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STORIES OF MUHAMMAD IN BILINGUAL APPLICATION (SMILAPP): PENGEMBANGAN CERITA ISLAMI BILINGUAL BAGI ANAK-ANAK BERBASIS APLIKASI Yusti Arini; Umi Pujiyanti; Ikke Dewi Pratama
Jurnal Bahasa Lingua Scientia Vol 11 No 1 (2019)
Publisher : Pusat Pengembangan Bahasa IAIN Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/ls.2019.11.1.69-92

Abstract

Penelitian ini dilakukan dengan membuat software media pembelajaran bahasa Inggris dan PAI yang diberi nama SMILapp. SMILapp berisi beberapa kisah Rasulullah Muhammad SAW dalam dua bahasa, yaitu Indonesia dan Inggris. Penelitian ini bertujuan untuk: (1) mendeskripsikan tingkat keberterimaan SMILapp oleh pengguna dan (2) mendeskripsikan kekurangan dan kelebihan yang dimiliki oleh SMILapp menurut pengguna.
Game Localisation: Loss and Gain in Visual Novel Subtitles Etty Syafa’ati; Umi Pujiyanti
Register Journal Vol 10, No 2 (2017): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (705.532 KB) | DOI: 10.18326/rgt.v10i2.185-199

Abstract

This research discussed about loss and gain in the context of game localization with the limitation on subtitles. The objectives are to present the loss and gain in the visual novel game adaptation subtitles entitled A Child in the Forest and to identify reasons of the loss and gain happen. A Child in the Forest is a kind of game which consists of static and background images also music soundtrack with storylines and dialogues. It was made and translated from English into Indonesian version by English Letters students of IAIN Surakarta. The method used in this research is descriptive qualitative. The method of collecting data, researcher gets English and Indonesian subtitles script from the game packages. After that, the researcher analyses the data which consist of loss and gain and also make interview with translator. The researcher uses informant to make data validation which is expert in translation and in the world of visual novel game. The result of this research, researcher found 63 data about loss and 55 data about gain. The reasons of loss and gain in visual novel game subtitle is mostly because of the translator wants to reach the goal of game localization in order the visual novel can be easy to be played and to be understood.Keywords: Game Localization, Loss and Gain, Subtitle of Visual Novel Game. INDONESIAN ABSTRACT Penelitian ini membahas tentang loss dan gain dalam konteks game lokalisasi dengan fokus hanya pada subtitle. Tujuan dari penelitian ini adalah untuk menunjukan loss dan gain yang ditemukan serta mengidentifikasi alasan kenapa loss dan gain bisa terjadi di subtitle visual novel game adaptasi berjudul A Child in the Forest. A Child in the Forest adalah sebuah permainan yang terdiri dari gambar statis dan latar belakang juga suara music dengan alur cerita dan dialog. Visual novel ini dibuat dan diterjemahkan dari bahasa Inggris ke bahasa Indonesia oleh siswa jurusan sastra inggris semester 2 IAIN Surakarta. Metode yang digunakan dalam penelitian ini adalah penelitian deskriptif kualitatif. Metode pengumpulan data, peneliti mendapatkan naskah terjemahan bahasa Inggris dan bahasa Indonesia dari data paket permainan. Setelah itu, peneliti menganalisis data yang mengandung loss dan gain dan juga melakukan wawancara dengan penerjemah. Peneliti menggunakan informan untuk melakukan validasi data yang ahli dalam dunia penerjemahan dan ahli dalam game visual novel. Hasil penelitian ini, peneliti menemukan 63 data tentang loss dan 55 data tentang gain. Alasan loss dan gain dalam subtitle game visual novel ini sebagian besar karena penerjemah ingin mencapai tujuan lokalisasi permainan agar visual novelnya mudah dimainkan dan dipahami.Kata kunci: Lokalisasi Game, Loss dan Gain, Subtitle di Visual Novel Game.
KARAKTERISTIK MEDIA PEMBELAJARAN BERBASIS GENDER Umi Pujiyanti; Yustin Sartika
Jurnal Analisa Sosiologi Vol 10, No 1 (2021)
Publisher : UNIVERSITAS SEBELAS MARET (UNS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jas.v10i1.40328

Abstract

The use of digital applications as a learning medium is one of the efforts to integrate technology and education. This descriptive qualitative research aims at figuring out how are the characters of Stop Motion Studio (SMS) and Life Lapse (LL), and how the preferences of both applications are used on a gender basis during the teaching-learning process at the English Letters Department, IAIN Surakarta. The SMS and LL are taken into account as the main sources of user interface characteristics. Further, there are 32 students of History of English Language and Literature (HELL) involved in this study to response to the applications’ user interface based on the gender through questionnaire and interview. The results exhibit a more neutral design of SMS compared to a more feminine LL. Secondly, gender indeed plays role in choosing the application between SMS and LL. Yet more detailed reasons for the preference are the ease of usage and feature completeness. Keywords: Gender, User-Interface, Mirroring-Principle, Learning Media. AbstrakPemanfaatan aplikasi digital sebagai media pembelajaran menjadi salah satu upaya integrasi teknologi dalam dunia pendidikan. Penelitian deskriptif kualitatif ini bertujuan untuk mengetahui karakter aplikasi Stop Motion Studio (SMS) dan Life Lapse (LL) dan preferensi penggunaan aplikasi sebagai media pembelajaran mahasiswa/wi Sastra Inggris IAIN Surakarta dengan berbasis gender. Subyek utama penelitian ini adalah SMS dan LL untuk mengetahui karaterikstik user interface-nya. Disamping itu, untuk melihat respon terhadap user interface berbasis gender, penelitian ini mengambil sampel sebanyak 32 mahasiwa siswa mata kuliah History of English Language and Literature (HELL). Penelitian ini menggunakan kuesioner dan wawancara. Temuan penelitian bisa disampaikan dalam dua hal: Pertama,  karakteristik desain antarmuka aplikasi SMS lebih netral sedangkan aplikasi LL lebih feminin. Preferensi gender perancang aplikasi terefleksikan dalam desain antarmuka. Kedua, gender hanya menjadi salah satu faktor yang mempengaruhi preferensi penggunaan aplikasi oleh mahasiswa/wi. Kemudahan dan kelengkapan fitur menjadi faktor lain yang mempengaruhi preferensi penggunaan aplikasi. Kata Kunci: Gender, User-Interface, Mirroring-Principle, Media Pembelajaran
King size or all size: Proposing a typology of amplification translation technique for children picturebook translation SF. Luthfie Arguby Purnomo; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Nur Asiyah; Muhammad Zainal Muttaqien; Robith Khoiril Umam; Yustin Sartika; Umi Pujiyanti; Hidayatul Nurjanah
Studies in English Language and Education Vol 7, No 2 (2020)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (554.364 KB) | DOI: 10.24815/siele.v7i2.16592

Abstract

The necessity for a children’s picturebook to generate a proairetic decoding by the children influences translators to deliver the messages of the source text as explicit as possible. This condition leads the translators to implement amplifications aimed at detailing particular information. Though a proairetic reading is achieved through amplification, negative impacts follow the implementation. This qualitative experiential study involves nine children picturebook translators. Exchanging insights and translated texts in a focused group discussion (FGD) comprising of English to Indonesian and English to Javanese children picturebook translators, we found that a typology of amplification technique constructed specifically for children picturebook translation is required to provide a guideline for the translators when forced to apply amplification. The result of the translation data, supported by FGD, indicates that amplification is classifiable into three function-based types namely naturalizing, synchronizing, and stylizing amplifications. These amplifications, when applied, generate four impacts namely congruity losses, effect rendering, reading level deviation, and deviation on the purposes of the children’s picturebooks. These impacts deal with verbosity and thus requiring a further concern on verbosity level acceptance.
THE EVALUATION OF PEER AND CROSS-AGE LEARNING MODEL AT IAIN SURAKARTA (EVALUASI MODEL PEMBELAJARAN PEER DAN CROSS-AGE DI IAIN SURAKARTA) Umi Pujiyanti; Robith Khoiril Umam
Leksema: Jurnal Bahasa dan Sastra Vol. 2 No. 2 (2017)
Publisher : UIN Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/ljbs.v2i2.657

Abstract

This article is aimed at describing the differences of tutoring process and the responses of tutees related to the tutors classified as peer and cross age The research underlying this article applies descriptive-qualitative method. The data were obtained from observation, document analysis and interview. The findings show that there are advantages and disadvantages of both models. Peer tutors were more familiar to the tutee. It built better communication and high motivation in the classes. Meanwhile, cross-age tutors tended to be respected by tutee that made them easier in organizing the classes. On the other hand, peer tutors looked less serious and were often ignored by tutees. Similarly, cross-age tutors faced difficulties in preserving their attittudes since they were taken as the models by their tutees.
King size or all size: Proposing a typology of amplification translation technique for children picturebook translation SF. Luthfie Arguby Purnomo; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Nur Asiyah; Muhammad Zainal Muttaqien; Robith Khoiril Umam; Yustin Sartika; Umi Pujiyanti; Hidayatul Nurjanah
Studies in English Language and Education Vol 7, No 2 (2020)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/siele.v7i2.16592

Abstract

The necessity for a children’s picturebook to generate a proairetic decoding by the children influences translators to deliver the messages of the source text as explicit as possible. This condition leads the translators to implement amplifications aimed at detailing particular information. Though a proairetic reading is achieved through amplification, negative impacts follow the implementation. This qualitative experiential study involves nine children picturebook translators. Exchanging insights and translated texts in a focused group discussion (FGD) comprising of English to Indonesian and English to Javanese children picturebook translators, we found that a typology of amplification technique constructed specifically for children picturebook translation is required to provide a guideline for the translators when forced to apply amplification. The result of the translation data, supported by FGD, indicates that amplification is classifiable into three function-based types namely naturalizing, synchronizing, and stylizing amplifications. These amplifications, when applied, generate four impacts namely congruity losses, effect rendering, reading level deviation, and deviation on the purposes of the children’s picturebooks. These impacts deal with verbosity and thus requiring a further concern on verbosity level acceptance.
STORIES OF MUHAMMAD IN BILINGUAL APPLICATION (SMILAPP): PENGEMBANGAN CERITA ISLAMI BILINGUAL BAGI ANAK-ANAK BERBASIS APLIKASI Yusti Arini; Umi Pujiyanti; Ikke Dewi Pratama
Jurnal Bahasa Lingua Scientia Vol 11 No 1 (2019)
Publisher : Unit Pengembangan Bahasa UIN Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/ls.2019.11.1.69-92

Abstract

Penelitian ini dilakukan dengan membuat software media pembelajaran bahasa Inggris dan PAI yang diberi nama SMILapp. SMILapp berisi beberapa kisah Rasulullah Muhammad SAW dalam dua bahasa, yaitu Indonesia dan Inggris. Penelitian ini bertujuan untuk: (1) mendeskripsikan tingkat keberterimaan SMILapp oleh pengguna dan (2) mendeskripsikan kekurangan dan kelebihan yang dimiliki oleh SMILapp menurut pengguna.
Game Localisation: Loss and Gain in Visual Novel Subtitles Etty Syafa’ati; Umi Pujiyanti
Register Journal Vol 10, No 2 (2017): REGISTER JOURNAL
Publisher : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/rgt.v10i2.185-199

Abstract

This research discussed about loss and gain in the context of game localization with the limitation on subtitles. The objectives are to present the loss and gain in the visual novel game adaptation subtitles entitled A Child in the Forest and to identify reasons of the loss and gain happen. A Child in the Forest is a kind of game which consists of static and background images also music soundtrack with storylines and dialogues. It was made and translated from English into Indonesian version by English Letters students of IAIN Surakarta. The method used in this research is descriptive qualitative. The method of collecting data, researcher gets English and Indonesian subtitles script from the game packages. After that, the researcher analyses the data which consist of loss and gain and also make interview with translator. The researcher uses informant to make data validation which is expert in translation and in the world of visual novel game. The result of this research, researcher found 63 data about loss and 55 data about gain. The reasons of loss and gain in visual novel game subtitle is mostly because of the translator wants to reach the goal of game localization in order the visual novel can be easy to be played and to be understood.Keywords: Game Localization, Loss and Gain, Subtitle of Visual Novel Game. INDONESIAN ABSTRACT Penelitian ini membahas tentang loss dan gain dalam konteks game lokalisasi dengan fokus hanya pada subtitle. Tujuan dari penelitian ini adalah untuk menunjukan loss dan gain yang ditemukan serta mengidentifikasi alasan kenapa loss dan gain bisa terjadi di subtitle visual novel game adaptasi berjudul A Child in the Forest. A Child in the Forest adalah sebuah permainan yang terdiri dari gambar statis dan latar belakang juga suara music dengan alur cerita dan dialog. Visual novel ini dibuat dan diterjemahkan dari bahasa Inggris ke bahasa Indonesia oleh siswa jurusan sastra inggris semester 2 IAIN Surakarta. Metode yang digunakan dalam penelitian ini adalah penelitian deskriptif kualitatif. Metode pengumpulan data, peneliti mendapatkan naskah terjemahan bahasa Inggris dan bahasa Indonesia dari data paket permainan. Setelah itu, peneliti menganalisis data yang mengandung loss dan gain dan juga melakukan wawancara dengan penerjemah. Peneliti menggunakan informan untuk melakukan validasi data yang ahli dalam dunia penerjemahan dan ahli dalam game visual novel. Hasil penelitian ini, peneliti menemukan 63 data tentang loss dan 55 data tentang gain. Alasan loss dan gain dalam subtitle game visual novel ini sebagian besar karena penerjemah ingin mencapai tujuan lokalisasi permainan agar visual novelnya mudah dimainkan dan dipahami.Kata kunci: Lokalisasi Game, Loss dan Gain, Subtitle di Visual Novel Game.