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Jurnal Pengembangan Pendidikan
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Search results for , issue "Vol 7 No 2 (2010)" : 4 Documents clear
ANALISIS KESALAHAN PENERJEMAHAN KATA “MUST” PADA CERITA THE MIRROR DAN IMPLIKASINYA DALAMPEMBELAJARAN Wahyuningsih, Agung Tri
Jurnal Pengembangan Pendidikan Vol 7 No 2 (2010)
Publisher : Jurnal Pengembangan Pendidikan

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Abstract

Abstrak. Translating is a hard work. It isnot only about finding the word of the source language (SL) having the samemeaning in the target language (TL). It talks about the message. Theword/phrase/sentence going to be translated is a text or it is called surfacestructure. A text needs context or known as deep structure which containsmessage. Therefore a word may have the same meaning either in SL or TL, butthey have different sense as they bring different message in different context.In this article, it is explored the mistranslation o the word “must”. Thisstudy observed 14 students who were learning English. They were asked totranslate a text entitled “The Mirror”. The analysis is focused on a paragraphconsisting of a word “must”. The result shows that the students are stillfocusing on the text or surface structure. They ignore the context or deepstructure. Thus, the message fails to be delivered.  Katakunci: translation, meaning, message,Source Language, Target Language.
PENANAMAN JIWA ENTREPENEURSHIP MAHASISWA SEMESTER 2 DIPLOMA 3 BAHASA INGGRIS, UNIVERSITAS JEMBER MELALUI MATA KULIAH WRITING I Setiarini, Riskia; Kusumaningputri, Reni
Jurnal Pengembangan Pendidikan Vol 7 No 2 (2010)
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Abstract. The need for upgrading the D3 Bahasa Inggris students’interest and writing ability leads to an idea to implement a teaching design inorder to supply entrepreneurship skill to them through Writing I course.Concerning with it, this research is aiming at: 1) improving and increasing thebetter motivation change and entrepreneurship skill as a means to solveproblems in teaching and learning activity of Writing I for students of thesecond semester of D3 Bahasa Inggris, 2) becoming one of strategic steps toundertake for improving education service wholly, and 3) becoming as a meansfor skill development for both lecturers and students which is based on theneed to solve problems of Writing I learning especially for students of D3Bahasa Inggris. The design of this research is Classroom Action Research due tothe fact that it is based on a situational problem, occurring at the time ofconducting Writing I teaching. Apart from what has been mentioned, the proposedteaching design is for improving the teaching and learning quality as well asimproving the students’ study result. The result of this research shows that 14from the total number 15 students (more or less 93%) assume that this methodhas efficiency and ‘power to assist’ in Writing I teaching and learning, thatis improving the students’ writing ability. Twelve to fourteen students(86-99%) said that this method has a capability to give learning motivation interms of an effective interaction between lecturers-students as well asaffective support needed by the students. It means that this teaching design isquite appropriate to use as an alternative method in supplying entrepreneurshipskill through its output that is writing skill ability.Key words: Entrepreneurship, wrting 1, storybook for children
ENGLISH FOR SPECIFIC PURPOSES DIUNIVERSITAS JEMBER:TANTANGAN DAN SOLUSI Kusumaningputri, Reni
Jurnal Pengembangan Pendidikan Vol 7 No 2 (2010)
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Abstract. ESP (Englishfor Specific Purposes) course faces many problems. This article is aimed atdescribing those and giving some alternative solutions. The problems which layon the teachers, materials, learners, and policy of the institution, hamper thesignificance of the course to the learners, institutions, and alsostakeholders. In order to minimize these effects, some solutions are offered.The solutions are materials development, changes on the policies of curriculum,learners, and the commitment of the institution.  Key words: English for Specific Purposes, material development, university policy
Penerapan InteractiveScrabble Game dalam MeningkatkanPerbendaharaan Glosarium GeografiKelas 8 pada Kelas Akselerasi di SMP Negeri 3 Jember Margi U., Jatim Kristina
Jurnal Pengembangan Pendidikan Vol 7 No 2 (2010)
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Abstrak. Scrabble Game merupakan permainan yang sering dimainkan olehseluruh kalangan tanpa memandang usia dan kultur budaya. Penerapan kegiatanpermainan ini didasari atas sangat kurangnya pengusaan perbendaharaanistilah-istilah (glosarium) Geografikelas 8 yang merupakan kelas akselarasi di SMP Negeri 3 Jember. Dimana kelasakselarasi memiliki karakteristik merupakan kelas yang berisikan siswa-siswaunggulan yang dirancang untuk menyelesaikan studi dalam waktu yang lebih cepatdari kelas reguler. Rasa bosan,jenuh,dan lelah selalu menghinggapi siswa-siswikelas akselerasi, sehingga dibutuhkaan kreatifitas dari seorang guru untukmelakukan  perubahan dalam pola prosesbelajar mengajar di kelas akselerasi. Penerapan interctive scrabble game dilakukan dengan membagi kelas dalam 2(dua) kelompok besar,yang disebut sebagai kelompok scrabble (KS, kelompokeksperimen) dan kelompok konvensional (KK, kelompok kontrol) masing-masingterdiri dari 3 kelompok kecil (=1 kelompokkecil terdiri 2 siswa). Pada kelompokkonvensional melakukan kegiatan penerimaan glosariumsecara konvensional, sedangkan pada kelompok scrabble menerima glosarium dan menyusun sesuai dengankeinginan kelompok  kecil. Setelahseluruh siswa menerima istilah geografi, dilakukan test dengan menggunakanwaktu selama 20 menit untuk mereview kembali isitilah (glosarium). Hasil penelitian menunjukkan selama 15 menit kelompokkonvensional rata-rata mampu mengingat dan menghafal sebanyak 15 glosarium dari 30 glosarium, sedangkan pada kelompok scrabble rata-rata mampumengingat dan mengahfal sebanyak 25  glosarium dari 30 glosarium. Sehingga penerapan interctivescrabble game meningkatakan pengusaan perbendaharaan glosarium sebesar 34 % dari pola PBM yang konvensional. Kata Kunci : ScrabbleGame, Kelas Akselerasi,SMP Negeri 3 Jember

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