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Tata Kelola Stakeholder dalam Meningkatkan Mutu Pendidikan Pada Madrasah Tsanawiyah Ihsan Muhadi; Giyoto Giyoto; Lilik Untari
Jurnal Ilmiah Ekonomi Islam Vol 7, No 1 (2021): JIEI : Vol. 7, No. 1, 2021
Publisher : ITB AAS INDONESIA Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (199.635 KB) | DOI: 10.29040/jiei.v7i1.2209

Abstract

This study aims to determine stakeholder governance in improving the quality of education at Madrasah Tsanawiyah (MTs) Negeri 1 Sukoharjo. This governance includes the management of teaching staff and education personnel in improving the quality of secondary education at MTs Negeri 1 Sukoharjo, student management in improving the quality of secondary education at MTs Negeri 1 Sukoharjo, governance of partner communities and graduate users in improving the quality of secondary education at MTs Negeri 1 Sukoharjo. The methodology in this study uses a qualitative approach. Data collection techniques in this study include observation, in-depth interviews, FGD (Focus Group Discussion), and document review. Data analysis in this study was carried out in 4 (four) steps, namely: 1) performing data management, 2) writing memos on the edge of field notes or transcripts to assist database exploration, 3) delineation, classification, and interpretation, and 4) visualization and representation findings. The results showed that the governance of stakeholders in improving the quality of education at Madrasah Tsanawiyah (MTs) Negeri 1 Sukoharjo which includes the management of teachers and education personnel, student governance, and how madrasahs manage the role of stakeholders in improving the quality of secondary education at Madrasah Tsanawiyah ( MTs) Negeri 1 Sukoharjo is done very well so that the quality of education at Madrasah Tsanawiyah (MTs) Negeri 1 Sukoharjo is very good.
Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games SF. Luthfie Arguby Purnomo; SF. Lukfianka Sanjaya Purnama; Lilik Untari; Arynaa Azzahra; Nadya Octaviana Pramana Putri
Langkawi: Journal of The Association for Arabic and English Vol 7, No 1 (2021)
Publisher : Institut Agama Islam Negeri (IAIN) Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/lkw.v7i1.2338

Abstract

Translation technique typology indicates a lack of specific technique to evoke playful nuance – ludification. We argue that ludification might also serve as a translation technique in video game translation context. This research attempts to prove the presence of ludification translation technique. To do so, we analyzed nine PC, console, mobile, and online games from various genres and developers under the umbrella of qualitative design. The theories of lability and merrines by Huizinga, ludification of digital media by de Lange et al, and skopos by Reiss and Vermeer were applied in the analysis. The findings reveal that ludification as a translation technique is existent. This type of translation technique is made possible due to the carte blanche of video game translators. The findings also indicate that ludification as a translation technique has a distinctive typology, making it different from the other translation techniques. First, it breaks translation rules and standards to generate contextual merriness. Second, it has explanative and expressive functions. Third, it has subtypes, namely emojization, referencing, and para-localization. This study implies that the scholars of translation studies might apply this typology not only on game translation context but also audiovisual context like subtitling especially fansub, where carte blanche and creativity are required to deal with the space restriction.
A SEMIOTICS STUDY OF CHARACTERIZATION ON THE MOVIE AND VISUAL NOVEL ADAPTATIONS OF ANDERSEN’S THUMBELINA Resita Marif Fadzilah; Lilik Untari; SF. Luthfie Arguby Purnomo
Leksika: Jurnal Bahasa, Sastra dan Pengajarannya Vol 11, No 2 (2017)
Publisher : University of Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/lks.v11i2.2072

Abstract

This research is a case study which employs qualitative method to analyze signs and symbols showed through characterization in the Thumbelina animation movie produced by Warner Bros. and Tiny and Her Necklace visual novel, SPARRING product. Both of them are adapted from Anderson’s Thumbelina. In analyzing those signs and symbols, this research applies Pickering and Hoeper characterization method, specifically method of telling and showing. It also uses Pierce’s semiotics theory of triangle meaning to elaborate the analysis. In semiotics perspective, characterization relates with the use of signs or symbols to describe the characters based on character traits. There are similarities and differences in characterization and signs presented in both movie and visual novel. The similarity is the novel and visual novel designate and symbolize the main character, Thumbelina, as a girl who is powerless and innocent. Meanwhile the man character is described as strong and brave character. The differences of both the adaptation works are concerning with the plot of the story, characterization and sign or symbol presented, and moral value delivered to the audience. The movie is adapted faithfully and the visual novel is adapted loosely from the original short story.  The movie tends to use showing method. On the other hand, the visual novel is likely to use telling method. DOWNLOAD ABSTRACT
Speaker-Dependent Based Speech Recognition Lilik Untari; SF. Luthfie Arguby Purnomo; Nur asiyah; Muhammad Zainal Muttaqien
Register Journal Vol 9, No 1 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (304.974 KB) | DOI: 10.18326/rgt.v9i1.1-12

Abstract

This is the first part of the two parts of a qualitative focused RD research aimed at designing an application to assist students with visual impairment (VI) in learning English writing and reading skills. The designed application was a speaker-dependent based speech recognition. Conducting alpha and beta testings, it was revealed that MAKTUM, the name of the application, exposed weaknesses on the selection of Ogden’s Basic English as the linguistic resources for the application and on the recording complexities. On the other hand, MAKTUM displayed strengths in individualized pronunciation and simple interfaces to operate. 
Speaker-Dependent Based Speech Recognition Lilik Untari; SF. Luthfie Arguby Purnomo; Nur asiyah; Muhammad Zainal Muttaqien
Register Journal Vol 9, No 1 (2016): REGISTER JOURNAL
Publisher : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/rgt.v9i1.1-12

Abstract

This is the first part of the two parts of a qualitative focused RD research aimed at designing an application to assist students with visual impairment (VI) in learning English writing and reading skills. The designed application was a speaker-dependent based speech recognition. Conducting alpha and beta testings, it was revealed that MAKTUM, the name of the application, exposed weaknesses on the selection of Ogden’s Basic English as the linguistic resources for the application and on the recording complexities. On the other hand, MAKTUM displayed strengths in individualized pronunciation and simple interfaces to operate.