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k@ta
ISSN : 14112639     EISSN : 23026294     DOI : -
Core Subject : Education,
k@ta: a biannual publication on the study of language and literature is a refereed journal published twice a year in June and December by the English Department, Faculty of Letters, Petra Christian University, Surabaya, Indonesia. It presents articles on the study of language, literature and culture.
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Articles 22 Documents
Search results for , issue "Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023" : 22 Documents clear
Designing a Mobile Game Based on Augmented Reality Application for Learning Media Antonius Suratno; Erdhi Widyarto Nugroho
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.1-8

Abstract

Designing games for educational purposes needs to consider various aspects that help lead to the making of a good game. This study aims to describe users’ responses towards the potential of the game for blended learning, the design stages and the trial which encompass pre-design input taking, design stages, trial, and evaluation. The inputs from the pre-design stage have been the basis for the media design; the trial stage inputs from the prospective users and two experts provide feedback for the validity of media both in content and construct aspects. The research subjects involved 100 Junior high school students, 5 English language teachers, and 1 game design expert. The tools of data collection are questionnaire and semi-structured interview which were developed by the researchers. The intended subject for which this game is designed is reading comprehension and the study is planned to be conducted in approximately eight months. Both types of feedback were used to evaluate the readiness of the media for the real use for blended learning model. The results showed that the validity in content and construct aspects were both very good. The trial result also suggests that the game is considered a decent product, attractive and easy to use for independent learning. Thus, the final evaluation suggests that the media is readily usable for the real context of blended learning.
On “Multitude” and the Urban Question: Reading in Times of Pandemics Abidin Kusno
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.9-14

Abstract

“Multitude” is a term popularized by Antonio Negri and Michael Hardt to conceptualize the labor condition and its political possibilities in the post-Fordist regime of capital accumulation. This paper seeks to explore such a concept in the context of an Indonesian city. It argues that the Indonesian multitude is formed through the worldwide division of labor, which involves the urban majorities whose work cut across formal and informal sectors. It teases out the absence of the “urban question” in the Indonesian city as a context for understanding the challenges faced by the Indonesian multitude. The paper (in light of post-pandemic) calls for the role of the state to serve as a medium for achieving societal goals and a guarantor of public access to Universal Basic Assets covering education, health, housing, technology, and information.
Reading the Resistance of Hegemony on Historical Activities in Indonesia Andrian Dektisa Hagijanto; Erandaru Srisanto
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.15-23

Abstract

Indonesian reenactors imitate the characteristics of the troops during the independence war. It becomes a euphoric event in commemorating the battles and history learning activity. The activity itself is perceived as the source of history learning when it is creatively crafted to be a media content and uploaded in social media. It is a kind of excavation towards the history of independence war from the alternative perspective, which has never been disclosed before. The reenactors narrate the perspective of the history of Indonesia independence war as, what is interpreted in this writing, the articulation of hegemony counter. It becomes an example of the operationalization theory of Cox and Schilthuis inspired by Antonio Gramsci. It is a kind of expression of resistance towards the State system and politics from the intellectual concept. Resistance using the history education as the subject becomes a kind of hegemony counter done by society groups which are not included in marginalized society. This paper uses the method of library research, observation and visual analysis interview using the Barthesian semiology perspective.
Designing Creative Learning Media About Processing of Used Milk Boxes into DIY Art and Craft Antonius Nicky Kosasih; Listia Natadjaja; Rika Febriani
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.24-31

Abstract

Waste materials are things in the environment that can be used or returned into something good and useful. One of the results of used good processing is a work of art, which can be made DIY by all people, both adults and children. Creating or customize DIY art and crafts can be an opportunity and the beginning step for children, particularly teenage children, to develop creativity. Children’s creativity needs to be developed in early age, so that one day they have special skills that will be useful in the future. Seeing their ambitions, children can learn anything autodidactically, because there’s social media that support their activity in finding education and entertainment. Instagram and YouTube can become a learning media that will be used to get public support for a creative movement as example. From Instagram and YouTube, teenagers can get many tutorials for them to follow, so they can understand step by step and practice. On Instagram, teenagers will get basic materials up to the steps of making, reviews from random people about the art works that has been made. Also, Instagram will be the media that share events, challenge, giveaway, etc. which is also good for get public attention. And about YouTube, YouTube will become a back-up platform if the education content duration is too long. It will be great for teenagers as the study’s subject if Instagram and YouTube merge as creative learning media that can bring out creative young generations, that can create what they want, and become whom they want in their future.
Challenges of Virtual Thai EFL Classes: Times of Pandemics Cheewala Badklang
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.32-37

Abstract

The Covid-19 pandemic has impacted human life for over two years. To learn to adapt to the new normal era, we have to change the way of living, working, communicating, and so on. Similarly, the educational platform has been changed and most impacted from elementary to tertiary level in Thailand. In this regard, teaching and learning have been conducted on digital platforms. Therefore, this paper aims to recognize the challenges of the virtual EFL classes encountered by Thai instructors of English from a university in the deep south of Thailand during the Covid-19 pandemic. Survey questions were done from the instructors’ perspectives. The challenges of teaching and learning in the virtual EFL classes faced by Thai instructors showed mainly three issues, namely (1) technological issues; (2) pedagogical issues, and (3) personal issues. These three principally issues could be valuable preliminary information for the English department as well as the university management to understand the problems by seeking and providing proper methods for the virtual EFL classroom during the times of pandemics.
Brainstorming and Mind-mapping: Crucial Basic Skills Duet in Building Critical Thinking for Academic Composition Christine Ike Budiana
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.38-41

Abstract

Academic writing in English has been a challenging basic skill for most English learners despite the levels of fluency the learners have. The range of struggle extends from the limited knowledge of the topic to the less practice in technical academic writing process. Although the challenges vary from one learner to another, there is a similar struggle indicated, particularly in starting the composition process. Brainstorming and mind-mapping have been commonly introduced as the initial phase for academic writing. Nevertheless, they are not as extensively practiced as the next steps of drafting. The next challenge in academic writing highlights the struggle in presenting logical flow of ideas to reflect the critical thinking of the writer. Interestingly, this struggle is closely related to the initial process of collecting and clustering ideas through brainstorming and mind-mapping. According to Pareto Principle, the 20% focus on building “vital few” – in this context is the basic skill – leads to 80% effective results of improvement. Thus, the extensive practice in brainstorming and mind-mapping as the basic skills in academic writing is believed to be crucial to support the whole composition process; particularly in developing the ideas and keeping the track of those ideas to present the critical and logical thinking of the writer.
Public Diplomacy Activities of Korean Cultural Center in Contemporary Theory Perspective Ji Tae Chung; Faruk Faruk; Oki Rahadianto Sutopo
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.42-48

Abstract

This paper focuses on activities of Korean Cultural Center Indonesia (KCCI) through the analysis of Korean government policies regarding public diplomacy by Ministry of Foreign Affairs (MOFA). KCC is affiliated organization under the Korean Culture and Information Service (KOCIS) under Ministry of Culture, Sports and Tourism (MCST). KCC is established in foreign countries to spread Korean culture and enhance national image through political communication with public. Since the beginning, KCCI has shown contradictory tendencies. On one hand, their mission is to show Korea's strength, but on the other hand, they organize cultural exchange programs that imply equality between the Korean side and its partners. By using a public diplomacy 3.0 theory which is based on cosmopolitanism to evaluate KCCI’s practices, this paper finds that practice of public diplomacy by KCCI is still consisted within public diplomacy 2.0 which is focus on enhancement of national image and creation of a favorable diplomatic environment due to holding hegemony in global soft power competition.
Ritualization of Online Worship During COVID-19 Pandemic: A Case Study in GKMI ARK Ayus Aditia Murwendayoko
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.49-53

Abstract

The COVID-19 outbreak that first happened in the city of Wuhan, China on January 2020 did not take long until it reached other parts of the world and then declared by World Health Organization as a pandemic within two month. In Indonesia, Mr. President Joko Widodo urged every citizen to do academic, economical, and religious activities at home in order to slow the spread of the virus. Christian congregations are among religious groups that had been affected by government’s measures to reduce the Coronavirus transmission. While online learning and remote working have been known and practiced by some, online worship was imaginable by none. Located within the “red area” where Coronavirus transmission is high, Gereja Kristen Muria Indonesia Anugerah Rayon Kembangan (GKMI ARK) was among the first churches in Indonesia to switch from on-site to fully online worship. The pastor and elders gave new set of rituals for online worship, to which the congregation must adapt, regardless of their preparedness. Ritual can be broadly defined as a set of meaningful sequence of actions produced by ritualization. This paper aims to explore the ritualization of online worship of GKMI ARK congregation during the COVID-19 pandemic.
Introducing Indonesian Culture through Educative Boardgame Using Augmented Reality: A Prototype of Grand Indonesia Java Edition Boardgame Daniel Kurniawan Salamoon; Gabriella Angeline; Amadeus Jacaranda; Bryant Pasadeva
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.54-58

Abstract

The use of digital media in education is a necessity nowadays. This is also an effect due to conditions of Covid-19 pandemic. Although there is a stigma that digital media has an unfavorable impact on the student learning process, technological developments also support creative concepts that can be used at the educational level. Based on these conditions, the idea emerged to develop an educational media based on boardgames to provide a learning process. In this study, researchers chose a general topic as the basis for the content of the boardgame, which is Indonesian culture. This topic was chosen considering the need for the younger generation to understand about Indonesian culture as their homeland. The research method in finding content is collecting data about Indonesian culture from books and the internet. While the design development uses qualitative methods as the basis for thinking. In this development, the resulting prototype is a combination of designs on paper and the use of smartphones in the explanation process using Augmented Reality technology. It is hoped that this prototype can become a design that attracts the interest of the younger generation to learn about their own culture.
English Education in Japan and Its Transformation in the Era of COVID-19 Eka Christine Agustina
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.59-63

Abstract

English has a unique perception in Japan. While it is considered as one of the important tools to gain knowledge and success, Japanese society also has its own sentiment and seen it as a language of the elites. This perception heavily influenced the curriculum, teaching methods, and students’ motivation in mastering the language. English proficiency in Japan itself, however, is still considered very low. Many argued that the curriculum and the outdated teaching style are the ones to blame. Japanese government have been trying several initiatives to improve its English education quality. In the past few years, non- formal English educations institution and native English teachers has also been increasing in demand, mainly thanks to Tokyo Olympic 2020. The spread of COVID-19, however, brought a lot of new challenges and left the future of English education in jeopardy. This paper is intended to give an overview of how English is perceived by Japanese society, how it is learnt in each educational level, and later how COVID-19 affected the system.

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