cover
Contact Name
Made Hery Santosa
Contact Email
mhsantosa@undiksha.ac.id
Phone
+6236221541
Journal Mail Official
vldl@undiksha.ac.id
Editorial Address
Fakultas Bahasa dan Seni, Universitas Pendidikan Ganesha. Jl. A. Yani No 67, Singaraja, 81116, Bali, Indonesia
Location
Kota denpasar,
Bali
INDONESIA
International Journal of Digital Learning on Languages and Arts
ISSN : -     EISSN : 30634318     DOI : https://doi.org/10.23887
The International Journal of Digital Learning on Languages and Arts (IJODLLA) is a scientific journal published by the Laboratory Unit of Languages and Arts Faculty of Universitas Pendidikan Ganesha. IJODLLA is specifically publishing journal articles in the field of study and ethical practice of facilitating learning and improving performance, especially in the digital learning context on languages and arts areas. The scope of IJODLLA includes: Active learning in languages and arts Adaptation to flexible learning environment Artificial Intelligence in languages and arts Big data use in languages and arts Chatbots in languages and arts Collaborative digital learning in languages and arts Collaborative technologies applied to languages and arts instruction Critical digital literacy Current trends, issues, and practices of digital learning in languages and arts Cyber bullying in languages and arts Cyber-culture, identity, and language Design thinking and technology Digital game-based learning Digital learning in languages and arts Digital literacy profile Digital research tools Distance education and MOOCs E-learning and the challenges Educational simulations and games Engagement in digital learning environment Ethics in digital environments Flexibility of learning spaces/beyond classroom walls Flipped learning and virtual flipped learning Hybrid pedagogy in languages and arts Hyflex, blendflex, concurrent classroom in languages and arts Impact of technology use related to languages and arts instruction Innovative/digital pedagogies Learning experience design Mobile learning National, regional and international challenges and/or reforms in digital learning Online systems in support of education Open educational resources languages and arts Plagiarism and behaviour in digital learning environment Positive and negative psychology in digital learning Professional development and continuing professional development in digital space in languages and arts Teacher education and technology integration Teaching learning practices with social media technologies and beyond Technology-based assessment and practices in languages and arts Technology-based media development and evaluations in languages and arts The role of teacher and learner in technology-mediated learning Virtual communities and teaching-learning practices Xtended Reality (Virtual, Augmented, and Mixed reality systems)
Articles 6 Documents
Search results for , issue "Vol. 1 No. 2 (2024)" : 6 Documents clear
Designing Augmented Reality-Based Indonesian Marine Biota Book As An Educational Media Caroline Soen; Andreana Lingga; Muhammad Iqbal
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.86239

Abstract

Indonesia has a rich diversity of marine biota, with more than 35,000 species of flora and fauna, but many are unaware of its important role in the sustainability of the ecosystem. Therefore, it is important for children to learn about marine biota from an early age in order to increase their knowledge and foster concern for the preservation of marine ecosystems. This study aims to design an augmented reality (AR)-based Indonesian marine biota book as an educational medium. With AR, it is hoped that children's interest and understanding of marine biodiversity will increase. The methods used include literature review, interviewing children illustrator and ocean conservation communities, and the development of interactive AR books and applications. This book is a mini encyclopedia about species, habitats, and conservation, complete with attractive illustrations that can be scanned through an application on the Google Play Store to activate AR animation. The work process uses digital techniques in Clip Studio Paint for illustrations, animation in Adobe After Effects, and AR with Unity.­­­­­
Role-Playing Games for Language Enhancement: A Linguistic Study of Baldur’s Gate 3 Felipe Cacho Corpuz
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.87682

Abstract

This study delves into the linguistic advantages presented by role-playing games (RPGs), with a particular focus on Baldur’s Gate 3. Through a thorough examination involving content analysis and sixty hours of personal gameplay observation by the researcher, this research explores the linguistic components embedded within the game that contribute to skill improvement in areas such as vocabulary, grammar, comprehension, and pronunciation. The findings highlight notable enhancements across all linguistic aspects within the game environment. Exposure to a diverse range of lexical elements, including character names and quest-related terms, leads to significant vocabulary enrichment. Moreover, the navigation through the intricacies of non-player character (NPC) dialogues significantly enhances language interpretation abilities. The grammatically rich dialogues and precise pronunciation showcased through character voice acting further contribute to heightened grammatical proficiency and especially improved language articulation. Ultimately, the study underscores the very game, Baldur’s Gate 3, as an effective tool for language acquisition, providing the researcher and the potential players with a multifaceted approach to honing their vocabulary, grammar, comprehension, and pronunciation skills. By revealing the specific linguistic features within the game and their corresponding benefits to the aforementioned linguistic skills, this research offers a comprehensive roadmap for individuals interested in utilizing role-playing games for language enhancement purposes.
“It’s Morbin’ Time”: The Morphology and Syntax of Morbius Memes Mangiwet, Lander
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.88125

Abstract

Memes are an everyday feature of the Internet nowadays, and recently they have become a point of interest in the field of linguistics. This study particularly has taken an interest in Morbius memes, a meme phenomenon replete with linguistic features, with the goal of unraveling the morphological and syntactic features that characterize them. The study is beneficial to the field of linguistics and memes. It provides students with examples of how to conduct scholarly work in the field of morphology and syntax, and it also serves as a preservation of meme culture. The study was conducted following a descriptive qualitative design that employed morphological and syntactic analysis. It abides by ethical standards: it does not infringe on the copyright of memes and ensures the results will be properly disseminated. The study found that the morphological regularities that characterize Morbius memes come in the form of word formation processes— namely clipping, backformation, compounding, blending, and derivation— and a feature the researcher refers to as “the -ing rule”. In the case of syntactic regularities, these come in the form of recurring and unique sentence constructions in which the “It’s morbin’ time” phrase is a constant feature. These linguistic features of Morbius memes are, as the researcher infers, an observable manifestation of linguistic creativity in which individuals are manipulating language for the purpose of creating memes. Furthermore, it goes to show that individuals subconsciously employ their innate linguistic knowledge in creating memes. Therefore, memes may serve as mediums for language practice.
Analysis of Fundamental Aspects in Game Character Design Clive Anderson
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.89349

Abstract

The creation of a commercially successful game comes with many different considerations, such as its variety of content, overall cohesion, capacity of social interactions to name a few of the most important features. They are also well-packaged in a visual format, character designs being the highlight. The researchers have proposed to further understand the strategies employed by commercially successful games on the creative process of character design. Using a discussion-based-qualitative approach, the research will be composed of interviews with experienced concept artists from different sociocultural backgrounds, as well as literary sources to be complementary materials. This research will focus on the comparison between the general thought process and workflow that different concept artists have in creating a compelling character design to try to generate a general foundation for up and coming game concept artists. Further studies can be done to explore more perspectives on the topic to create a more compelling guideline overall.
Interlanguage and Intralanguage Errors in Speaking Video Project of Language Major of Senior High School Students in Singaraja, North Bali Putu Dita Marantika
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.89772

Abstract

This study analyze and identified interlanguage and intralanguage form of error found on senior high school students on their speaking video project. This study was design in qualitative research approach which is the document analysis is used during the data analysis. The data were collected through the video project by senior high school students in SMAN 1 Singaraja especially Bahasa major. The result show that Interlanguage forms that appear such as omission, addition, misformation. The intralanguage forms found overgeneralization (ed/d) & (suffix –s), induce error, error of over production, error of avoidance (mispronounce). According to the findings of this study, children faced interlanguage and intralanguage forms while learning a English especially speaking. Teachers and tutors can use appropriate strategies and materials to help students learn more effectively. Furthermore, this study can help us prepare for future research on various subjects and references for applied linguistics courses.
Teachers’ Views on Online Learning Implementation in the Primary School Context in North Bali Putu Rahmayanti
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 1 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v1i2.89775

Abstract

The rapid shift of face-to-face learning to online learning brings many issues to all level of education. Primary school as the first level of formal education gets some challenges in its implementation. The compatibility of online learning especially for the lower graders (1st, 2nd, 3rd) are questioned. Therefore, the present research is aimed at analyzing teachers’ perception on the compatibility of online learning for the elementary students. Through descriptive qualitative model from Creswell (2014), the responses from the teachers collected and analyzed. There were three teachers from three primary schools in Singaraja used as the respondents in the present study. From the knowledge of the teachers, most of them were familiar with blended learning because before the outbreak they frequently used it to teach the students. In addition, most of the primary school teachers perceived that students in grade 1, 2 and 3 actually do not suitable with online learning. Yet, in the pandemic situation, all learning activities implemented through online platform. Further, the teachers viewed that elementary school students still need direct guidance from the teachers and real practice in the school. However, the implementation of online learning especially in primary education need to be prepared well and get support from patents at their home.

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