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DEVELOPING VISUAL NOVEL GAME WITH SPEECH-RECOGNITION INTERACTIVITY TO ENHANCE STUDENTS’ MASTERY ON ENGLISH EXPRESSIONS Elizabeth Anggraeni Amalo; Imam Dui Agusalim; Citra Devi Murdaningtyas
JURNAL SOSIAL HUMANIORA (JSH) Vol 10, No 2 (2017)
Publisher : Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (989.691 KB) | DOI: 10.12962/j24433527.v10i2.2865

Abstract

The teaching of English-expressions has always been done through conversation samples in form of written texts, audio recordings, and videos. In the meantime, the development of computer-aided learning technology has made autonomous language learning possible. Game, as one of computer-aided learning technology products, can serve as a medium to provide educational contents like that of language teaching and learning. Visual Novel is considered as a conversational game that is suitable to be combined with English-expressions material. Unlike the other click-based interaction Visual Novel Games, the visual novel game in this research implements speech recognition as the interaction trigger. Hence, this paper aims at elaborating how visual novel games are utilized to deliver English-expressions with speech recognition command for the interaction. This research used Research and Development (R&D) method with Experimental design through control and experimental groups to measure its effectiveness in enhancing students’ English-expressions mastery. ANOVA was utilized to prove the significant differences between the control and experimental groups. It is expected that the result of this development and experiment can devote benefits to the English teaching and learning, especially on English-expressions.
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
ACQUIRING ECONOMIC AND SOCIAL STABILITY IN CHEKHOV’S A MARRIAGE PROPOSAL Irwan Sumarsono; Imam Dui Agusalim; Eny Kusumawati; Aliv Faizal Muhammad; Radina Anggun Nurisma
Lingua Scientia Vol. 30 No. 1 (2023)
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ls.v30i1.40010

Abstract

A Marriage Proposal is one of Anton Chekhov’s famous short plays. It was written in 1889 and performed for the first time in 1890. In this play, Chekhov criticized the nineteenth-century Russian society especially the landowners or the wealthy classes who got married to a woman or a man from the same class in the society, driven not by their true love or affection, but by money to acquire economically and keep their social stability. This study analyzed how the characters of the play think and see the marriage institution. The study is qualitative research with a sociological approach. The approach was used to understand the work by comparing the content of the work with the society where the play was written using social sciences.  Data were collected from the main source and the other sources before they were analyzed using the descriptive-analytic techniques A Marriage Proposal was the main source of this study, and the other sources were derived from books, journals, and the internet.  Keywords: proposal, marriage, social stability, true love, affection
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.
Sistem Penyimpanan Energi Listrik Panel Surya untuk PJU dan Edukasi Masyarakat Desa Kembangbelor Luki Septya Mahendra; Indhana Sudiharto; Eka Prasetyono; Diah Septi Yanaratri; Rachma Prilian Eviningsih; Arman Jaya; Epyk Sunarno; Hendik Eko H Suharyanto; Muhammad Nizar Habibi; Muhammad Rizani Rusli; Ahmad Firyal Adila; Imam Dui Agusalim
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol 5, No 2 (2023): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v5i2.10967

Abstract

Pembangunan kepariwisataan dikembangkan dengan pendekatan pertumbuhan, pemerataan ekonomi untuk kesejahteraan rakyat dan pembangunan yang berorientasi pada pengembangan wilayah, yang bertumpu kepada masyarakat dan bersifat memberdayakan masyarakat yang mencakupi berbagai aspek, seperti sumber daya manusia, pemasaran, destinasi, ilmu pengetahuan dan teknologi. Pada pengabdian ini melakukan pengambangan pariwisata pada aspek destinasi, ilmu pengetahuan dan teknologi. Dimana destinasi atau lokasi pada pengabdian di Dusun Paras, Desa Kembangbelor, Pacet, Mojokerto, Jawa Timur yang merupakan desa wisata edukasi. Desa ini memiliki program-program desa yang ingin mengembangkan pariwisata di aspek ilmu pengetahuan dan teknologi, maka digandenglah mitra Desa Kembangbelor khususnya Dusun Paras. Pembangunan sistem Pembangkit Listrik Tenaga Surya (PLTS) beserta penyimpanan energinya untuk dimanfaatkan sebagai penerangan jalan umum (PJU) dinilai cocok sebagai pengembangan pariwisata desa dalam aspek ilmu pengetahuan dan teknologi. Karena disisi lain mendapatkan kedua aspek tersebut, hal ini juga mendapatkan pemanfaatan energi terbarukannya untuk PJU jalan masuk desa yang belum ada penerangannya. Dengan adanya sistem yang dipasang masyarakat mendapat pemanfaatan energi PLTS untuk PJU dan tempat untuk belajar untuk wisata edukasi berupa ilmu pengetahuan dan teknologi mengenai energi terbarukan PLTS.