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Register Journal
ISSN : 19798903     EISSN : 2503040X     DOI : -
Core Subject : Education,
The name of REGISTER JOURNAL was taken from the concept of REGISTER and it has clearly been described by Trudgill (1983:101) as follows: Linguistic varieties that are linked ... to occupations, professions or topics have been termed registers. The register of law, for example, is different from the register of medicine, which in turn is different from the language of engineering---and so on. Registers are usually characterized solely by vocabulary differences; either by the use of particular words, or by the use of words in a particular sense. Registers are simply a rather special case of a particular kind of language being produced by the social situation. Halliday, McIntosh and Strevens (1964) devote a long section to "REGISTER" in their 1964 work. They also refer to REGISTER as `distinguished by use.'
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Articles 7 Documents
Search results for , issue "Vol 9, No 2 (2016): REGISTER JOURNAL" : 7 Documents clear
Let the Game Begin: Ergodic as an Approach for Video Game Translation SF. Lukfianka Sanjaya Purnama; SF. Luthfie Arguby Purnomo; Dyah Nugrahani
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.636 KB) | DOI: 10.18326/rgt.v9i2.107-123

Abstract

This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis
Developing Teachers’ Guide to Use Facebook Group in a Blended Writing Course (A Research and Development in IAIN Surakarta) Roko Patria Jati
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (460.872 KB) | DOI: 10.18326/rgt.v9i2.151-169

Abstract

This study aimed to investigate the existence and the quality of any teachers’ guides used for Writing Course in IAIN Surakarta as well as the level of need and related criteria for development. Besides, the developmental steps in developing new teachers’ guide (to use Facebook Group in a blended Writing Course) were also investigated. This research  was conducted in IAIN Surakarta by involving ten teachers and 115 students. The findings of this study were obtained through some qualitative techniques, such as interview, observation, document analysis, and FGD. As the results, it was found that among ten tertiary teachers, only one of them using teachers’ guide or book to teach in the Writing Course. However, nine of them stated their need on the proposed product and one stated his uncertainty. Further, the related supports were also shown by majority of the students involved. Afterward, the draft was developed by considering some suggested criteria of development. After being validated by the related expert, the product was then field tested involving three teachers and 48 students. Through the tryouts conducted, the level of feasibility on the procedure had improved significantly to more than 90%. Keywords: teachers’ guide, Facebook Group, blended Writing Course  ABSTRAKPenelitian ini bertujuan untuk mengkaji keberadaan serta kualitas dari buku panduan guru yang digunakan untuk matakuliah Writing di IAIN Surakarta serta tingkat kebutuhan dan kriteria-kriteria yang terkait pengembangan. Disamping itu, penelitian ini juga menginvestigasi langkah-langkah dalam mengembangkan buku panduan guru. Penelitian ini diselenggarakan di IAIN Surakarta dengan melibatkan 10 dosen dan 115 mahasiswa. Temuan dari penelitian ini diperoleh melalui sejumlah teknik kualitatif seperti wawancara, pengamatan, analisis dokumen dan FGD. Hasilnya, ditemukan bahwa dari 10 dosen tersebut hanya 1 orang yang memanfaatkan buku panduan guru dalam mengampu matakuliah Writing. Meski demikian, 9 orang merasa memerlukan produk tersebut sementara 1 sisanya masih belum pasti. Kebutuhan serupa juga ditunjukkan oleh kebanyakan siswa yang terlibat. Kemudian, draf dikembangkan dengan mempertimbangkan kriteria pengembangan yang disarankan. Setelah mendapatkan validasi pakar, produk diujikan dengan melibatkan 3 dosen dan 48 mahasiswa. Melalui ujicoba yang dilakukan, tingkat kelayakan prosedur meningkat secara signifikan di atas 90%. Kata kunci: pedoman guru, Facebook Group, mata kuliah Writing yang dicampur (blended)
The Use of Puppet: Shifting Speaking Skill from the Perspective of Students’ Self-Esteem Suesthi Maharani
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (458.278 KB) | DOI: 10.18326/rgt.v9i2.170-186

Abstract

This article reports the result of a research dealing with, 1) the difference between Puppet and Picture in teaching speaking, 2) the difference between students having high self-esteem and students having low self-esteem, and 3) the interaction between teaching media and self-esteem. The samples were two classes namely experimental class taught by using Puppet and control class taught by using Picture. Each class was divided into two groups in which each consisted of students having high self-esteem and those having low self-esteem. To collect the data, two instruments were used namely speaking test and self-esteem questionnaire. The data were, then, analysed by using descriptive statistics to describe the research data and inferential statistics namely multifactor Analysis of Variance ANOVA 2x2 and Tukey test to test the hypotheses. The findings of this research are: (1) Puppet is more effective than Picture to teach speaking; (2) The students having high self-esteem have better speaking skill than those having low self-esteem; and (3) There is an interaction between teaching media and students’ self-esteem in teaching speaking. Based on the research findings, it could be summarized that Puppet is an effective media in teaching speaking to the eighth grade students of one of junior high schools in Semarang Regency in the academic year of 2014/2015. The effectiveness of the media is affected by self-esteem.
Resource Based Learning for Teaching and Learning English in Digital Environments Muhammad Nazil Iqdami
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (538.082 KB) | DOI: 10.18326/rgt.v9i2.187-203

Abstract

This paper presents a conceptual framework on the implementation of Resource Based Learning (RBL) in English as a Foreign Language (EFL) class. Resource based learning emerges as the proponent of constructivism as well as a response to the rapid development of information and communication technology (ICT) and its influence in education. Digital technologies pose potential opportunities in changing the face of education. The affordances of digital technologies empower more student-centered learning and more accessible educational information. Teaching English for foreign learners is dynamic and requires innovations. Admittedly, most English learners in Indonesia need more exposure to authentic English learning resources, and digital technologies are very potential in accommodating their needs. Resource based learning sets an innovative framework and systematic approach for English educators in designing digital technology-based instructions.
The Use of Teaching British Parliamentary Debate through Android Application, Video, and Powerpoint Presentation to Improve the Students’ Speaking Skills Surya Agung Wijaya
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (674.549 KB) | DOI: 10.18326/rgt.v9i2.204-229

Abstract

The researcher conducted the study to increase the students’ speaking skills through Android application, video, and PowerPoint Presentation in teaching British Parliamentary Debate. This study answers two questions (1) How is the implementation of teaching British Parliamentary Debate through Android application, video, and PowerPoint Presentation at English Debate Club in SMK N2? (2) To what extent is the improvement of teaching British Parliamentary Debate through Android application, video, and PowerPoint Presentation at English Debate Club in SMK N2 to improve the students’ speaking skills?. The research design of this study was Classroom Action Research. It had three cycles. Each cycle consisted of planning, acting, observing, and reflecting. From the study, the researcher could conclude that the implementation of the study improved gradually from cycle 1, cycle 2, and cycle 3. The improvement of the study was showed when the researcher conducted cycle 3. The result of the t-test of cycle 3 was 2.56. Before the impact has not seen by the researcher in the cycle 1 and cycle 2, the result of the t-test of cycle 1 and 2 was 1. The passing grade was 72, and the target of the passing grade was 85%. The result of the post-test of cycle 3 was 90.91% from students. They passed the passing grade. The passing grade of cycle 3 was over the target, so the researcher stopped the study. Thus, instruments proved that it could improve the students’ speaking skills.
Creating an English Computer Game as an Interactive Material in Teaching English to Young Learner (TEYL) Ria Adisti, Aprilian
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (510.825 KB) | DOI: 10.18326/rgt.v9i2.137-150

Abstract

This study aims at explaining the interactive materials that were needed in Teaching English to Young Learner, creating an English computer game into an interactive material, and examining the effective of the implementation of an English computer game as an interactive material in Teaching English to Young Learner to the first-grade students of elementary school. The study used Research and Development (R&D) adapted from Hutchinson and Water (1987:53-56) and by Borg and Gall (1985). The study had seven stages, they were: (1) conducting a need analysis of the first-grade students, (2) writing the course grid such as lesson plan and map of interactive material, (3) developing preliminary form of English computer game, (4) preliminary field testing by English teacher, English learning expert, and ICT learning expert, (5) revising the English computer game, (6) trying out, and (7) writing the final draft of the use of English computer game for Teaching English to Young Learners. The result of the study showed that students got better achievement in learning English. It could be seen from the result between pre-test and post-test using t-test formula. The result showed t value > t table; 7.165 > 2.021, it meant that there was a significant difference between pre-test and post-test. The post-test was higher that pre-test. The mean of pre-test was 65.2 while the mean of post-test was 87.44. It was also strengthened by the result of the interview which concluded that students liked learning English through this interactive material. 
Improving Students’ Listening Skill Through Shadowing Mukminatus Zuhriyah
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.591 KB) | DOI: 10.18326/rgt.v9i2.124-136

Abstract

Listening is the first part of language skills that everyone gets when learning a language. It comes before speaking, reading, and writing. Meanwhile, most of the students get difficulty to learn listening of a foreign language, especially English. That is why shadowing was applied in the listening class as one of the solutions to make the learners of English listening easy to understand what the speaker says. This collaborative classroom action research was generally to know whether or not shadowing could improve the students listening skill. It was also specifically to know: (1) the lecturer’s activities, (2) the students’ activities, and (3) the students’ responses during the implementation of shadowing in the listening class. The subjects were 18 students of the third semester of English department of education faculty of Hasyim Asy’ari university (UNHASY) Tebuireng Jombang in the academic year of 2016/2017. The data were obtained from the observations got from the notes written by the collaborator and the listening test. The students’ listening skill improved after the implementation of shadowing. It could be seen in the improvement of mean score, from 74.2 in cycle one to 75 in cycle two. Then, the precentage of students passing the minimum mastery criteria also improved, from 61% in cycle one to 77.8% in cycle two. Thus, it can be concluded that shadowing could improve students’ listening skill. 

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