Register Journal
ISSN : 19798903     EISSN : 2503040X
The name of REGISTER JOURNAL was taken from the concept of REGISTER and it has clearly been described by Trudgill (1983:101) as follows: Linguistic varieties that are linked ... to occupations, professions or topics have been termed registers. The register of law, for example, is different from the register of medicine, which in turn is different from the language of engineering---and so on. Registers are usually characterized solely by vocabulary differences; either by the use of particular words, or by the use of words in a particular sense. Registers are simply a rather special case of a particular kind of language being produced by the social situation. Halliday, McIntosh and Strevens (1964) devote a long section to "REGISTER" in their 1964 work. They also refer to REGISTER as `distinguished by use.'
Articles 130 Documents
Let the Game Begin: Ergodic as an Approach for Video Game Translation

Purnama, SF. Lukfianka Sanjaya, Purnomo, SF. Luthfie Arguby, Nugrahani, Dyah

Register Journal Vol 9, No 2 (2016): REGISTER JOURNAL
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (591.636 KB) | DOI: 10.18326/rgt.v9i2.107-123

Abstract

This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis

Americanization of Non-American Storiesin Disney Films

Setiawati, Beta

Register Journal Vol 1, No 1 (2008): REGISTER
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (271.899 KB) | DOI: 10.18326/rgt.v1i1.81-114

Abstract

The study is intended to know the Disney’s animation films characteristics which are adapted from non American stories that contain Americanization in order to be American popular culture products. This qualitative and library research is carried out within the field of American Studies. Disney’s animated films which are regarded as artifacts in order to identify American society and culture is used as her primary data. She then compares those Disney films with the original stories to discover the changes in making those stories become American popular products. She furthermore uses the sources such as books, magazines, journals, articles, and also internet data for her secondary data. The result of this study shows that most of folk narratives which were used in Disney films were adapted from other countries’ stories. However, Disney intentionally adapts foreign countries’ stories in its animated films by using Disney formula to blow up the sale of its products. Since Disney is one of the most powerful media conglomerates in the world, it works endlessly to set out world entertainment. Disney formula in its animated films which has dominated those adapted films are only intended to obtain as much profit as possible without paying attention to the values in children entertainment.Keywords: Americanization; Non American Stories; Animation; Popular culture; Formula 

The Teaching of Speaking in Big Classes

Ruwandi, Ruwandi

Register Journal Vol 4, No 1 (2011): REGISTER
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (240.922 KB) | DOI: 10.18326/rgt.v4i1.67-90

Abstract

Speaking is the most important language skill. The language user’s capability will be immediately understood and measured through the skill because this is the most visible proficiency. Difficulties of teaching speaking vary dependent upon the class size. Teaching speaking in big classes is more difficult than teaching of it in small classes. The main constraint is the time allotment. To answer the problem, speaking teachers should be creative to set the intensive classroom activities. If this is true, they need to identify students speaking skill to understand their alertness for the following language instructions. Besides that, they are also responsible to identify their basic need in the class whether this is only for question and answer, dialog, discussion, debate, or others. To anticipate the time constraints, the teachers engage to select the possible methods and strategies for presenting the interesting instructional materials. At the end, teachers should divide the time allotment adjust and proportionally for their students so they are able to self-express and share ideas in those interactive classroom situations.keywords; Speaking, Existing Skill;  Need Analysis;  Classroom Management; Methods & Strategies ; Presentation

The Influence of Digital Games Based Learning on Students’ Learning Outcomes and Motivation

Yusny, Rahmat

Register Journal Vol 6, No 2 (2013): REGISTER
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (497.693 KB) | DOI: 10.18326/rgt.v6i2.77-100

Abstract

There is no doubt that the emergence of todays digital age greatly affects the human life - including students in their educational life. In order to simplify the process of studying languages, especially English, many scientists and experts continue to find new and innovative methods.  One of them is the method of Digital Games Based Learning (DGBL).  However, the implementation effort of DGBL method to improve English language skills of students is still a matter of controversy. It is mainly caused by the use of game - which is assumed by the public just as merely means of entertainment rather than as a medium of learning. Judging on this reason, researchers are interested highlighting them to be their research. This research was conducted in order to view the significance and influence of DGBL in improving English language skills of students - particularly the ability to hear and read - as well as their motivation to learn. The study was conducted over five sessions in March 2013 with a sample of 13 students were selected at random stratification of 68 second -year student population PBI , Ar - Raniry UIN .Researchers collected data by applying the experimental use of games in the classroom , provide pre-test and post-test , as well as distributing  questionnaires dealing with motivation. From the analysis of quantitative data, it can be concluded that the method of Digital Games Based Learning (DGBL) can be used to improve student’s achievement and learning motivation in learning English.keywords:   Digital Games Based Learning (DGBL) ; Learning outcome ; Motivation   

A Contrastive Analysis of Interrogative Sentences in English and Indonesian

Umami, Mashlihatul

Register Journal Vol 8, No 2 (2015): REGISTER JOURNAL
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (220.018 KB) | DOI: 10.18326/rgt.v8i2.151-162

Abstract

The aim of this paper is to investigate the forms of questions in English and Indonesian in order to identify the similarities and differences between them. CA may look at linguistic structures in a twofold way: predictability power and wash back effect (Cheng, Watanabe & Curtis, 2004). The former deals with foreseeing the areas of problems the English learners may commit and the latter refers to the effect of diagnostic value of CA on improvement of teaching processes. In this case, the researcher emphasizes her study in analyzing CA based on the first perspective; this study focuses on interrogative sentences which are in the form of questions which play an important role in learning English among junior English students. This study has found the differences and similarities between Indonesian and English. Recognizing this will contribute to the accuracy of English questions made by the students.Keywords: Interrogative sentences; English; Indonesian; Contrastive analysis, accuracy 

A Descriptive Analysis of Learning Motivation Taken From Laskar Pelangi Novel

Muthmainnah, Nur

Register Journal Vol 3, No 1 (2010): REGISTER
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (207.129 KB) | DOI: 10.18326/rgt.v3i1.89-102

Abstract

This paper informs us some motifs that motivate someone learning something taken from Laskar Pelangi novel. There are four research problems proposed of Laskar Pelangi novel; what are the literary elements of Laskar Pelangi novel; what are the motivations in learning presented in the novel of Laskar Pelangi; what are the reasons of Andrea Hirata took the motivation of learning in Laskar Pelangi novel; what are the implications of Laskar Pelangi novel toward its readers. This research uses descriptive research in analyzing, collecting the data. After analyzing the novel Laskar Pelangi the writer draws some conclusions as follows: the novel uses some figurative language to express some expressions and describe something; its main character is Ikal. Laskar Pelangi tells us some motifs of learning. The motivations which are pointed out are to enrich knowledge, to reach dream, to win a competition, and so on. The reason Andrea Hirata took learning motivation as the theme of Laskar Pelangi novel are to break Melayunese stereotype, to motivate all learner to be motivated in learning, and so on. The implication of Laskar Pelangi story toward its reader are Laskar Pelangi story motivated reader to study abroad, Laskar Pelangi teaches reader to admire the life.Keywords: learning motivation; Laskar Pelangi ; literary elements

The Use of Contextual Teaching and Learning in Writing Subjects: A Case Study of the Second Year Students at SDN 3 Bareng Lor Klaten in 2013/2014

Irawati, Lisrohli

Register Journal Vol 7, No 1 (2014): REGISTER
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (343.683 KB) | DOI: 10.18326/rgt.v7i1.1-35

Abstract

In Globalization era, English becomes one of the crucial subjects to be taught. Generally, it is taught from the Elementary schools level to university levels. To be a creative and innovative teacher are important things to develop students’ ability because English is a foreign language. One of the method is to use CTL in teaching and Learning. The objective of this study is to find out about teaching and learning writing using contextual teaching and Learning (CTL) in the second year at SD N 3 Barenglor. The writer observed and made interview to the teacher and students to get data and the process of teaching and Learning using CTL. The object of this study involved 30 students; consist of 13 male students (boys) and 17 female 17 students (girls). The results show that CTL is used in teaching and Learning in SD N 3 Barenglor and CTL had succesfully improved the motivation of the students to study English. Keywords: CTL ; Teaching and Learning ; English

Using Rummy Game Method to Improve Students’ Learning Activities and English Dialog

Supriyanto, Supriyanto

Register Journal Vol 5, No 1 (2012): REGISTER
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (205.828 KB) | DOI: 10.18326/rgt.v5i1.101-120

Abstract

This classroom action research was aimed at improving students’ learning activities and students’ English dialog skills in the state senior high school 3 Salatiga. The research was carried out in the state senior high school 3 Salatiga from January to June 2012. The subject of the research was 38 students of grade XI natural science 2. While the objects of research were  rummy game method, students’ learning activities and students’ English dialog skills. This action research was conducted in two cycles. Each consisted of planning, acting, observing, and reflecting. In cycle 1, the researcher implemented  rummy game method with big groups and ready made cards while in cycle 2, the researcher applied  rummy game method with small groups and student designed cards. To collect the data the researcher gave self-assessment test and performance test before the first cycle, after the first cycle, and after the second cycle. The data analysis was done by descriptive comparison namely by comparing scores in the previous condition with those of the first cycle and the second cycle. The research findings revealed that there was significant improvement of average scores in students’ learning activities namely 13.8 % from 56.8 % in the previous condition to 70.6 % in cycle 2 and in students’ English dialog skill namely 5.8 from 72.7 in the previous condition to 78.5 in cycle 2. Hence, hypothesis stating that using  rummy game method is able to improve students’ learning activities and English dialog skill in the state senior high school 3 Salatiga grade XI natural science 2 even semester year 2011/2012 is proven right.Keywords:  Rummy Game Method; Learning Activities; English Dialog Skill

THE CONCEPT OF LANGUAGE LEARNING IN BEHAVIORISM PERSPECTIVE

Abidin, Khoiru Rakhman

Register Journal Vol 2, No 2 (2009): REGISTER
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (161.499 KB) | DOI: 10.18326/rgt.v2i2.107-120

Abstract

The aims of the study are (1) the concepts of language learning in behaviorism perspective, (2) the relation between language and learning in behaviorism perspective, (3) the influence of behaviorism in language learning. This is a descriptive qualitative study. The results showed that (1) behaviorism theories of languages also give good contribution in language learning process that describes a child can learn language from their environments, (2) behaviorism perspective defines as change of behavior through experience, it means human learn something from their environments, (3) human uses language for communication in the world and he also spreads his culture with his language so  human gets  knowledge of language through learning.Keywords: Behaviorism;  Language;  Learning; Language Learning

The Analysis of Grammatical and Textual Equivalence Used in The Translation of Paolini‘s Novel of “Inheritance” into Indonesian

Azmina, Badi’atul

Register Journal Vol 9, No 1 (2016): REGISTER JOURNAL
Publisher : State Institute of Islamic Studies Salatiga

Show Abstract | Original Source | Check in Google Scholar | Full PDF (211.759 KB) | DOI: 10.18326/rgt.v9i1.60-73

Abstract

This study examines kinds of grammatical and textual equivalence which are used by Poppy D. Chusfani in translating English into Indonesia language of Christopher Paolini‘s Novel of “Inheritance” as well as the most dominant equivalence used by Poppy D. Chusfani in translating English into Indonesia language of Christopher Paolini‘s Novel of “Inheritance”. This is descriptive qualitative research and the method of collecting data of this study are documentation and library research. The data in the novel which have been collected are classified into two kinds of equivalence; grammatical equivalence (number, gender, person, tense/aspect and voice) and textual equivalence (reference, substitution, ellipsis, conjunction and lexical cohesion). After analyzing and classifying the data, researcher discovered that there are 25 data of number, 27 data of gender, 38 data of person, 12 data of tense/aspect and 12 data of voice. Furthermore, researcher discovered that there are 33 data of reference, 9 data of substitution and ellipsis, 35 data of conjunction and 17 data of lexical cohesion.Those data presented are representative from all of the data in the novel, because the writer takes the data by its part among the translated sentences contained grammatical and textual (cohesion) equivalence. To sum up, the result shows that Poppy D. Chusfani uses all kinds of grammatical and textual (cohesion) equivalence, after all, grammatical equivalence of person is the most dominant data (38) used by Poppy D. Chusfani in translating English into Indonesia language of Christopher Paolini‘s Novel of “Inheritance”  

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