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ANALYSIS GRAMMATICAL EQUIVALENCE OF THE INDONESIAN TRANSLATION OF NARRATIVE THE SECRET GARDEN 56 MINUTES THROUGH YOUTUBE Hisasmaria Hisasmaria; Pratiwi Samad
Madani: Jurnal Politik dan Sosial Kemasyarakatan Vol. 14 No. 2 (2022): MADANI : Jurnal Politik dan Sosial Kemasyarakatan
Publisher : Universitas Islam Darul Ulum Lamongan

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Abstract

The study aims to identify grammatical equivalence which covers number, gender, person, tense and aspect, and voice, to find out whether the translated sentence can be accepted in Indonesian structure and translation problems in English-Indonesian sentences. The data were taken from the film script “The Secret Garden 56 Minutes” in English and its Indonesian subtitles. This study was conducted based on qualitative research methods with the descriptive analysis. The results of this analysis show that there is grammatical equivalence which is found in the subtitles. They are categorized into number, person, gender, tense and aspect, and voice. The first, the grammatical equivalence in number included the singular or plural nouns in the source language (SL) can be translated into the singular or plural nouns in the target language (TL). Second, with regard to person and gender, source language (SL) personal pronouns can be translated into their respective pairs in the target language (TL), Third, tense and aspects, source language (SL) can be translated lexically or understood from the context. The four, voices the active form in the source language (SL) can be translated into the target language (TL) in an active or passive form, and the passive form is translated into a passive form. In translation, when a message or information is omitted by changing the form of the sentence, it will cause problems as in the film the secret garden 56 minutes.
Development of an Interactive HOTS Gamified e-Module for Prospective Elementary School Teachers at the University Level Nursyaida Nursyaida; Pratiwi Samad
Journal Emerging Technologies in Education Vol. 2 No. 4 (2024)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jete.v2i4.1389

Abstract

Background. The crritical thinking and creativity designing has not been applied and adopted in learning optimally. The HOTS e-modul learning for teacher training program will lead them to analize and maximize their learning achivment. The purpose of learning need to be improved as well as the conventional media design must be updated to help learners to teach creatively and hink critically. Purpose. The purpose of this study is to develop HOTS content in the science subject e-module of Pohuwato University, increase creativity in developing teaching strategies and methods, improve critical thinking in understanding learning content and develop the creativity of prospective teachers in designing materials, media and teaching modules that are in accordance with the conditions and abilities of students at the elementary school level. Method. The method used is R&D with the DDDE (Decide, Design, Develop, and Evaluate) model which was chosen because it is in accordance with the purpose of developing HOTS-based interactive e-modules and gamification. The small-scale trial of the HOTS E-module was carried out by experts of teacher, lecturers and also a large-scale trial was carried out by 46 students. The test subject was determined using the purposive sampling technique. In collecting research data, it is carried out by providing questionnaire tests that have been collected descriptively. Results. Results shows that the interactive HOTS e-module based on gamification, developed using the DDD-E model, meets the validity criteria with an average score of 3.89, is deemed practical with an average score of 3.66, and demonstrates effectiveness, with 86.8% of students achieving a minimum test score of 70. Conclusion. The interactive HOTS e-module, developed using the DDD-E model, is valid, practical, and effective. It equips future teachers with innovative tools to enhance critical thinking and student engagement, promoting better learning outcomes through gamified educational experiences.