Popularizing Indonesian scenes through picturebooks and digital animation software: a World Englishes teaching idea
Main Author: | Dukut, Ekawati Marhaenny |
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Format: | Article PeerReviewed Book |
Bahasa: | eng |
Terbitan: |
Taylor and Francis Group
, 2018
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Subjects: | |
Online Access: |
http://repository.unika.ac.id/17837/1/POPULARIZING.pdf http://repository.unika.ac.id/17837/ https://www.tandfonline.com/doi/full/10.1080/13488678.2018.1459071?scroll=top&needAccess=true |
ctrlnum |
17837 |
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fullrecord |
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<dc schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><relation>http://repository.unika.ac.id/17837/</relation><title>Popularizing Indonesian scenes through picturebooks and digital animation software: a World Englishes teaching idea</title><creator>Dukut, Ekawati Marhaenny</creator><subject>820 English and Old English literatures</subject><description>Teachers of English language in Indonesia are continually challenged to develop innovative and creative ways for students to learn and use the language well for communication. This article reports the researcher’s innovative bilingual (Indonesia–English) picturebook series used for a communicative service program. The books show cute colorful vegetable characters with simple English vocabularies and ways of pronunciation. The books are created to influence students to consume healthy vegetables that contain nutrients and vitamins. Finding that the Z generation are more motivated to learn English using media-related technology, the book idea is developed into a computer game for junior high school students. This article describes: why eighth graders are the target for the game; why digital animation stories are more popular than books; how the Indonesian culture scenes are preserved through the digital animation product; and how the TOEFL-like game software becomes an answer to a creative English classroom.</description><publisher>Taylor and Francis Group</publisher><date>2018</date><type>Journal:Article</type><type>PeerReview:PeerReviewed</type><type>Book:Book</type><language>eng</language><identifier>http://repository.unika.ac.id/17837/1/POPULARIZING.pdf</identifier><identifier> Dukut, Ekawati Marhaenny (2018) Popularizing Indonesian scenes through picturebooks and digital animation software: a World Englishes teaching idea. Popularizing Indonesian scenes through picturebooks and digital animation software: a World Englishes teaching idea, 20 (1). pp. 1-16. ISSN 2331-2548 </identifier><relation>https://www.tandfonline.com/doi/full/10.1080/13488678.2018.1459071?scroll=top&needAccess=true</relation><recordID>17837</recordID></dc>
|
language |
eng |
format |
Journal:Article Journal PeerReview:PeerReviewed PeerReview Book:Book Book |
author |
Dukut, Ekawati Marhaenny |
title |
Popularizing Indonesian scenes through picturebooks and digital animation software: a World Englishes teaching idea |
publisher |
Taylor and Francis Group |
publishDate |
2018 |
topic |
820 English and Old English literatures |
url |
http://repository.unika.ac.id/17837/1/POPULARIZING.pdf http://repository.unika.ac.id/17837/ https://www.tandfonline.com/doi/full/10.1080/13488678.2018.1459071?scroll=top&needAccess=true |
contents |
Teachers of English language in Indonesia are continually challenged to develop innovative and creative ways for students to learn and use the language well for communication. This article reports the researcher’s innovative bilingual (Indonesia–English) picturebook series used for a communicative service program. The books show cute colorful vegetable characters with simple English vocabularies and ways of pronunciation. The books are created to influence students to consume healthy vegetables that contain nutrients and vitamins. Finding that the Z generation are more motivated to learn English using media-related technology, the book idea is developed into a computer game for junior high school students. This article describes: why eighth graders are the target for the game; why digital animation stories are more popular than books; how the Indonesian culture scenes are preserved through the digital animation product; and how the TOEFL-like game software becomes an answer to a creative English classroom. |
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IOS2679.17837 |
institution |
Universitas Katolik Soegijapranata |
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334 |
institution_type |
library:university library |
library |
Perpustakaan Universitas Katolik Soegijapranata |
library_id |
522 |
collection |
Unika Repository |
repository_id |
2679 |
subject_area |
Akuntansi Arsitektur Ekonomi |
city |
SEMARANG |
province |
JAWA TENGAH |
repoId |
IOS2679 |
first_indexed |
2019-05-05T00:45:07Z |
last_indexed |
2019-05-05T00:45:07Z |
recordtype |
dc |
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1765771846885572608 |
score |
17.538404 |