Popularizing Indonesian scenes through picturebooks and digital animation software: a World Englishes teaching idea

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

[img]
Preview
Text (ARTIKEL)
POPULARIZING.pdf

Download (2MB) | Preview
[img]
Preview
Text (Bukti Korespondensi)
Bukti korespondensi untuk Popularizing.pdf

Download (1MB) | Preview
[img]
Preview
Text (TURNITIN)
Report Turnitin_III.A.3.a (1) Popularizing Indonesian Scenes through Picturebooks.pdf

Download (4MB) | Preview
[img] Text (PEER REVIEW_lama)
PEER REVIEW Jurnal Int Repu-Popularizing.pdf
Restricted to Repository staff only

Download (337kB) | Request a copy
[img] Text
Unicheck_Report_emd_-journal_Intl-_POPULARIZING_-Scopus-Routledge_25Jun2019_en_EN (4).pdf
Restricted to Repository staff only

Download (826kB) | Request a copy
Official URL: https://www.tandfonline.com/doi/full/10.1080/13488...

Abstract

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.

Item Type: Article
Uncontrolled Keywords: English language learning in Indonesia, picturebook, Generation Z, digital animation, educational game software, English language teaching materials
Subjects: 800 Literature > 820 English and Old English literatures
Divisions: Faculty of Language and Art > Department of English Literature
Depositing User: Ms Ekawati Marhaenny Dukut
Date Deposited: 06 Feb 2019 02:36
Last Modified: 31 Oct 2022 03:11
URI: http://repository.unika.ac.id/id/eprint/17837

Actions (login required)

View Item View Item