scholarly journals Iranian Parents’ Resistance to Incompatible Aspects of Western Culture: Implications for ELT Material Development

2011 ◽  
Vol 4 (1) ◽  
pp. 230
Author(s):  
Seyed Ahmad Kasaian ◽  
Rangaswamy Subbakrishna

The British and US varieties of English have now come under suspicion of promoting American and British ways of life and marginalizing the local identities of their learners. Prompted by these suspicions, many scholars and policy makers have voiced doubts about the cultural adequacy of the native speaker-controlled ELT programs. In a recent survey conducted by the present authors (forthcoming), the attitude of the Iranian education officials towards the teaching of English in its western cultural context was surveyed. The findings indicated that they strongly disapproved of the teaching of English along with its western cultural values. To find out whether the above official resistance in Iran has the backing of the general public, a cultural resistance survey was conducted. 393 male and female Iranian parents from different walks of life participated in this survey. The results showed that the high school students’ possible adoption of the western lifestyle and their exposure to the manifestations of incompatible western culture were resisted by their parents. Based on the findings of this research, the researchers made a number of recommendations for international, regional and local ELT material development.

2020 ◽  
Vol 34 (4) ◽  
pp. 43-53
Author(s):  
Lilia A. Belozerova ◽  
◽  
Valeria V. Vershinina ◽  
Sergey V. Danilov ◽  
Natalia S. Krivtsova ◽  
...  

The article summarises the preliminary results of a three-stage study of the influence of the socio-cultural context on the life and educational manifestations of modern high school students. Firstly, data on the Russian representatives of «Generation Z» were specified. At the second stage of the research, the manifestations of «Generation Z» representatives, regarding everyday school life were studied. At the third stage of the research, there were analysed different educational learning situations as opportunities for senior students to show the behavioural and intellectual characteristics inherent in the digital generation. The main results of the study make it possible to set new tasks in the study of the socio-cultural context of the educational situation of modern high school students.


Author(s):  
Muhamad Taufik Hidayat

Teacher’s personal trait is critical because it may ominously affect students’ motivation in learning. However, some teachers remain unaware of its significance. It was evident in the students’ statements stating that they often had to learn with moody teachers who, as a result, ruined their learning motivation. The present study aims to explore the students’ perspectives on the EFL teacher’s personalities that influence the students’ motivation. To achieve the objective, the study utilized case study design in which the data were collected through semi-structured interview conducted to six senior high school students. The data were then analyzed by following Miles and Huberman’s (1994) framework. The results showed that all respondents shared agreement on the teacher’s personalities that they prefered. They felt happy and motivated when they learned with humble, friendly, kind, caring, patient, and humorous teachers. The results of this study may help the EFL teachers consider their personality as one of the vital aspects that could affect the students’ learning motivation. EFL teachers should pay more attention to their attitudes towards the students. In addition, the results suggest that policy makers should formulate rules that encourage teachers to not only focus on their hard skills but also their soft skills such as good personalities.  


2020 ◽  
Vol 9 (1) ◽  
pp. 44
Author(s):  
Juliana Juliana

The lack of the students ' interest and attention toward the local wisdom values of the local culture is this research background. The phenomena are due to the absence of interactive media to strengthen character education based on local wisdom in school. The purpose of this research is to create an interactive media based on local wisdom values with the implementation of the iconic card to strengthen the local wisdom values of Malay culture which is useful to build students’ character education. The research used a qualitative descriptive method with social anthropolinguistics approach. The subject of this research was students of Nurul Hasanah Senior High School, Medan. The data were collected through field observation, interview, and documentation. The results showed that the iconic card might be used as a media to teach Malay wisdom values with the use of the Pak Belalang icon and Malay pantun. Pantun in this research has local wisdom values of Malay culture such as moral, ethical and norm values. Therefore, it can be concluded that the iconic card can be used as media in strengthening the local wisdom values of Malay culture that useful for students' character education.


2018 ◽  
Vol 2 (2) ◽  
pp. 176
Author(s):  
VARIAN DINE MEJIRO ◽  
PETER RHIAN GUNAWAN ◽  
ELIZABETH WIANTO

History is a compulsory subject in the formal school curriculum in Indonesia. Through history lessons, students can understand and know the existence of events that eventually can foster cultural values and become the foundation of the progress of a nation. Moreover, Indonesia is a country that has a long history, one of the topics are about kingdoms that once grow and develop in the territory of Indonesia. Unfortunately, history lessons are unfavored by most junior high school students, because of their monotonous methods. Therefore, the purpose of this design is to create an interactive media for learning history in Junior High School, which until now still using teacher center learning method. Technological advances and changes in children's habits in understanding something by playing became the foundation of the concept of making history game. Interactive media created is a board game combined with Augmented Reality technology to add immersion in the game. Augmented Reality can provide experience in playing so that students can feel a real impression in the game. In addition to the game board as the primary media, used as well as media campaigns supporting the form of x-banner, advertising on social media such as Facebook and Instagram. Through the board games, students are expected to better understand the learning of the Hindu Buddhist Kingdom in Indonesia and not feel bored while studying.


2020 ◽  
Vol 4 (3) ◽  
pp. 643
Author(s):  
Suraji Suraji ◽  
Zulkarnain Zulkarnain ◽  
Sehatta Saragih

This study aimed to examine comprehensively the effect of the application of REACT learning models based on the Malay cultural context of Riau on students’ mathematical problem-solving abilities. The research was a quasi-experimental research with Pretest-post-test control group design. The sample of this study was all students of class VII SMP 12 Pekanbaru. The results of data analysis were: (1) There was a difference of the mathematical problem-solving ability of Pekanbaru junior high school students between who learned to use REACT learning models based on the Malay cultural context of Riau and students who studied with conventional learning; (2) There was a difference of the mathematical problem-solving ability of Pekanbaru junior high school students between who learned to use REACT learning models based on the Malay cultural context of Riau and students who studied with conventional learning in terms of aspects of student ability levels, (3) There was no interaction between the learning model and the level of students’ ability to the ability to solve mathematical problems; (4) There was a difference in the mathematical problem-solving ability of Pekanbaru junior high school students who learned to use the REACT learning model based on the Malay Malay cultural context in terms of aspects of student ability levels.


2021 ◽  
Vol 6 (1) ◽  
pp. 1-3
Author(s):  
Alexander MacLean ◽  
Yang Yang ◽  
Helen Chen ◽  
Alexander Wong

In the years since the COMPASS dataset initiative was begun, many important research questions have been investigated using its large amount of health information pertaining to high school students across Canada, with findings guiding many decisions made by policy makers [1]. However, to use traditional statistical methods, specific data points must be selected by researchers to include in the analysis, leading to possible unexpected relationships and connections across the study's 280 data points being missed. As well, most analysis is done on a per-student basis, while policies are often implemented at the school level, so understanding behaviours across a school's population can make it easier for school decision makers to interpret findings. Motivated by these goals, this study introduces a novel deep learning-driven aggregate embedding method to determine group-level representations for individual schools from student-level survey responses based on architecture introduced in Variational Autoencoders [2]. This study aims to produce a method which allows for new patterns to be identified in the COMPASS data and for the resulting embedded representations to be applied in future analysis.


2018 ◽  
Vol 12 (2) ◽  
pp. 355
Author(s):  
Sariyatun

The development of social studies learning model is based on classic batik local cultural value for improving the identity of Junior High School Students in Surakarta. Generally, the research is aimed to construct social study based on classic batic local cultural value to improve nation identity through using post modernism thought that views understanding a curriculum as a praxis. Based on the construction, this research is able to empower the researcher, social studies teachers and students. In order to construct the transformative curriculum as the praxis, four elements are used richness, recursions, relations and rigor. The integration of classic batik cultural value in social studies learning is based on the combination of cooperative learning model and value clarification. Knowledge and understanding to local and national cultural values will be manifested to nation identity. This research uses research and development approaches based on three main stages introductory study, model development and model validation. The data collection uses observation as well as interview guidance and study devices evaluation sheet. Data analysis uses qualitative and quantitative techniques. The main conclusion of this research outcomes is that Social studies learning model based on the developed classic batik art and cultural values model has met the study model development principles and it has been proven to significantly improve competency and strengthen student character and identity if it is compared to conventional model


Assessment ◽  
2016 ◽  
Vol 26 (2) ◽  
pp. 181-192 ◽  
Author(s):  
Yuta Chishima ◽  
Tatsuya Murakami ◽  
Frank C. Worrell ◽  
Zena R. Mello

In this study, we translated the Adolescent Time Inventory–Time Attitudes (ATI-TA) scale into Japanese and examined the internal consistency and structural and convergent validity of ATI-TA scores in a sample of 383 Japanese high school students aged 15 to 18 years. The ATI-TA consists of six subscales assessing two valences (positive and negative) for each of three time periods (past, present, and future). Internal consistency estimates for scores on the ATI-TA were over .79. Confirmatory factor analysis indicated that a six-factor model yielded the best fit to scores. Correlations among ATI-TA scores, time attitudes assessed by the semantic differential method, educational career planning, and self-esteem were consistent with our hypotheses. Our results provide evidence that scores on the Japanese version of the ATI-TA are reliable and valid, and thus potentially useful for research in this cultural context.


Author(s):  
Trevor Boffone

Renegades: Digital Dance Cultures from Dubsmash to TikTok interrogates the roles that Dubsmash, social media, and hip hop music and dance play in youth identity formation in the United States. It explores why Generation Z—so-called Zoomers—use social media dance apps to connect, how they use them to build relationships, how race and other factors of identity play out through these apps, how social media dance shapes a wider cultural context, and how community is formed in the same way that it might be in a club. These Zoomer artists—namely D1 Nayah, Jalaiah Harmon, TisaKorean, Brooklyn Queen, Kayla Nicole Jones, and Dr. Boffone’s high school students—have become key agents in culture creation and dissemination in the age of social media dance and music. These Black artists are some of today’s most influential content creators, even if they lack widespread name recognition. Their artistic contributions have come to define a generation. And yet, up until this point, the majority of influential Dubsmashers have not been recognized for their influence on US popular culture. This book tells their stories.


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