The superhero universe has always been an attraction in the world of film industry. The birth of superhuman ideas has made people increasingly interested in taking the storyline. This research is a literature study on the existence of a new world in Indonesian cinema that takes the theme of Indonesia's superhero universe competes against the universe of American superheroes. The purpose of this study is to compare Indonesian and American superhero films in order to understand the complete concept of depicting Indonesian superheroes in the process of switching from comics to films comparing with the same concepts in American superheroes. This study employed a descriptive qualitative method by comparing films from the Indonesian superhero universe namely Bumilangit Cinematic Universe and Jagad Satria Dewa Cinematic Universe compared to the American superhero universe namely Marvel Cinematic Universe and DC Cinematic Universe. The results obtained that there were some similarities in the process of character formation in each of the heroes that were created, this could be described with similarity in multiple personalities before and after becoming superheroes, costumes worn, storylines and special effects produced in the film. There were fundamental differences that were seen in the background of Indonesian culture that was different from the concept of American culture. Indonesian superheroes also highlighted Pencak Silat as the original identity and characteristics of Indonesia. This research concluded that a story with a superhero concept had the same story pattern such as a person with a superhero alter ego and deep with heroic storyline even though they were presented by different countries.
This study focuses on improving students’ abilities in learning English with the support of Pictorial Metaplan as a teaching aid. The use of this Metaplan aims to improve speaking skills in formal and non-formal contexts. This pictorial Metaplan is a realia in the form of an illustrated carpet with a theme Getting Direction. Pictorial Metaplan focuses on the topic Getting Direction and applied directly to 15 students in the 8th grade of junior high school. The implementation of the use of the Pictorial Metaplan begins with distributing questionnaires and implementing Pre- Test and Post-Test, then direct implementation of using Pictorial Metaplan combined with Total Physical Response (TPR) method. The treatment for students was carried out by dividing two class groups, the control group, and the experimental group. The control group used conventional methods, without using learning aids, while the second group used the Pictorial Metaplan as a teaching aid. Based on the results of Pre-Test and Post-Test show an increase in the results of the values before and after implementing the Pictorial Metaplan. Thus it can be concluded that learning in the experimental group using Pictorial Metaplan is more effective than learning using conventional methods.
The material and learning process in lectures to improve speaking skills and vocabulary at present generally still have a conventional pattern that is with the teaching and learning process such as lectures, giving material or topics to be discussed along with role play activities as well as structured assignments with media practice questions. Students who have received lecture materials with conventional methods tend to have a sense of boredom, this will certainly lead to a decline in the level of enthusiasm of student learning, as well as directly impacting the existence and presence of students in the lectures. Creative, innovative and interactive learning processes become problem solvers of this problem. This study contributes that is combining between giving lecture material creatively and innovatively by using information and communication technology media in the form of games in order to improve the ability and enthusiasm of students to learn speech and vocabulary material interactively. In this study, researchers used a game called Warspear which focused on communication that occurred between characters in the game. This study uses a qualitative descriptive method in the form of surveys, giving questionnaires, interviews and observations. The method is to answer the problem that the game can improve the ability of students in the scope of speaking and vocabulary and games are good learning tools, and have a positive impact on students.
The lack of English module in speaking skill to support the teaching and learning process becomes one of the reasons for this study to come up. Another one is the reality that now, students are expected to be able to develop themselves independently without being dependent on lecturers since the Ministry of Education issued a new curriculum of Kampus Merdeka (Independent Campus). This is such an extended period from what is being faced by the world during outbreak era where classroom activities cannot be held. This study aims to observe what kind of speaking module is needed by students and to develop a modelling-based speaking module in informal interaction to support the independent learning process. This is a research and Development method according to Borg and Gall theory with 10 steps of development. The results show students need a module that can give them examples how to pronounce words but not in form of phonetic transcription. A module is then developed containing various daily expressions accompanied by an USB flash-drive contains recordings of a native speaker giving examples or models on how to pronounce the expressions accurately. Student are expected to be able to imitate the examples whenever they need until they can produce correct pronunciation and intonation.
The role of internet nowadays leads to the increase of online translation usage. The online translation offers various kinds of machine translation besides the-popular- Google Translate. The purpose of this research is to determine the students’ perspective on online machine translation they can easily found on internet related to the learning process on translation study during the quarantine period.. The research questions are; 1) What are the good sides of using online machine translation? 2)What are the shortages of using online machine translation? 3)How does online machine translation help students during learning activities on quarantine period? Online machine translation is automated translation or “translation carried out by a computer” with the internet connection. The subjects of this study were 6th semester students at English Literature Department of Universitas Ngudi Waluyo who had taken subjects related to translation. The research was conducted by delivering survey with google form to gather students’ perspectives. From the results, it is concluded that students were familiar with Google Translation as the online machine translation. Students stated that online machine translation often gives ambiguous translation. The use of online machine translation is helpful especially in terms of saving time. In conclusion, to keep up with the development of digital era, students need to be introduced to various online machine translation to help them work faster and keep improving their translation skill to back up the defects of online machines translation.
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