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Promoting Language Learning Through “Transdicto”: An Alternative Design for ER+ Program Endang Setyaningsih; Kristiandi Kristiandi; Hasan Zainnuri; Teguh Sarosa
Journal of English Language Studies Vol 6, No 1 (2021): Available Online in March 2021
Publisher : English Department - University of Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jels.v6i1.9135

Abstract

This paper aims to answer two research questions: (1) What design of an Extensive Reading program can be developed in the EFL setting with time constraints and (2) How do students respond to the design implementation. To achieve these goals, the study used Design-Based Research and, in the practice, it was carried out in 3 major phases. The initial phase was the analysis of practical problems. The second phase was literature research to inform the planning and development of the prototype design and the last phase was the implementation and reflection of the implementation of the design. The study was carried out in one semester in an English Education Department of a university in Indonesia. The study results in an alternative design to an ER+ program that is called Transdicto. Transdicto is conducted in five major steps: (1) extensive reading/ listening, (2) note-taking, (3) exploring, (4) contextualizing, and (5) transforming. Observation and interview revealed that the students responded well to Transdicto; they found the steps of the activity were relatively easy to follow, useful, and engaging
Examining Gender Representation in an Indonesian EFL Textbook Zango Anisa Agni; Endang Setyaningsih; Teguh Sarosa
Register Journal Vol 13, No 1 (2020): REGISTER JOURNAL
Publisher : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/rgt.v13i1.183-207

Abstract

Considering its influential role in students’ behavior and attitudes, a textbook has to reflect balanced images and information about males and females. It also has to support broad choices and many roles for both sexes to avoid unjust or bias gender issues. This study aimed at examining whether an EFL textbook published by the Indonesian government promotes gender equity by (1) mapping the proportion of textual and visual representation of males and females in the textbook; (2) describing how males and females are treated in the textbook. Through content analysis, the study revealed that the book is gender-biased as indicated from unbalanced (1) textual and visual representation (2) variety of activity, role, and occupation, (3) order of mention, and (4) adjectival portrayal. In all indicators, the female is underrepresented, hidden, and framed within traditional gender stereotyping.  Reflecting on these findings, revision by the government and/ or careful treatment by teachers when using the book are ushered.  Keywords: bias, content analysis, gender representation, gender stereotype, textbook.
Code-Switching and Code-Mixing in Windah Basudara’s Roblox Gameplay Artika Shitta Ramadani; Destia Puspitawati; Nur Hanifa Fitri Oktavianti; Teguh Sarosa
LingPoet: Journal of Linguistics and Literary Research Vol. 7 No. 1 (2026): LingPoet: Journal of Linguistics and Literary Research
Publisher : Talenta Publisher

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Abstract

This study examines Windah Basudara's multilingual practices in his Roblox gaming livestream, "AKU MENDAKI GUNUNG SUNDA INDONESIA DI ROBLOX… Mount Sunda.". Using a descriptive qualitative approach, the study identifies and analyzes the various types and communication roles of code switching, code mixing, and slang that arise throughout the webcast. The data were gathered through observation, transcription, and contextual note-taking, then evaluated utilizing an interactive model of data reduction, display, and conclusion drawing. The data show that insertion is the most common type of language mixing, demonstrating how English gaming terminology becomes deeply embedded in Indonesian digital communication. Intra-sentential switching and congruent lexicalization are also common, demonstrating Windah's strong bilingual fluency and spontaneous language output. These findings emphasize how Indonesian gamers creatively. These multilingual activities serve number of communicative purposes, such as expressing feelings, keeping viewers interested, organizing group activities, and fostering closer relationships with viewers. The livestream's expressive and participatory qualities are further enhanced with slang and multimodal components, including intonation, visual signals, and sound effects. Overall, the study reveals that multilingualism in gaming livestreams is not random but driven by communicative demands, emotional expressiveness, and the dynamic rhythm of games. blend languages to form identity, build solidarity, and navigate real-time digital interaction.