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Contact Name
Faizal Risdianto
Contact Email
register@uinsalatiga.ac.id
Phone
+6282138192095
Journal Mail Official
register@uinsalatiga.ac.id
Editorial Address
Jl. Lingkar Salatiga Km. 02, Pulutan, Sidorejo, Salatiga 50716 Central Java, Indonesia Phone (0298) 323706, 323433, Fax (0298) 323433
Location
Kota salatiga,
Jawa tengah
INDONESIA
REGISTER JOURNAL
Register Journal is the Journal of English for Islamic Educational Institutions and Moslem Communities
Articles 3 Documents
Search results for , issue "Vol 10, No 2 (2017): REGISTER JOURNAL" : 3 Documents clear
Understanding Culture: A Literature Review Comparing Three Cultural Pedagogies Tabitha Kidwell
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.v10i2.221-233

Abstract

ENGLISH ABSTRACT Culture is an integral part of language study, but the field has yet to put forward a coherent theoretical argument for how culture can or should be incorporated in language education.  In an effort to remedy this situation, this paper reviews literature on the teaching of culture, drawing on Larzén’s (2005) identification of three pedagogies used to teach about culture within the language classroom:  through a pedagogy of information, a pedagogy of preparation, and a pedagogy of encounter.  The pedagogy of information takes a cognitive orientation, framing culture as factual knowledge, with a focus on the teacher as the transmitter of knowledge.  The pedagogy of preparation portrays culture as skills, and aims to help students develop the sociocultural, pragmatic, and strategic competence necessary for interactions with native speakers.  The pedagogy of encounter takes an intercultural approach, with an affective orientation, and aims to help students develop tolerance, empathy, and an awareness of their own and others’ perspectives, and the emergent nature of culture. Using these three pedagogies as a conceptual framework, this paper reviews scholarship in support and critique of each type of cultural teaching.  Because each of these three pedagogies continues to be used in various contexts worldwide, a clear understanding of the beliefs systems underpinning the belief systems of teachers and learners is essential. Keywords:  Culture; Language Teaching; Methodologies. INDONESIAN ABSTRACTBudaya merupakan bagian integral dari studi bahasa, namun khalayak belum mengemukakan argumen teoritis yang koheren untuk bagaimana budaya dapat atau harus digabungkan dalam pendidikan bahasa. Dalam upaya memperbaiki situasi ini, makalah ini mengulas literatur tentang ajaran budaya, dengan mengacu pada identifikasi tiga pedagogi Larzén (2005) yang digunakan untuk mengajarkan tentang budaya di dalam kelas bahasa: melalui pedagogi informasi, pedagogi persiapan, dan pedagogi perjumpaan Pedagogi informasi mengambil orientasi kognitif, membingkai budaya sebagai pengetahuan faktual, dengan fokus pada guru sebagai pemancar pengetahuan. Pedagogi persiapan menggambarkan budaya sebagai keterampilan, dan bertujuan untuk membantu siswa mengembangkan kompetensi sosiokultural, pragmatis, dan strategis yang diperlukan untuk interaksi dengan penutur asli. Pedagogi pertemuan mengambil pendekatan antar budaya, dengan orientasi afektif, dan bertujuan untuk membantu siswa mengembangkan toleransi, empati, dan kesadaran akan perspektif mereka sendiri dan orang lain, dan sifat budaya yang muncul. Dengan menggunakan ketiga pedagogi ini sebagai kerangka konseptual, makalah ini mengulas pustaka untuk mendukung dan mengkritik setiap jenis pengajaran budaya. Karena masing-masing dari ketiga pedagogi ini terus digunakan dalam berbagai konteks di seluruh dunia, pemahaman yang jelas tentang sistem kepercayaan yang mendasari sistem kepercayaan guru dan pelajar sangat penting.Kata kunci: Budaya; Pengajaran Bahasa; Metodologi.
Developing Massive Open Online Course (MOOC) : Need Analysis of Teaching Materials for Madrasah English Teachers Dewi Wahyu Mustikasari
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.v10i2.170-184

Abstract

The purposes of this study are (1) to recognize the textbooks or other teaching materials used by the Madrasah English teachers, (2) to identify their obstacles in preparing the teaching materials, (3) to analyze the teaching materials which can be developed in MOOC, (4) to analyze the teaching materials for MOOC which are related to the Indonesian curriculum, (5) to analyze their willingness of proffesional teaching development by joining MOOC. This study used a descriptive qualitative approach. Moreover, the subjects of the study were 3 English teachers of MTs Negeri Salatiga and 5 English teachers of MAN Salatiga. Observation, interview and documentation were used as the techniques of data collection. The results showed that (1) they used the textbooks from Ministry of Education (MOE), selected main handbooks, supplemenatary teaching materials from certain websites, (2) communicative competence as the main issue of content of textbook from MOE gave different challanges for them to prepare the teaching materials, (3) authentic materials were highly needed to be developed in MOOC, (4) characters building based-teaching materials needed to be developed too as those are the uniqueness of the Indonesian curriculum, (5) they had less interest to join MOOC as their way to develop their proffesional teaching development.Keywords: MOOC, English teaching materials, authentic materials, characters building
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.

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