SF Luthfie Arguby Purnomo
Universitas Islam Negeri Raden Mas Said Surakarta

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Assessing the Compatibility of Non-Language Learning Games for Language Education: Development of the FUN (Functionality-Usability-Normality) Framework Novianni Anggraini; SF Luthfie Arguby Purnomo; Arina Rohmatika
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 1 (2026): MARCH 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i1.8461

Abstract

The increasing integration of digital games into informal language learning has highlighted the potential of commercial, non-language-learning games as supplementary pedagogical tools. However, educators lack a systematic framework to evaluate their compatibility with language learning objectives, particularly in genre-based instruction. This study addresses this gap by developing a practical evaluative framework for selecting suitable games. A qualitative design was employed using a Focus Group Discussion (FGD) involving eight experts in game-based learning, game design, and applied linguistics. Data were collected through a structured online discussion and analyzed using Spradley’s developmental research sequence, including domain, taxonomy, componential, and cultural theme analysis, guided by theories of game functionality, genre-based pedagogy, ergodic texts, and gamification. The analysis resulted in the development of the FUN framework, consisting of three dimensions: Functionality, Usability, and Normality. Functionality examines the alignment between game genres and targeted text genres through interpretive, explorative, and configurative user functions. Usability addresses platform accessibility and learner familiarity, influencing implementation feasibility. Normality evaluates socio-cultural appropriateness and potential distractions. These dimensions are operationalized into a compatibility rubric with three levels: compatible, appropriate, and discordant. The FUN framework provides a structured and practical tool for educators to evaluate and integrate commercial games into language learning contexts. While conceptually robust, the framework requires further empirical validation in classroom settings. Future research should examine its effectiveness in improving instructional decision-making and learning outcomes.
Cover it up! Visual euphemisation strategies for transforming non-religious songs into Islamic songs in music videos Ikke Dewi Pratama; SF Luthfie Arguby Purnomo; Arina Rohmatika; Nestiani Hutami
Studies in English Language and Education Vol 11, No 2 (2024)
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/siele.v11i2.30188

Abstract

In Indonesia, covering songs with an Islamic theme has become a trend that is gaining more and more popularity. Several content creators have recently covered non-religious songs by changing the lyrics to ones loaded with Islamic teachings. As the cover songs are uploaded on YouTube, inevitably, there are versions of cover music videos in which some elements of the original music videos are euphemized to fulfill the purpose of religious wisdom. This study not only attempts to examine the visual elements euphemized in the cover music videos but also the visual euphemization strategies employed by the content creators. The data were gathered from YouTube in the form of twelve original music videos and their covers. Furthermore, a localization approach, the theory of euphemism, and para-adaptation were employed to analyze the data. The results of the study revealed that four visual elements were euphemized in these cover songs: the properties, costumes, locations, and interactions among the singers or models. Delving deeper into this, the researchers proposed four visual euphemization strategies, including peripheralization (euphemization of the properties), vestimentarization (euphemization of the costumes), locationalization (euphemization of the locations), and interactionalization (euphemization of the interactions). These findings interestingly highlight that there is a common visual euphemization strategy used by content creators when covering music videos of non-religious songs into Islamic songs. Thus, the findings suggest that content creators may apply the four proposed strategies to create acceptable cover music videos to spread Islamic teachings.
Ludic writing: Challenges in gamifying English creative writing class for technopreneurial purposes SF. Luthfie Arguby Purnomo
Journal on English as a Foreign Language Vol 7 No 1 (2017): Issued in March 2017
Publisher : Universitas Islam Negeri Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/jefl.v7i1.503

Abstract

This paper, first of three research parts, attempts to describe the challenges English Letters at IAIN (Institut Agama Islam Negeri/State Islamic Institute) Surakarta faced in implementing gamification for technopreneurial purposes in regard to the transformation of a creative writing class into a ludic writing class, a gamification infused writing class. The challenges revealed are story-game script adaptation, integration portion, and monetization. Specific problems occur on each challenge. Story-game script adaptation exposes three problems namely (1) conditional branching system (2) visualization (3) copyrighted material issues (4) and writing mechanics adaptation. Integration portion challenge displays a problem on the insufficient alloted time for gamifying the creative writing class. Monetization challenge indicates three problems namely (1) the inexistence of monetization team, (2) the inexistence of institutional regulation for monetization management by study programs, (3) responses to gaming trends. Responding to these problems, solutions specifically designed based on the nature of the problems are implemented.
Revisiting euphemisation strategies for English to Indonesian subtitle context SF. Luthfie Arguby Purnomo; Ikke Dewi Pratama; Lilik Untari; SF. Lukfianka Sanjaya Purnama; Novianni Anggraini
Journal on English as a Foreign Language Vol 10 No 2 (2020): Issued in September 2020
Publisher : Universitas Islam Negeri Palangka Raya, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23971/jefl.v10i2.1480

Abstract

Character equivalence and offensive word rank in subtitling context are understudied on the previous studies on euphemisation strategies. The exclusion of these two concerns leaves the prior constructed euphemisation strategies unable to explain how shifts on narrative identity might occur and how taboo words are functionally negotiated. In addressing this issue, the study investigates the relationship between offensive word levels with character equivalence and narrative identity,