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Ekawati Marhaenny Dukut. M. Hum  \nCover Designer Layouter  \n: Christine Ayu Wulandari  \n: Yedija Prima Putra Khoe, Yohana Harsono  \nISBN: 9786026865755  \n© 2018, Edisi ke 1  \nUniversitas Katolik Soegijapranata  \nJalan Pawiyatan Luhur IV/1, Bendan Dhuwur, Semarang, 50234,  \nIndonesia  \n(024) 844155 (hunting)  \n[ebook@unika.ac.id](ebook@unika.ac.id)  \nBuku ini terbit dengan bantuan hibah PSNI 2018 dari Kemenristek Dikti. Buku ini tidak boleh diedit, ditiru,dan diperbanyak oleh siapapun kecuali atas ijin penulis dan penerbit.  \nPuji syukur penulis panjatkan atas anugerahNya sehingga buku ajardenganjudul The Use of Digital Media in the Classroom (Penggunaan Media Digital di Dalam Kelas) dapat ditorehkan sebagai pendukung para akademisi dalam mengembangkan tugas mengajarnya. Buku inidilahirkan berdasarkan situasi global yang tidak dapat menghindari arusderasnya media teknologi dalam kehidupan manusia.  \nBahwasanya seorang bayi mulai belajar untuk mendengar, melihat dan kemudian memegang erat jari-jarinya pada sesuatu, media teknologi itu hadir dalam dunia pertumbuhannya sebagai pelemgkap dalam kehidupannya. Ketika bayi itu kemudian mengenyam bangku pendidikan, ia semakin tidak terhindarkan dari berbagai macam media teknologi yang disuguhkan padanya. Tak jarang ketika orang tua sedang sibuk melakukan suatu aktifitas, si anak ini diberi kesibukan untuk memegangsebuah alat media digital agar ia tidak rewel dan meminta perhatian penuh dari orang tuanya. Anak itu kemudian tumbuh dewasa dengan merasa bahwa dirinya tidak utuh jika tidak mempunyai suatu media digital dalam gengaman eratnya. Bahkan komunikasi dengan orang tuanya pun harus melalui sebuah media digital dikarenakan jika berkomunikasi langsung dirasa merepotkan baginya. Inilah yang menjadiciri khas bagi kelompok Generasi Z.  \nBuku ini hadir untuk menjawab tantangan dari kelompok Generasi Z. Adanya kesempatan untuk melakukan sebuah Penelitian Produk Terapan pada tahun 2017 yang mengtransformasi sebuah buku bacaanyang tercetak menjadi sebuah software permainan PC (personal computer), dan dilanjutkan pada tahun 2018 dengan Penelitian Strategis Nasional Institusi yang telah membuahkan sebuah software permainan PC menjadi aplikasi permainan di ponsel android yang dapat diunduh dari Google Playstore. Oleh karena itu sebagian besar bacaan di dalambuku ini berkaitan dengan game software yang telah diciptakan oleh penulis bersama tim penelitiannya. Terciptanya game software ituberhubungan dengan macam media digital yang dapat digunakan untuk pengayaan kegiatan belajar mengajar di kelas. Antara lain adalah penggunaan media digital seperti laptop, dan LCD yang dapat  \nThe Use of Digital Media in the Classroom (Pengunaan Media Digital di dalam Kelas) iii  \nmenayangkan berbagai macam materi belajar mengajar dari internet seperti youtube, software game, dan fasilitas sosial media seperti facebook, Instagram, dan semacamnya. Maka untuk melengkapipengayaan pembaca tentang media digital bagi kehidupan kita seharihari, dihadirkan juga tulisan dari rekan-rekan penulis yang membicarakantentang manfaat dari media teknologi itu. Supaya pembaca dapat merefleksikan kembali apa yang telah dibaca, maka pada setiap unit dari buku ini sengaja dilengkapi dengan berbagai pertanyaan untuk pembaca.  \nTopik tentang penggunaan media teknologi di kelas ini sudah lama ada dalam pemikiran penulis dan timnya sehingga menjadi landasanutama untuk melakukan penelitian-penelitian yang pada akhirnya dapatdidesiminasikan sebagai artikel di beberapa jurnal internasional maupun nasional. Oleh karena itu, penulis mengucapkan banyak terimakasihkarena pada akhirnya ada wadah untuk melontarkan beberapa ide dan hasil penelitian dari penulis beserta kolega yang terlibat dalam penelitianyang didukung","cbCail9ddNgr3bgl","https://ap.wps.com/l/cbCail9ddNgr3bgl","pdf",7936186,383,"English","# KATA PENGANTAR\n# DAFTAR ISI\n# UNIT 1. BUDAYA POPULER\n## 1.1. Definisi Budaya\n## 1.2. Macam Budaya dan Kriterianya\n## 1.3. Belajar Mengkaji Budaya Populer\n# UNIT 2. MEMANFAATKAN MEDIA TEKNOLOGI DALAM PENDIDIKAN UNTUK TRANSNASIONALISASI BUDAYA LOKAL KE GLOBAL DAN GLOBAL KE LOKAL\n## 2.1. Transnationalizing Local and Global Culture in the English Language Classroom\n## 2.2. Actualizing Local Identity in Globalization through A Popular Culture’s Playstore Product: A Cultural Hybridity Project\n## 2.3. Enriching Student’s Knowledge with TAPC","[{\"question\":\"Why does the book focus on digital media in the classroom?\",\"answer\":\"It is presented as a response to the realities of global technological media and how Gen Z learners engage with digital devices as part of everyday life.\"},{\"question\":\"What research efforts are mentioned behind the book’s content?\",\"answer\":\"The text notes a 2017 applied product research transforming printed reading into a PC game software, followed by 2018 research resulting in a downloadable Android app via Google Play Store.\"},{\"question\":\"How are readers supported to reflect after studying each unit?\",\"answer\":\"Each unit is described as being intentionally completed with questions so readers can reflect on what they have read.\"}]","The Use of Digital Media in the Classroom - Penggunaan Media Digital di Dalam Kelas | PDF",1790914381,590]