The title of this study is Syntactic and Sematic Analysis on Slogans of Aviation in Asean Countries. The aim of this study is to analyze and describe the slogans of aviation companies in Asean companies syntactically and semantically. The method used in this study is descriptive method. Data source are taken from official websites of various aviation companies in Asean countries, and there are taken from Wikipedia as the website has listed in chart. The chart has covered the profile of the aviation companies in Asean countries. The theories used to analyze the data syntactically are from O
Illocutionary act is part of speech acts which are something in order to do something as what the speaker intents. Based on Yule (1996: 48) stated that illusionary act is performed via the communicative force of utterance. Illocutionary act is a performance of act in saying something .Next, based on Vanderveken, Daniel (2009: 97) mentioned illocutionary acts of the meanings in the use and comprehension of language. The finding shows that the dialogue in the Death Cure movie contains each of illocutionary acts. They are representative illocutions, directives, illocutions, committees, expressives, and declarations. 2 types of strategies namely direct strategy, which has a literal meaning in the context and indirect strategy which has implicates in the context of speech, are used by speakers in uttering their speech. The data is taken from The Death Cure Movie. The method used in this thesis is the analytical descriptive- comparative method. It is used to get a clear and objective description of the Illocutionary in the movie.
The mass use of internet technology in school environment requires the innovative ways in teaching process. The new process of teaching can be created based on the need and the facilities available. Nowadays teachers and students are facilitated by internet connection which can be accessed anywhere and anytime. They can access any information and install any application on the internet. The ease of internet access helps us find a way to support our teaching process more efficient and effective. One application that can improve students' speaking skill is oraiapp.com, this application facilitates teacher in teaching process, especially teaching speaking skill. Not only teacher but also students get benefit from this application. This research aims to describe the teaching process using oraiapp.com, and to identify the improvement of students' speaking skill after using this application. The data analysed are taken from non-native English learners majoring English Language at Widyatama University. The results are those students speaking skill have significant improvement, particularly in their pronunciation, fluency, vocabulary, and they become more confident in presentational speaking and interpersonal speaking.
Games are inseparable in young learners' classes. One of the reasons they are employed in the classroom is due to young learners' short attention span (Brown: 2000, Harmer: 2002). Games are inserted in learning process to sustain young learners' interest and to make them focus on the topic learned. Cross (1992) accentuates that games reduce tension by adding fun and humor to lessons and they add an element of competitiveness that motivates learners to participate. Furthermore, Read (2007) states that games provide stimulation, variety, interest and motivation. It is evident that games are beneficial for young learners' learning. They allow students to actively involve both physically and cognitively which may reduce boredom in learning. However, there only few game applications, specifically, Personal Computer (PC) game available for teachers to use which can support young learners learning English. Some established English learning websites provide games for young learners but the number is still limited. Concurrently, a student from Informatics Engineering of Widyatama University worked on his course project on building PC games applications for children. The PC game applications were then used in young learners' class. Therefore, this paper will discuss 1) the PC-based-games made by student in terms of the attendance of young learners' characteristics of learning, 2) the implementation of using the above game applications, and 3) Young learners' responses to the game applications.
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