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Faizal Risdianto
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register@uinsalatiga.ac.id
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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 9, No 2 (2016): REGISTER JOURNAL" : 3 Documents clear
Resource Based Learning for Teaching and Learning English in Digital Environments Muhammad Nazil Iqdami
Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | 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.
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 : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | 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
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 : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | 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.

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