This research is motivated by the need of exploring the students’ perception of e-learning implementation of two English language subjects in the time of COVID-19 pandemic. This research is descriptive, and data were collected through online questionnaire. The participants were students of International Business of Padjadjaran University taking English for Business Purposes and Speaking for Business Purposes courses. The result of the analysis shows that 100% of students participated in e-learning, and 96.4% have accessibility in online learning. However, only 56% expressed satisfaction with the implementation of e-learning.As a result, the students’ perceptions of e-learning are somewhat fruitful; further, it can promote flexibility, offer personalisation where learners can choose their learning path and pace. Fair assessment of students’ perception in e-learning may grant a good precedent in the implementation of full online learning due to physical isolation caused by the COVID-19 pandemic, which alternatively can be done with the method of blended learning in the New Normal.
Writing is undoubtedly an essential productive skill for every student in the modern era. Thus, this study investigates how students utilize the popular application of Google Maps in writing recount text and finds out their responses toward the learning activity. This research used descriptive qualitative research since it was conducted during the learning process of English subject at one high school in Karawang, Indonesia. Data sources were obtained through data triangulation consisting of observation, interviews, and documentation. This research included three phases related to checking knowledge, introducing and utilizing Google Maps in writing experiences, and finally giving assignments to students regarding their trip experience in a particular location. Based on the results of the observation, the process of teaching and learning using online Google Maps application in ELT context can enhance students’ writing as well as promote their engagement. Data from interviews shows positive responses from students in learning English through the implementation of the Google Maps application to develop their writing skills. As for the documentation, learning outcome of writing recount text stated in the lesson plan was successfully achieved through the carefully planned activities using Google Maps, and this could be seen from the students’ works. Research also reveals students are more motivated in an interactive and more fun learning process due to realistic and appealing object visualization, and not to mention its mobile practicality feature.
This paper investigates and analyses the irony in Ang Lee's movie: Life of Pi (2012). Irony is a language (or pictorial in film) style used as a subtle insinuation as well as contains statements that are very contradictory or inversely proportional to the existing reality. There has not been very much work devoted to exploring what it means either to discover irony in movies or to best interpret it, and that is what this article attempts. Conventionally, there are three most commonly used irony in literature, which are verbal (or communicative), situational, and dramatic. The research method applied is descriptive analytic to describe the meaning and context of irony found in Life of Pi. The conclusion is that Ang Lee's Life of Pi is full of situational irony, thus makes it fascinating to watch and to discuss. Besides, dramatic irony was also found, and it was applied in order to preserve the audience interest's, provoke curiosity, and make a contrast between the situation of the characters and the later scene that ultimately unfolded. This paper also shows that the cinematographic aspect related to the analysed narration could dramatically add insightful meanings to the irony.
Artikel ini mendiskusikan topik tentang bagaimana tema utama disajikan dalam alih wahana Castelevania III: Dracula’s Curse dari game klasiknya ke serial Netflix dengan menganalisis aspek kesusastraannya seperti alur, sudut pandang, serta simbolisme. Pada bagian simbolisme, pendekatan semiotik trikotomi Peirce digunakan dalam melakukan analisis. Metode penelitian yang digunakan adalah deskriptif analitik. Dengan menganalisis perubahan aspek-aspek dalam alih wahana ini, peneliti menemukan bahwa ketiga elemen intrinsik yang disebutkan di atas mendukung tema utama antara game orisinil dan serial Netflixnya. Sebagai tambahan, game klasiknya ternyata menampilkan tema utama dengan lebih kuat serta menyajikan Dracula sebagai tokoh yang lebih kejam dibandingkan serial animasinya.
This paper examines adaptation study of famous heroes from various literary works (such as Mahabharata, Arthurian legend, Journey to the West) and a Multiplayer online battle arena (MOBA) ‘Mobile Legends: Bang Bang!’ (MLBB) by Moonton. This paper focuses on how fictional heroes and divine figures like Gatotkaca, Lancelot, Freya and Sun Go Kong are presented and shaped into different in-game roles. Mobile Legends: Bang Bang! a game designed for mobile phones, provides two opposing teams fighting one another to reach and destroy the enemy’s base while defending their own base for control. Descriptive analytical method with documentation obtained from books and research journals was used to analyze the media; in addition, the theory used was based on Damono’s theory of adaptation (2012) and Elleström’s modalities (2010) by analyzing the element changes in the adaptation study. The conclusion is that the heroes’ roles are shaped differently due to their true nature and motives from the original literary works.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.