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Escapism in Sam Shepard’s The Buried Child Irwan Sumarsono; Radina Anggun Nurisma; Imam Dui Agusalim; Eny Kusumawati; Elizabeth Anggraeni Amalo
INTERACTION: Jurnal Pendidikan Bahasa Vol 8 No 2 (2021): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Universitas Pendidikan Muhammadiyah (UNIMUDA) Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (550.518 KB) | DOI: 10.36232/jurnalpendidikanbahasa.v8i2.1488

Abstract

This study is a qualitative research that was conducted to analyze the escapism of Dodge’s in Sam Shepard’s The Buried Child. The writer uses the psychological approach to analyze the escapism of the main character, Dodge. Data were collected from some sources. The main source of the data was taken from the work entitled The Buried Child, while the supporting sources were derived from books, journals and from the internet. The collected data were analyzed using the descriptive analytic techniques. The study focused on the factors behind the reasons why Dodge withdraws himself from his real world, what makes him an escapist that makes the disintegration of his family. Dodge’s escapism takes place since he is betrayed by his wife and his own son who have an incestuous relationship that make them have a baby, and to cover this sin, the baby was buried. The betrayal of his wife and son makes him escapes from the reality into alcohol and makes him does not have any respect and love to his family
PENGEMBANGAN GAME VISUAL NOVEL PELAJARAN BAHASA INGGRIS SMA PADA MATERI EXPRESSION BERDASARKAN KURIKULUM 2013 UNTUK MENINGKATKAN PENCAPAIAN DAN MOTIVASI BELAJAR Citra Devi Mudaningtyas; Elizabeth Anggraeni Amalo; Imam Dui Agusalim
NJCA (Nusantara Journal of Computers and Its Applications) Vol 1, No 1 (2016): Juni 2016
Publisher : Computer Society of Nahdlatul Ulama (CSNU) Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36564/njca.v1i1.5

Abstract

Mata pelajaran bahasa Inggris menjadi bagian besar kurikulum pendidikan di Indonesia yang diajarkan dari tingkat dasar, menengah, dang tinggi. Untuk memenuhi kebutuhan pentingnya bahasa Inggris maka diperlukan media belajar yang dapat: 1. Menciptakan Kemandirian belajar, 2. Meningkatkan motivasi belajar, 3. Meningkatkan kemampuan dan pencapaian belajar. Game sebagai salah satu media elearning yang banyak diminati baik dari kalangan anak-anak hingga dewasa mampu menjadi kendaraan yang baik untuk disisipi dan kemudian menyampaikan materi ajar bahasa Inggris sekolah agar lebih menarik dan memotivasi. Dalam berbagai penelitian, game telah terbukti dapat digunakan untuk pengajaran bahasa dan disisipi konten kurikulum untuk tujuan pengajaran dalam sector formal seperti di sekolah. Untuk itu dalam penelitian ini akan dikembangkan game yang mengadopsi konten kurikulum sekolah yang difokuskan pada jenjang SMA khusunya kelas x. Game pada penelitian ini dirancang untuk dapat menyampaikan materi ajar Expression. Game dalam penelitian ini adalah game Visual Novel dan akan dikembangkan menggunakan metode Penelitian Pengembangan yang dilaksanakan pada tahap pertama, dan akan diuji keefektifannya pada tahap kedua menggunakan penelitian Experimental. Hasil game Visual Novel ini diharapkan dapat digunakan oleh seluruh guru SMA di seluruh Indonesia untuk menunjang kegiatan belajar mengajar.
The impact of dictogloss and blogging on EFL students’ writing skills in an Indonesian tertiary vocational college Sri Hardiningsih; Elizabeth Anggraeni Amalo
JOALL (Journal of Applied Linguistics and Literature) Vol. 8 No. 2: August 2023
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/joall.v8i2.26857

Abstract

The purpose of this study is to assess students' writing abilities using dictogloss and blogging. It involved 24 students from vocational colleges and incorporated five audio scripts from Hughes and Naunton's "Students Book of Business Results (Intermediate)" (2008). It employed a mixed method in the form of a quasi-experimental. The data was acquired using questionnaires and interviews. The students were divided into two groups: half were assigned to the control group, while the other half were assigned to the experimental group, which received training while the control group did not. The experimental group achieved a score of 59, whereas the control group achieved an average score of 41. Future research should look in depth at how creatively tertiary vocational college students think, especially through listening activities.