scholarly journals Ludic writing: Challenges in gamifying English creative writing class for technopreneurial purposes

2017 ◽  
Vol 7 (1) ◽  
pp. 59
Author(s):  
SF. Luthfie Arguby Purnomo

<p>This paper, first of three research parts, attempts to describe the challenges English Letters at IAIN (<em>Institut Agama Islam Negeri/</em>State Islamic Institute) Surakarta faced in implementing gamification for technopreneurial purposes in regard to the transformation of a creative writing class into a ludic writing class, a gamification infused writing class. The challenges revealed are story-game script adaptation, integration portion, and monetization. Specific problems occur on each challenge. Story-game script adaptation exposes three problems namely (1) conditional branching system (2) visualization (3) copyrighted material issues (4) and writing mechanics adaptation. Integration portion challenge displays a problem on the insufficient alloted time for gamifying the creative writing class. Monetization challenge indicates three problems namely (1) the inexistence of monetization team, (2) the inexistence of institutional regulation for monetization management by study programs, (3) responses to gaming trends. Responding to these problems, solutions specifically designed based on the nature of the problems are implemented.</p>

Author(s):  
Ruth Natasya Selong ◽  
Sanerita T. Olii ◽  
Aloysius Rettob

This study aims to reveal students’ perception on the use of comic strips in creative writing at English Education Department, Universitas Negeri Manado. The study is a quantitative research and the descriptive method is applied. The questionnaire that consists of 14 items is used as an instrument to collect the data. The questionnaire employs Likert scale. Total random sampling is used to determine the sample. The sample is 42-seventh students English Education Department which consist of 27 students from class A and 15 students from class E. The students who have been chosen as the sample has already finished the class creative writing and has used comic strips as media. The collected data are quantitative and have analysed by percentage formula. The finding shows that most of the respondents have positive responses about the use of comic strips in creative writing. Based on the findings, it could be concluded that the media comic strips are considered useful to the students. English lecturers are suggested to receive students’ responses towards the use of comic strips in creative teaching.


1979 ◽  
Vol 68 (7) ◽  
pp. 51
Author(s):  
Marvin Zimmerman

Author(s):  
Yunisrina Qismullah Yusuf ◽  
Tengku Maya Silviyanti ◽  
Rita Tauhidah

This research studies the types of feedbacks made by EFL students in a writing class. A number of 25 students essays were collected and analysed. The results revealed that a number of 61 responding feedbacks were found in the types of support, sharing knowledge, negotiation, appreciation and criticism. Meanwhile, 142 correcting feedbacks were found in the types of coded, uncoded, a combination of coded and uncoded and direct answer. The type most used in responding feedback was support, which indicates that it is an important pursuit in these students learning to drive each other into improving their writing skills with confidence. Whilst the least used was criticism, and this indicates that it was not considerably favoured to be given in the peer correction feedbacks since they restrain encouragement and cause social anxiety. The type most used in correcting feedbacks was a combination of coded and uncoded. This signifies that to provide both mark and symbol on an error can avoid confusion between the student corrector and the student writer. The least used was direct answer, which signified that it was only done by students who had high English proficiency and confidence to provide the correct answer directly on the errors.


2020 ◽  
Vol 1 (02) ◽  
pp. 45-61
Author(s):  
Leni Marlina

It is a big challenge to college language study programs in developing courses designed to equip students with the competencies that can be used to take part in the creative industries for instance creative writing. This research aims to find problems and to gather informasi needed to develop teaching-learning materials of  creative writing based Children Literature course for EFL college students. This course is necessary to be developed in accordance to the need of creative writing as part of creative industry in responding  the trend of world economy whish is lead to the creative industry. To develop teaching-learning materials of  creative writing based Children Literature course effectively, the first research needed is to conduct students’ need analysis by using questioner. This article describes (1) students’ problems in understanding explanations of concepts and examples of Children Literature; (2) students’ responses to the importance of various topics in the course of Children Literature; (3) students problems in learning subjects of Children Literature; (4) students’ responses to the importance of diverse exercises and tasks in Children Literature; (5) students’ responses to topics related to creative writing and Children  Literature; (6) students’ need to the media of  learning  creative writing-based Children Literature course.


Author(s):  
I Putu Hariyadi ◽  
Khairan Marzuki

Virtualization technology has been applied to universities with computer study programs to support practicum in Network Management courses. Each user gets a Virtual Private Server (VPS) with container technology. VPS system that is prepared manually requires a long time, especially when the number of users is increasing. The activity repeats every semester so it becomes ineffective and inefficient. Application of automation using Ansible can help to manage VPS objects in the Promox Virtual Environment (PVE) Cluster dynamically. Network Development Life Cycle (NDLC) was used as a method in this study. The design of the VPS management automation system created supports the grouping of container, user and permission resource management for users. The design is implemented in Ansible Playbook. The test results show the average time of making VPS objects per student with an automation system 2 (two) times faster, that is 26.25 seconds compared to the old system which takes 2 minutes 15 seconds. Besides that, the Playbook that was created succeeded in automating the start and stop containers per group of students based on the practicum schedule dynamically so as to maintain the availability of services from the PVE Cluster.  


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