scholarly journals Creative Language Games for Enjoyable Arabic Teaching l al-Al’ab al-Lughawiyyah al-Ibda'iyyah li Ta’lim al-Lughah al-'Arabiyyah al-Mumti'ah

2021 ◽  
Vol 13 (1) ◽  
pp. 108-128
Author(s):  
Fitra Awalia Rahmawati ◽  
Ifa Rodifah Nur ◽  
Muhammad Taqiyuddin

Arabic teaching has the aim in the mastery of four skills; listening, speaking, reading, and writing. Considering to the languages teaching nowadays, educative games are commonly used as inseparable method from their curriculum. This method also had been practiced in Arabic teaching by some teachers. For this context, some rules need to be curricularly formulated. This critical point had not been elaborated curricularly. In this research, Library research model highlighted several studies of Arabic learning practices through game methods; then analyzed it with analytical and descriptive critical discourse methods to formulating the good, proper, and ideal ‘educative game’ in Arabic teaching. This study concluded the language game which emphasized some aspects such as 1) teacher competency, 2) facilities and infrastructure, 3) environmental conditions and situations. These three prerequisites are important in carrying out language teaching through ’curricular’ language games. Thus, educative language games can be formulated curricularly, which can be a simply contribution for practicing Arabic teaching through ‘educative games’.

2018 ◽  
Author(s):  
Fajrin Suhaila

ENGLISH ABSTRACTThe purpose of writing this library research article is to understand what Critical Discourse Analysis is. The article starts with a discussion of knowing more clearly what the Discourse analysis (DA) is and further explaining what the true meaning of Critical Discourse Analysis (CDA) is guided or over emphasized on the concepts made by Norman Fairclough and his fellow companions. in the last part of this article discusses about how the relationship Critical Discourse Analysis with social aspects in the community.


2020 ◽  
Vol 24 (1) ◽  
pp. 58
Author(s):  
Anwar Hafidzi

This research begins with an understanding of the endemic radicalism of society, not only of the real world, but also of various online social media. This study showed that the avoidance of online radicalism can be stopped as soon as possible by accusing those influenced by the radical radicality of a secular religious approach. The methods used must be assisted in order to achieve balanced understanding (wasathiyah) under the different environmental conditions of the culture through recognizing the meaning of religion. The research tool used is primarily library work and the journal writings by Abu Rokhmad, a terrorist and radicalise specialist. The results of this study are that an approach that supports inclusive ism will avoid the awareness of radicalization through a heart-to-heart approach. This study also shows that radical actors will never cease to argue dramatically until they are able to grasp different views from Islamic law, culture, and families.Keywords: radicalism, deradicalization, multiculturalism, culture, religion, moderate.Penelitian ini berawal dari paham radikalisme yang telah mewabah di masyarakat, bukan hanya di dunia nyata, bahkan sudah menyusup di berbagai media sosial online. Penelitian ini menemukan bahwa cara menangkal radikalisme online dapat dilakukan pencegahan sedini mungkin melalui pendekatan konseling religius multikultural terhadap mereka yang terkena paham radikal radikal. Diantara teknik yang digunakan adalah melalui pemahaman tentang konsep agama juga perlu digalakkan agar memunculkan pemahaman yang moderat (wasathiyah) diberbagai keadaan lingkungan masyarakat. Metode yang digunakan untuk penelitian ini adalah library research dengan sumber utama adalah karya dan jurnal karya Abu Rokhmad seorang pakar dalam masalah terorisme dan radikalisme. Temuan penelitian ini adalah paham radikalisasi itu dapat dihentikan dengan pendekatan hati ke hati dengan mengedepankan budaya yang multikultural. Kajian ini juga membuktikan bahwa pelaku paham radikal tidak akan pernah berhenti memberikan argumen radikal kecuali mampu memahami perbedaan pendapat yang bersumber dari syariat Islam, lingkungan sosial, dan keluarga.Kata kunci: radikalisme, deradikalisasi, multikultural, budaya, agama, moderat.


Author(s):  
Adi Idham Jailani ◽  
Nazarul Azali Razali ◽  
Ahmad Harith Syah Md Yusuf ◽  
Ariff Imran Anuar Yatim ◽  
Nor Atifah Mohamad

Mastery of the English grammar is an intricate subject. Conventional teaching and learning of the English grammar have found to be an arduous task for teachers and a lacklustre one for students. The traditional pen and paper method often cause second language (L2) learners to become unmotivated in understanding this important element of the language. Thus, it is critical to provide L2 learners with the motivation to engage learning grammar in a more meaningful and purposive process. An ideal way to provide such learning experiences is through the use of language games that accommodate L2 learners’ desire to grasp grammar rules in an enjoyable way. To fill the gap for a purposive and meaningful grammar-based language game, Worchitect, a card-based game that focuses on (English) parts of speech is developed. The card game poses players/learners with questions that will foster their understanding of the rules of grammar for them to play the game and accumulate the highest scores possible. This game provides a constructive reinforcement to L2 users as it allows for the English parts of speech (and grammar) rules to be deductively attained. Furthermore, Worchitect is highly marketable as it is suitable for learners of various language proficiencies; for language teachers to be used as reinforcement or the actual learning activity; for parents who are looking to spend quality time with their children; and for any language enthusiast.


Author(s):  
Olga Iermachkova ◽  
Katarína Chválová

The paper is devoted to the language game in teaching Russian as a foreign language. The research aims to examine the phenomenon of the language game in journalistic text and show its effective implementation in the study processes. Language games are considered at different language levels (word-formation, graphics, paremiology and etc.). The article analyzes the definitions of the examined phenomenon and its main functions in journalistic text.


HUMANIKA ◽  
2015 ◽  
Vol 22 (2) ◽  
pp. 92
Author(s):  
Suharyo Suharyo ◽  
Surono Surono ◽  
Mujid F Amin

This article is based on the assumption that language is not in a social vacuum. Language is more than a set of words that merely linguistic, but also social. Therefore, the current linguistic research should take into account the social dimension in the analysis are critical, such as van Dijk’s critical discourse analysis (CDA) research model. The critical discourse analysis research  considering the text, context, social cognition, and analysis/social context. Research steps include: exposing the macro structure (thematic), superstructure (schematic), and microstructure consisting of semantics, syntax, stylistic, and rhetoric. Accordingly, this study uses the method read and record while research data has been collected from Suara Merdeka and Kompas newspaper. Finally concluded that the language represents the ideology and power (symbolic) both individual and communal.


2003 ◽  
Vol 9 (4) ◽  
pp. 387-402 ◽  
Author(s):  
Willem Zuidema ◽  
Gert Westermann

Research in language evolution is concerned with the question of how complex linguistic structures can emerge from the interactions between many communicating individuals. Thus it complements psycholinguistics, which investigates the processes involved in individual adult language processing, and child language development studies, which investigate how children learn a given (fixed) language. We focus on the framework of language games and argue that they offer a fresh and formal perspective on many current debates in cognitive science, including those on the synchronic-versus-diachronic perspective on language, the embodiment and situatedness of language and cognition, and the self-organization of linguistic patterns. We present a measure for the quality of a lexicon in a population, and derive four characteristics of the optimal lexicon: specificity, coherence, distinctiveness, and regularity. We present a model of lexical dynamics that shows the spontaneous emergence of these characteristics in a distributed population of individuals that incorporate embodiment constraints. Finally, we discuss how research in cognitive science could contribute to improving existing language game models.


2014 ◽  
Vol 11 (1) ◽  
pp. 29-39 ◽  
Author(s):  
Hanne Nørreklit

Purpose – The purpose of this article is to demonstrate how the quality of Qualitative Research in Accounting & Management (QRAM) is manifested through the conceptualization of knowledge about functioning actions that are applicable for local management accounting practices. Design/methodology/approach – Drawing on language game theory and pragmatic constructivism, the paper analyzes the “practice doing” embedded in key language games of the case descriptions of three articles on intra-organizational buyer-supplier relations published in QRAM with the aim of revealing how they contribute to the development of a performativity in management accounting topos that integrates facts, possibilities, values and communication. Findings – The analysis documents that the three QRAM articles on inter-organizational cost management make a common contribution to the knowledge related to what to do to make functional actions within the practice of inter-organizational cost management. Together, the articles provide conceptual rigour with a complexity in content that can encompass the four dimensions of integration. Research limitations/implications – In providing a framework for analyzing practice relevance, the paper has implications for contemporary discussions on doing research that is relevant for practice. Originality/value – The paper provides novel insight into the analysis of quality in management accounting research. Additionally, it provides a framework for reflecting on the accumulation of practice-relevant knowledge and identifying areas requiring more research.


2006 ◽  
Vol 71 (1) ◽  
pp. 175-204 ◽  
Author(s):  
Eike Von Savigny

This paper is on theoretical commitments involved in connecting use and meaning. Wittgenstein maintained, in his , that meaning more or less 'is' use; and he more or less proclaimed that in philosophy, we must 'not advance any kind of theory' (PI § 109). He presented a connection between use and meaning by describing a sequence of language-games where richness of vocabularies and complexity of embedding behaviour grow simultaneously. This presentation is very in the sequence of PI §§ 2, 8, 15, and 21, even if it needs sympathetic touching up. If supplemented, the presentation makes a for claiming that there is a connection between use and meaning in the following sense: This may be a very modest statement of the meaning-is-use connection. However, , as sober analysis of the sequence presented by Wittgenstein will reveal. This is not to say that the modest statement is in any way fishy. Rather, I want to remind readers of how desirable it is to restrict the interpretation of Wittgenstein's famous hostile remarks on theories to that kind of metaphysical misunderstandings of our everyday language which the context of PI § 109 is about. In (1) I characterize, by way of listing examples from the , the area of what I think Wittgenstein regarded as innocent, everyday meaning talk, talk that is not yet infected by bad philosophy. In (2), I argue that what Wittgenstein wanted to show was that such talk is in some sense replaceable by use descriptions, i.e. by descriptions of language-games. In (3), I argue that not all kinds of language-games are relevant; in particular, those of teaching and explaining words have to be excluded. As I restrict myself to the four remaining 'primitive' language-games in PI §§ 2, 8, 15, and 21, I have to defend my approach, in (4), against Joachim Schulte's case for reading Wittgenstein's comparison of these language-games with real languages as ironical. How the invitation to regard such a language-game as a complete, primitive language should in fact be construed is a question I discuss in (5), defending my interpretation against Richard Raatzsch in particular. How increases of expressive power are brought about by increases of the use repertoires is shown by an analysis of modified versions of the language-games in question, and of alternatives thereof, in (6), (7), (8), and (9) respectively, pointing out the places where theoretical commitments enter. Section (10) sums up commitments that have emerged from a sympathetic defence of a modest reading of the meaning-and-use connection.


1977 ◽  
Vol 13 (4) ◽  
pp. 409-416
Author(s):  
W. D. Robinson

It is sometimes suggested that the logic of religious language differs from other kinds of language. Or it is said that each ‘language-game’ has its own ‘logic’ and that, whatever usual language-games are played in the context of religion, there is something that could be called the ‘religious language-game’ which does not correspond to any other and, therefore, has its own peculiar logic. In either case, religious people are urged to make clear what this logic is, so that their utterances may be understood and evaluated.


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