (2024): May 2024
Publisher : PT. BERBAGI TEKNOLOGI SEMESTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61098/proletariancomdev.v2i1.122

Abstract

Artikel ini membahas pelaksanaan program pengabdian masyarakat English for Teens bagi para pelajar SMP dan SMA di Gereja Kotabaru Yogyakarta. Kegiatan yang berlangsung selama enam pertemuan tersebut bertujuan sebagai sarana belajar bahasa Inggris di luar sekolah. Tahapan pelaksanaan program pengabdian tersebut adalah analisis kebutuhan, pengembangan materi, pelaksanaan kegiatan, dan evaluasi. Partisipan yang bergabung berjumlah 12 orang, terdiri dari 9 siswa SMP dan 3 siswa SMA. Setiap pertemuan dirancang dengan kegiatan pembelajaran yang meliputi permainan, drilling, bermain peran dan diskusi kelompok. Setiap pertemuan terdiri dari pengantar/ lead-in, pengayaan kosakata dan ungkapan, teks bacaan dan dialog, latihan soal, dan pertanyaan diskusi. Berdasarkan evaluasi program, para peserta memberikan tanggapan yang positif mengenai pendampingan yang membantu dan memberikan mereka suasana lebih nyaman untuk praktik berbicara dalam bahasa Inggris.
Pembuatan Video Animasi untuk Meningkatkan Minat Belajar Matematika Siswa SMP Negeri 4 Sleman Maharani, Hafsah; Bangun, Dien Epril; Yudha, I Made Hery Sukma; John, Bernardus; Marsella, Elisabeth
GIAT : Jurnal Teknologi untuk Masyarakat Vol. 3 No. 2 (2024): November 2024
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/giat.v3i2.9165

Abstract

Abstrak. Matematika merupakan fondasi dari semua ilmu pengetahuan dan memegang peranan penting dalam kemajuan teknologi. Namun, banyak siswa yang menghadapi kesulitan dalam memahami materi matematika dan kurang memiliki minat belajar yang tinggi. Pengabdian ini bertujuan untuk mengatasi masalah tersebut dengan menciptakan video animasi pembelajaran yang inovatif dan menarik untuk siswa SMP Negeri 4 Sleman. Melalui serangkaian tahapan mulai dari persiapan, pembuatan video, implementasi, hingga pelaporan, tim berhasil mengembangkan video animasi yang mencakup topik statistika dan lingkaran. Hasil evaluasi menunjukkan bahwa penggunaan video animasi sebagai media pembelajaran efektif dalam meningkatkan minat dan pemahaman siswa terhadap konsep-konsep matematika. Video animasi ini memudahkan siswa dalam memahami materi dan memberikan memori jangka panjang, serta membantu guru dalam menyampaikan materi secara lebih menarik dan mudah dipahami.
Analyzing University Students’ Learning Needs to Improve English Presentation Skills Marsella, Elisabeth; Citrayasa, Vinindita
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 12 No. 2 (2024): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v12i2.5895

Abstract

Presentation skills are essential to public speaking, which is part of English learning. Regarding its importance, the English presentation usually focuses on language production and general presentation skills. This can be ineffective since there are many aspects of presentation skills. To make it more efficient, a need analysis should be done to find out which skills learners still find difficult. Therefore, this study tries to find what presentation skills should be prioritized in English learning. To respond to the problem, a survey was conducted by distributing a questionnaire to 149 university students from the Informatics department. The result showed that the top 5 most difficult aspects are engaging the interest of the audience, speaking clearly/pronunciation, handling the audience questions, getting the timing right, and putting thoughts/ideas into speech. In terms of the skill dimension, verbal and nonverbal communication is considered the most difficult. This finding should be taken into account when designing English learning activities.
ANALISIS USER EXPERIENCE PADA GAME LEAGUE OF LEGENDS WILD RIFT DENGAN METODE ENHANCED COGNITIVE WALKTHROUGH Tauran, Stefent; Rahayu, Flourensia Sapty; Marsella, Elisabeth
Jurnal SINTA: Sistem Informasi dan Teknologi Komputasi Vol. 1 No. 1 (2024): SINTA - JANUARI
Publisher : Berkah Tematik Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61124/sinta.v1i1.5

Abstract

League of Legends : Wild Rift merupakan game bergenre MOBA (Multiplayer Online Battle Arena) pada platform smartphone yang dikembangkan oleh perusahaan Riot Games pada bulan Oktober tahun 2020. Game ini diciptakan berdasarkan game pendahulunya yang telah muncul terlebih dahulu pada platform komputer yaitu League of Legends. Meski game League of Legends : Wild Rift telah muncul lebih dari dua tahun, namun angka pemain aktifnya tidak dapat mengalahkan game kompetitornya yaitu Mobile Legends. Selain itu, rating yang dimiliki oleh game ini pada PlayStore dan AppStore bisa terbilang rendah yakni rating 3,4 pada PlayStore dan rating 3,6 pada AppStore, di mana tidak sedikit pemainnya memiliki keluhan terhadap berbagai macam permasalahan yang muncul saat game ini dimainkan. Penelitian ini dilakukan dengan bertujuan untuk mengetahui apa saja permasalahan yang muncul saat dimainkan serta rekomendasi yang dapat diberikan terhadap masalah yang muncul. Metode yang digunakan adalah enhanced cognitive walkthrough, di mana hal ini berfokus pada user experience pemain dalam memainkan game ini serta apa saja feedback yang muncul. Pengumpulan data dilakukan dengan cara wawancara terhadap 20 responden baik secara online maupun offline berdasarkan skenario enhanced cognitive walkthrough yang telah dirancang sebelumnya. Hasil analisis matriks enhanced cognitive walkthrough yakni secara keseluruhan game ini ini tidak begitu ramah untuk pengguna yang benar-benar baru terjun ke dalam game MOBA
A Study on L1 Use in English Classroom: Perception and Practice Marsella, Elisabeth
LATTE: A Journal of Language, Culture, and Technology ISSN 3063-0754 Vol. 1 No. 1 (2022): LATTE: A Journal of Language, Culture, and Technology
Publisher : Kantor Pelatihan Bahasa dan Budaya, Universitas Atma Jaya Yogyakarta. Gedung Santo Alfonsus, Jl. Mrican Baru No.28, Mrican, Caturtunggal, Kec. Depok, Kabupaten Sleman, Daerah Istimewa Yogyakarta 55281 Phone: (0274) 514319 Email: kpbb@uajy.ac.id

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/lj.v1i1.5827

Abstract

The use of L1 in language learning has become a debate for years. The opponents of L1 use argue that the use of first language (L1) may deprive the exposure of the target language (L2) that will affect learners L2 acquisition. As the consequence, learners must use L2 all the time for learning. However, the proponents say that there is not any evidence showing the use of exclusive L2 makes learners get higher achievement. Instead, the L1 enables learners to notice L2 features, to clear up misunderstanding, to learn vocabulary and grammar faster and to memorize the language. There have been a lot of studies conducted to see the perception of teachers and students on the use of L1 and the practice of L1 use in the classroom. However, few discuss the teacher and student interaction in the framework of IRF (initiation-response-follow up) exchange and Conversation Analysis. The teachers thought that the use of L2 should be used maximally, while students preferred combining L1 and L2 for learning. In the practice, L1 was still constantly used by teachers and students. Teachers usually used L1 for knowledge building and managing classes, while students used L1 for all aspects of learning.