Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1420-1433
Dinda Alfian Sukma, Achmad Tohe
Penelitian ini bertujuan untuk mendeskripsikan struktur dan nilai-nilai moral dalam cerpen Al-Najm Al-Kabiir karya Zahira El-Bialy. Metode yang digunakan adalah kajian struktural. Teknik pengumpulan data menggunakan teknik dokumentasi. Hasil penelitian meliputi: (1) tema mayor berupa Apa yang kamu tanam itulah yang kamu tuai, sedangkan tema minor adalah Kasih sayang, ketulusan, kesombongan, jangan menilai seseorang berdasarkan penampilannya, dan sikap materialistis; (2) fakta cerita meliputi: (a) tokoh utama adalah Ibn Al-Najm Al-Kabiir, sedangkan tokoh tambahannya adalah penebang kayu I, penebang kayu II, istri penebang kayu, wanita tua, penjaga, kelinci, penyihir, dan pengemis, (b) cerita ini menggunakan alur campuran, (c) latar tempat berada di istana, hutan, kota besar, sel, dan rumah Si Penebang Kayu II, latar waktu meliputi pagi, sore, malam, dan musim dingin; (3) sarana cerita meliputi: (a) sudut pandang cerita menggunakan orang ketiga; dan (4) Nilai-nilai moral dalam struktur cerpen Al-Najm Al-Kabir terbagi menjadi tiga bagian yaitu nilai moral individu, sosial, dan religius. Kata kunci: analisis struktural; nilai-nilai moral; cerpen“Al-Najm Al-Kabiir”Karya Zahira El-Bialy Structure and Moral Values in the Al-Najm Al-Kabiir Short Story by Zahira El-Bialy This study aims to describe the structure and moral values in the short story "Al-Najm Al-Kabiir" by Zahira El-Bialy. The method used is a structural study, and data collection techniques involve documentation. The results of the study include: (1) the major theme is "What you sow is what you reap," while the minor themes are love, sincerity, arrogance, not judging someone based on their appearance, and materialistic attitudes; (2) the story's facts include: (a) the main character is Ibn Al-Najm Al-Kabiir, while the additional characters are Woodcutter I, Woodcutter II, Woodcutter's wife, old woman, guard, rabbit, witch, and beggar, (b) the story uses a mixed plot, (c) the setting takes place in a palace, forest, big city, prison, and Woodcutter II's house, and the time frame includes morning, afternoon, evening, and winter; (3) the story's means include: (a) the point of view uses the third person; and (4) the moral values in the structure of the "Al-Najm Al-Kabir" short story are divided into three parts: individual, social, and religious moral values. Keywords: structural analysis; moral values; short story "Al-Najm Al-Kabiir" by Zahira El-Bialy
{"title":"Struktur dan Nilai-Nilai Moral dalam Cerpen Al-Najm Al-Kabiir Karya Zahira El-Bialy","authors":"Dinda Alfian Sukma, Achmad Tohe","doi":"10.17977/um064v3i102023p1420-1433","DOIUrl":"https://doi.org/10.17977/um064v3i102023p1420-1433","url":null,"abstract":"Penelitian ini bertujuan untuk mendeskripsikan struktur dan nilai-nilai moral dalam cerpen Al-Najm Al-Kabiir karya Zahira El-Bialy. Metode yang digunakan adalah kajian struktural. Teknik pengumpulan data menggunakan teknik dokumentasi. Hasil penelitian meliputi: (1) tema mayor berupa Apa yang kamu tanam itulah yang kamu tuai, sedangkan tema minor adalah Kasih sayang, ketulusan, kesombongan, jangan menilai seseorang berdasarkan penampilannya, dan sikap materialistis; (2) fakta cerita meliputi: (a) tokoh utama adalah Ibn Al-Najm Al-Kabiir, sedangkan tokoh tambahannya adalah penebang kayu I, penebang kayu II, istri penebang kayu, wanita tua, penjaga, kelinci, penyihir, dan pengemis, (b) cerita ini menggunakan alur campuran, (c) latar tempat berada di istana, hutan, kota besar, sel, dan rumah Si Penebang Kayu II, latar waktu meliputi pagi, sore, malam, dan musim dingin; (3) sarana cerita meliputi: (a) sudut pandang cerita menggunakan orang ketiga; dan (4) Nilai-nilai moral dalam struktur cerpen Al-Najm Al-Kabir terbagi menjadi tiga bagian yaitu nilai moral individu, sosial, dan religius. Kata kunci: analisis struktural; nilai-nilai moral; cerpen“Al-Najm Al-Kabiir”Karya Zahira El-Bialy Structure and Moral Values in the Al-Najm Al-Kabiir Short Story by Zahira El-Bialy This study aims to describe the structure and moral values in the short story \"Al-Najm Al-Kabiir\" by Zahira El-Bialy. The method used is a structural study, and data collection techniques involve documentation. The results of the study include: (1) the major theme is \"What you sow is what you reap,\" while the minor themes are love, sincerity, arrogance, not judging someone based on their appearance, and materialistic attitudes; (2) the story's facts include: (a) the main character is Ibn Al-Najm Al-Kabiir, while the additional characters are Woodcutter I, Woodcutter II, Woodcutter's wife, old woman, guard, rabbit, witch, and beggar, (b) the story uses a mixed plot, (c) the setting takes place in a palace, forest, big city, prison, and Woodcutter II's house, and the time frame includes morning, afternoon, evening, and winter; (3) the story's means include: (a) the point of view uses the third person; and (4) the moral values in the structure of the \"Al-Najm Al-Kabir\" short story are divided into three parts: individual, social, and religious moral values. Keywords: structural analysis; moral values; short story \"Al-Najm Al-Kabiir\" by Zahira El-Bialy","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"27 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139309155","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1474-1484
Giza Maharani Indrawan, Sawitri Retnantiti, Karina Fefi Laksana Sakti
Penelitian ini bertujuan untuk mendiskripsikan penerapan media permainan interaktif Petak Kata berbasis aplikasi Quizizz dan respons siswa terhadap media permainan tersebut pada mata pelajaran bahasa Mandarin bagi siswa kelas X Lintas Minat di SMA Negeri 2 Malang. Penelitian ini menggunakan pendekatan deskriptif kualitatif dan instrumen angket serta lembar observasi. Subjek penelitian ini berjumlah 35 siswa dan dua orang observer. Hasil penelitian mendapatkan bahwa metode tersebut dapat membantu siswa kelas X Lintas Minat dalam melatih penguasaan kosa kata bahasa Mandarin untuk materi KD 3.1 Menyapa ( 问候 ) dan KD 3.2 Jati Diri (个人信息). Menurut siswa, media Petak Kata memiliki tampilan yang menarik, mudah diakses, memudahkan siswa dalam menghafal, dan memahami kosakata bahasa Mandarin serta memudahkan siswa dalam mengerjakan latihan soal. Pada latihan soal level 1, 2, dan 3 semua siswa dapat dengan mudah mengerjakan soal latihan yang telah disediakan, bahkan pada latihan soal level 4 dan 5, hampir seluruh siswa dapat mengerjakannya, meskipun ada beberapa siswa yang mengalami kesulitan. Bentuk latihan soal level 4 yakni soal urutan kata yang merupakan salah satu cara menyatakan makna gramatikal dalam bahasa Mandarin, sedangkan latihan soal level 5 adalah bentuk soal melengkapi teks rumpang. Kata kunci: media permainan interaktif; bahasa Mandarin; kosakata; Petak Kata The Application of Interactive Petak Kata Game Based on the Quizizz Application to Train Mastery of Mandarin Vocabulary High School Students Across Interests The research aims to describe the implementation of the interactive game media "Petak Kata" based on the Quizizz application and the students' response to this game media in Mandarin language subjects for the 10th-grade students with diverse interests at SMA Negeri 2 Malang. The study uses a qualitative descriptive approach and questionnaire and observation sheet instruments. The research subjects consist of 35 students and two observers. The results indicate that the method can help the 10th-grade students with diverse interests in mastering Mandarin vocabulary for the subjects of Greeting (问候) and Self-Identity (个人信息). According to the students, "Petak Kata" media has an attractive appearance, is easily accessible, facilitates memorization and understanding of Mandarin vocabulary, and helps students in doing exercises. In the exercises of levels 1, 2, and 3, all students can easily complete the provided exercises, and in levels 4 and 5, almost all students can do them, although some students experience difficulties. Level 4 exercises involve word order, which is one way to express grammatical meaning in Mandarin, while level 5 exercises involve completing a passage. Keywords: interactive game media; chinese language; vocabulary; Petak Kata
本研究旨在描述基于Quizizz应用程序的互动游戏媒体Petak Kata的应用情况,以及马朗SMA Negeri 2中文学校X班跨兴趣班学生对游戏媒体的反应。本研究采用定性描述法、问卷工具和观察表。研究对象包括35名学生和两名观察员。结果表明,该方法可以帮助跨兴趣X班的学生练习掌握KD 3.1 Greeting(问候)和KD 3.2 Identity(个人信息)的汉语词汇。学生们认为,Petak Kata 媒体外形美观,使用方便,便于学生记忆和理解汉语词汇,也便于学生做练习题。在 1、2、3 级练习题中,所有学生都能轻松完成所提供的练习,即使在 4、5 级练习题中,几乎所有学生都能完成,但也有个别学生有困难。第 4 级练习题是词序题,是普通话语法意义表达的一种方式,而第 5 级练习题则是完成重叠文字的一种形式。关键词:互动游戏媒体;华语;词汇;Petak Kata 基于Quizizz应用软件的互动Petak Kata游戏在培养不同兴趣的高中生掌握华语词汇方面的应用 该研究旨在描述基于Quizizz应用软件的互动游戏媒体 "Petak Kata "的实施情况,以及马朗SMA Negeri 2学校10年级不同兴趣的学生对该游戏媒体在华语科目中的反应。本研究采用定性描述法、问卷调查法和观察表法。研究对象包括 35 名学生和两名观察员。结果表明,该方法有助于兴趣各异的 10 年级学生掌握问候(Greeting)和自我认同(Self-Identity)科目的华语词汇。学生们认为,"Petak Kata "媒体外形美观,易于使用,便于记忆和理解普通话词汇,有助于学生做练习。在一、二、三级的练习中,所有学生都能轻松完成所提供的练习;在四、五级的练习中,几乎所有学生都能完成,但也有一些学生遇到困难。第四级练习涉及词序,这是表达普通话语法意义的一种方式,而第五级练习涉及完成一段话。关键词:互动游戏媒体;汉语;词汇;Petak Kata
{"title":"Penerapan Media Permainan Interaktif Petak Kata Berbasis Aplikasi Quizizz untuk Melatih Penguasaan Kosakata Bahasa Mandarin Siswa SMA Lintas Minat","authors":"Giza Maharani Indrawan, Sawitri Retnantiti, Karina Fefi Laksana Sakti","doi":"10.17977/um064v3i102023p1474-1484","DOIUrl":"https://doi.org/10.17977/um064v3i102023p1474-1484","url":null,"abstract":"Penelitian ini bertujuan untuk mendiskripsikan penerapan media permainan interaktif Petak Kata berbasis aplikasi Quizizz dan respons siswa terhadap media permainan tersebut pada mata pelajaran bahasa Mandarin bagi siswa kelas X Lintas Minat di SMA Negeri 2 Malang. Penelitian ini menggunakan pendekatan deskriptif kualitatif dan instrumen angket serta lembar observasi. Subjek penelitian ini berjumlah 35 siswa dan dua orang observer. Hasil penelitian mendapatkan bahwa metode tersebut dapat membantu siswa kelas X Lintas Minat dalam melatih penguasaan kosa kata bahasa Mandarin untuk materi KD 3.1 Menyapa ( 问候 ) dan KD 3.2 Jati Diri (个人信息). Menurut siswa, media Petak Kata memiliki tampilan yang menarik, mudah diakses, memudahkan siswa dalam menghafal, dan memahami kosakata bahasa Mandarin serta memudahkan siswa dalam mengerjakan latihan soal. Pada latihan soal level 1, 2, dan 3 semua siswa dapat dengan mudah mengerjakan soal latihan yang telah disediakan, bahkan pada latihan soal level 4 dan 5, hampir seluruh siswa dapat mengerjakannya, meskipun ada beberapa siswa yang mengalami kesulitan. Bentuk latihan soal level 4 yakni soal urutan kata yang merupakan salah satu cara menyatakan makna gramatikal dalam bahasa Mandarin, sedangkan latihan soal level 5 adalah bentuk soal melengkapi teks rumpang. Kata kunci: media permainan interaktif; bahasa Mandarin; kosakata; Petak Kata The Application of Interactive Petak Kata Game Based on the Quizizz Application to Train Mastery of Mandarin Vocabulary High School Students Across Interests The research aims to describe the implementation of the interactive game media \"Petak Kata\" based on the Quizizz application and the students' response to this game media in Mandarin language subjects for the 10th-grade students with diverse interests at SMA Negeri 2 Malang. The study uses a qualitative descriptive approach and questionnaire and observation sheet instruments. The research subjects consist of 35 students and two observers. The results indicate that the method can help the 10th-grade students with diverse interests in mastering Mandarin vocabulary for the subjects of Greeting (问候) and Self-Identity (个人信息). According to the students, \"Petak Kata\" media has an attractive appearance, is easily accessible, facilitates memorization and understanding of Mandarin vocabulary, and helps students in doing exercises. In the exercises of levels 1, 2, and 3, all students can easily complete the provided exercises, and in levels 4 and 5, almost all students can do them, although some students experience difficulties. Level 4 exercises involve word order, which is one way to express grammatical meaning in Mandarin, while level 5 exercises involve completing a passage. Keywords: interactive game media; chinese language; vocabulary; Petak Kata","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"46 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139306810","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1539-1558
Arinis Syaadati, Ponimin Ponimin, Lisa Sidyawati
Lukisan Damar Kurung merupakan salah satu kesenian khas Gresik dengan struktur bentuk dasar kubus. Pada setiap permukaan sisi-sisi bentuk tersebut berupa cerita bergambar yang divisualkan dengan gaya naif figurativ. Akan tetapi eksistensi lukisan tersebut mulai tidak dikenal khususnya pada generasi muda, untuk itu pada penelitian ini pencipta mencoba merevitalisasi melalui penciptaan seni sebagai ide kreasi. Oleh karena itu pentingnya dilakukan suatu penelitian kreatif dengan media lain dalam bentuk penciptaan seni Batik Lukis, sehingga kehadiran hasil kreatif ini selain untuk mengenalkan seni damar kurung yang selama ini menggunakan media kertas dapat diperkaya dengan media batik. Dalam proses penciptaannya pencipta mengambil tema tentang Kebudayaan Gresik, dengan konsep ‘Kebudayaan Gresik yang Mulai Dilupakan’ pada proses kreatifnya metode yang digunakan merujuk pada teori Alma Hawkins dengan tiga tahapan: eksplorasi, improvisasi, dan perwujudan. Hasil dari penciptaan ini berupa enam karya Batik Lukis yang berjudul, Kesenian Dikker, Tradisi Sedekah Bumi, Tari Pencak Macan, Pasar Bandeng, Festival Damar Kurung, dan Kirab HUT Gresik. Penciptaan karya batik lukis ini diharapkan dapat sebagai pengembangan sarana edukasi khususnya kalangan generasi muda supaya lebih menghargai potensi seni rupa yang ada dikawasannya yakni dari hasil proses kreasi ini. Kata kunci: Batik Lukis; Damar Kurung; Gresik Damar Kurung Painting Specially Gresik East Java as Inpiration in The Art of Batik Painting Damar Kurung painting is one of Gresik's special arts with a basic cubic structure. On each surface the sides of the form are illustrated stories visualized in a figurative naive style. However, the existence of the painting is starting to be unknown, especially to the younger generation, for that in this study the creator tries to revitalize it through the creation of art as a creative idea. Therefore, it is important to do creative research with other media in the form of the creation of Batik Painting, so that the presence of this creative result in addition to introducing the art of damar brackets which has been using paper media can be enriched with batik media. In the process of creation, the creator took the theme of Gresik Culture, with the concept of 'Gresik Culture Begins to be Forgotten'. In the creative process the method used refers to Alma Hawkins' theory with three stages: exploration, improvisation, and embodiment. The results of this creation are six works of Batik Painting entitled, Dikker Art, Earth Alms Tradition, Pencak Macan Dance, Milkfish Market, Damar Kurung Festival, and Gresik Anniversary Carnival. It is hoped that the creation of this Batik Painting can be used as a means of developing educational facilities, especially among the younger generation, so that they can better appreciate the potential of fine arts in their area, namely the results of this creation process. Keywords: Painted Batik; Damar Kurung; Gresik
大马士革村(Lukisan Damar Kurung)是格陵兰岛上最重要的建筑之一,也是最重要的建筑结构。它是一种可分可合的象征性建筑。但是,在这一代人中,他们的生活习惯可能会被改变,因此,在他们的笔下,我们的生活会更有生命力。因此,在蜡染艺术的创作过程中,我们可以通过媒体来传播我们的创作理念,同时也可以通过蜡染媒体来传播我们的创作理念。该项目以 "希腊创作 "为主题,以阿尔玛-霍金斯(Alma Hawkins)理论为基础,以 "肢体语言"、"即兴创作 "和 "表演 "为主要创作方式。目前的项目包括蜡染艺术、Kesenian Dikker、Tradisi Sedekah Bumi、Tari Pencak Macan、Pasar Bandeng、Festival Damar Kurung 和 Kirab HUT Gresik。在这里,蜡染将成为教育的一个重要组成部分,同时也将为当地的经济发展带来巨大的潜力。Kata kunci: Batik Lukis; Damar Kurung; Gresik Damar Kurung Painting Specially Gresik East Java as Inpiration in The Art of Batik Painting Damar Kurung Painting 是 Gresik 的一种特殊艺术,具有基本的立方体结构。在每一个表面上,都以具象的天真风格形象化地描绘了形体两侧的故事。然而,这幅画的存在已开始不为人知,尤其是对年轻一代而言,因此,在本研究中,创作者试图通过艺术创作这一创造性理念来重振这幅画。因此,以蜡染绘画创作的形式对其他媒介进行创造性研究非常重要,这样,除了介绍一直使用纸质媒介的达玛括弧艺术外,还可以用蜡染媒介丰富这一创造性成果的存在。在创作过程中,创作者以格雷斯克文化为主题,以 "格雷斯克文化开始被遗忘 "为概念。在创作过程中,使用的方法参考了阿尔玛-霍金斯的理论,分为三个阶段:探索、即兴创作和体现。这次创作的成果是六幅蜡染绘画作品,分别是《Dikker 艺术》、《大地施舍传统》、《Pencak Macan 舞蹈》、《牛奶鱼市场》、《Damar Kurung 节》和《格累西克周年狂欢节》。希望蜡染画的创作能作为发展教育设施的一种手段,尤其是在年轻一代中,使他们能更好地欣赏美术在其所在地区的潜力,即这一创作过程的成果。关键词绘制蜡染;达玛库隆;格列锡克
{"title":"Lukisan Damar Kurung Khas Gresik Jawa Timur sebagai Inspirasi dalam Berkarya Seni Batik Lukis","authors":"Arinis Syaadati, Ponimin Ponimin, Lisa Sidyawati","doi":"10.17977/um064v3i102023p1539-1558","DOIUrl":"https://doi.org/10.17977/um064v3i102023p1539-1558","url":null,"abstract":"Lukisan Damar Kurung merupakan salah satu kesenian khas Gresik dengan struktur bentuk dasar kubus. Pada setiap permukaan sisi-sisi bentuk tersebut berupa cerita bergambar yang divisualkan dengan gaya naif figurativ. Akan tetapi eksistensi lukisan tersebut mulai tidak dikenal khususnya pada generasi muda, untuk itu pada penelitian ini pencipta mencoba merevitalisasi melalui penciptaan seni sebagai ide kreasi. Oleh karena itu pentingnya dilakukan suatu penelitian kreatif dengan media lain dalam bentuk penciptaan seni Batik Lukis, sehingga kehadiran hasil kreatif ini selain untuk mengenalkan seni damar kurung yang selama ini menggunakan media kertas dapat diperkaya dengan media batik. Dalam proses penciptaannya pencipta mengambil tema tentang Kebudayaan Gresik, dengan konsep ‘Kebudayaan Gresik yang Mulai Dilupakan’ pada proses kreatifnya metode yang digunakan merujuk pada teori Alma Hawkins dengan tiga tahapan: eksplorasi, improvisasi, dan perwujudan. Hasil dari penciptaan ini berupa enam karya Batik Lukis yang berjudul, Kesenian Dikker, Tradisi Sedekah Bumi, Tari Pencak Macan, Pasar Bandeng, Festival Damar Kurung, dan Kirab HUT Gresik. Penciptaan karya batik lukis ini diharapkan dapat sebagai pengembangan sarana edukasi khususnya kalangan generasi muda supaya lebih menghargai potensi seni rupa yang ada dikawasannya yakni dari hasil proses kreasi ini. Kata kunci: Batik Lukis; Damar Kurung; Gresik Damar Kurung Painting Specially Gresik East Java as Inpiration in The Art of Batik Painting Damar Kurung painting is one of Gresik's special arts with a basic cubic structure. On each surface the sides of the form are illustrated stories visualized in a figurative naive style. However, the existence of the painting is starting to be unknown, especially to the younger generation, for that in this study the creator tries to revitalize it through the creation of art as a creative idea. Therefore, it is important to do creative research with other media in the form of the creation of Batik Painting, so that the presence of this creative result in addition to introducing the art of damar brackets which has been using paper media can be enriched with batik media. In the process of creation, the creator took the theme of Gresik Culture, with the concept of 'Gresik Culture Begins to be Forgotten'. In the creative process the method used refers to Alma Hawkins' theory with three stages: exploration, improvisation, and embodiment. The results of this creation are six works of Batik Painting entitled, Dikker Art, Earth Alms Tradition, Pencak Macan Dance, Milkfish Market, Damar Kurung Festival, and Gresik Anniversary Carnival. It is hoped that the creation of this Batik Painting can be used as a means of developing educational facilities, especially among the younger generation, so that they can better appreciate the potential of fine arts in their area, namely the results of this creation process. Keywords: Painted Batik; Damar Kurung; Gresik","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139308489","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1485-1503
Reza Dwi Anggraini, Ike Ratnawati, Denik Ristya Rini
Majapahit adalah kerajaan terbesar yang pernah ada di Nusantara. Majapahit berpusat di wilayah Mojokerto yang ditandai dengan banyaknya penemuan arkiologi berupa candi dan benda-benda bersejarah. Salah satu candi yang paling terkenal dan lengkap adalah Candi Bajang Ratu. Candi tersebut adalah peninggalan Kerajaan Majapahit memiliki ornamaen/relif yang indah sehingga menginspirasi ide/gagasan dalam menciptakan motif batik tulis sandang. Pada artikel ini menjabarkan konsep, proses kreatif, hasil, dan penyajian karya batik tulis sandang. Metode yang digunakan dalam menciptakan motif batik tulis sandang ini menggunakan metode tiga tahap enam langkah yang dikemukakan oleh S.P Gustami yaitu: (1) tahap eksplorasi; (2) perancangan; dan (3) perwujudan. Judul karya batik tulis terapan yang sudah diciptakan yaitu Kembang petal, Kamurkaan kala, Naga Surya Majapahit, Suluran Badjang, Pelipit Bajang, dan Wahoyo. Keenam karya batik tulis tersebut kemudian disajikan dalam bentuk sandang berupa outer. Kata kunci: Candi Bajang Ratu; batik tulis; Sandang The Ornaments of Bajang Ratu Temple as an Idea for Creating Batik Motifs for Clothing The Majapahit empire was the largest kingdom that ever existed in Nusantara. Located in the Mojokerto region, it is marked by many archaeological discoveries, including temple and antiquities. One of the most famous and complete temple is the Bajang Ratu. This temple was a relic of the Majapahit kingdom, featuring beautiful ornamentation that inspires the creation of the sandang motif in batik. In this article, we would discuss the concept, creative process, results, and presentation of handwritten batik sandang. The method used to create the sandang motif in batik follows three stages and eight steps, as proposed by S.P. Gustami, namely: (1) exploration; (2) design; and (3) execution. The sandang motif batik has been applied to various themes, such as Kembang Petal, Kamurkaan Kalasan, Naga Surya Majapahit, Suluran Badjang, Pelipit Bajang, and Wahoyo. The batiks are then displayed in the form of a sandang, in the form of an outer. Keywords: Bajang Ratu Temple; batik tulis; Sandang
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Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1409-1419
Nurul Fitria Rifa'i, Moh. Khasairi
Rendahnya motivasi dan hasil belajar Nahwu di Lembaga Tinggi Pesantren Luhur Malang menjadi latar belakang pentingnya penelitian ini dilakukan. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK) untuk mengetahui secara langsung pengaruh penerapan metode Induktif terhadap pembelajaran Nahwu di kelas. Hasil penelitian menunjukkan bahwa motivasi belajar santri meningkat dari siklus I ke siklus II yang ditunjukkan dengan peningkatan rata-rata skor motivasi belajar dari 13,7 menjadi 14,5. Begitu juga dengan hasil belajar mengalami peningkatan nilai rata-rata kelas santri dari 76,2 (Pretes) menjadi 93,5 (Postes) sampai dengan 97,7 (evaluasi siklus II). Penerapan metode pembelajaran Induktif berpengaruh secara signifikan terhadap peningkatan motivasi belajar santri yang ditunjukan dari peningkatan skor motivasi belajar berdasarkan empat indikator dan hasil belajar santri mulai dari pretes, postes, dan evaluasi pembelajaran siklus II. Hal tersebut menunjukan bahwa penerapan metode Induktif memberikan pengaruh positif terhadap meningkatnya motivasi dan hasil belajar santri Madin At-Tahdzibiyyah Lembaga Tinggi Pesantren Luhur Malang. Kata kunci: metode pembelajaran induktif; motivasi belajar; hasil belajar; Nahwu; PTK The Application of Inductive Method to Improve Motivation and Nahwu Learning Outcomes in Islamic Boarding Schools The research was conducted using Classroom Action Research (CAR) to directly determine the effect of the application of the Inductive method on Nahwu learning in the classroom. The results showed that the motivation of students increased from cycle I to cycle II, as indicated by an increase in the average score of learning motivation from 13.7 to 14.5. Similarly, the learning outcomes also improved, with the average score of students increasing from 76.2 (pre-test) to 93.5 (post-test) and up to 97.7 (evaluation of cycle II). The application of the Inductive learning method significantly influenced the improvement of student motivation and learning outcomes, as shown by the increase in the score of learning motivation based on four indicators and the learning outcomes of students from pre-test, post-test, and evaluation of cycle II. This indicates that the application of the Inductive method has a positive effect on improving the motivation and learning outcomes of students in Madin At-Tahdzibiyyah Lembaga Tinggi Pesantren Luhur Malang. Keywords: inductive learning method; learning motivation; learning outcomes; Nahwu; CAR
马兰土著居民协会(Lembaga Tinggi Pesantren Luhur Malang)的动机和信念(Rendahnya motivasi dan hasil belajar Nahwu)是一个值得关注的群体。该计划的目的是在马六甲地区建立起一个有效的印地语教学模式。研究结果表明,从第一阶段到第二阶段,学生的学习积极性都有所提高,学生的学习积极性从 13.7% 提高到 14.5%。此外,在对学生的评估中,对学生健康状况的评分从 76.2 分(Pretes)到 93.5 分(Postes),再到 97.7 分(Siklus II 评估)。Induktif 衡量标准对提高学生的学习积极性具有重要意义,该衡量标准从预习、面试和第二阶段评估中得出,对提高学生的学习积极性具有重要意义。Hal tersebut menunjukan bahwa penerapan metode Induktif memberikan pengaruh positif terhadap meningkatnya motivasi dan hasil belajar santri Madin At-Tahdzibiyyah Lembaga Tinggi Pesantren Luhur Malang.Kata kunci: metode pembelajaran induktif; motivasi belajar; hasil belajar; Nahwu; PTK The Application of Inductive Method to Improve Motivation and Nahwu Learning Outcomes in Islamic Boarding Schools The research was conducted using Classroom Action Research (CAR) to directly determine the effect of the application of the Inductive method on Nahwu learning in the classroom. The research was conducted using Classroom Action Research (CAR) to directly determine the effect of the application of the Inductive method on Nahwu learning in the classroom.结果表明,从第一周期到第二周期,学生的学习积极性有所提高,学习积极性的平均分从 13.7 分提高到 14.5 分。同样,学习成绩也有所提高,学生的平均分从 76.2 分(前测)提高到 93.5 分(后测),最高达到 97.7 分(第二周期评价)。从基于四项指标的学习动机得分以及学生在前测、后测和第二周期评价中的学习成绩的提高情况来看,归纳学习法的应用对学生学习动机和学习成绩的提高产生了显著影响。这表明,归纳法的应用对提高马朗Madin At-Tahdzibiyyah Lembaga Tinggi Pesantren Luhur学校学生的学习动机和学习成果具有积极作用。关键词:归纳学习法;学习动机;学习成果;纳武;CAR
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Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1504-1523
Aji Mohammad Riduwan, M. A. Rohman, Joni Agung Sudarmanto
Maniva Particael, merupakan sebuah perusahaan yang bergerak di bidang perhotelan. Karena masih merupakan perusahaan baru, Maniva Particael belum memiliki identitas perusahaan. Sebagai perusahaan baru yang memasuki ketatnya persaingan dalam bidang perhotelan, masalah yang dihadapi Maniva Particael salah satunya adalah membangun brand image yang positif kepada konsumen. Peneltian ini bertujuan menghasilkan sebuah corporate identity dengan panduan sistem identitas perusahaan beserta penerapannya, yang merepresentasikan keunikan dan keunggulan perusahaan untuk membangun dan meningkatkan citra perusahaan kepada masyarakat. Manfaat dari perancangan ini perusahaan memiliki identitas yang sesuai dengan karakteristik dan kebutuhannya melalui prosedur penelitian dan perancangan yang baik dan benar. Sehingga dapat mencapai tujuannya dalam membangun brand image perusahaan. Perancangan corporate identity Maniva Particael ini menggunakan metode yang dikembangkan dari metode Sadjiman Ebdi Sanyoto. Hasil dari perancangan menghasilkan sebuah corporate identity dan Graphic Standard Manual (GSM) sebagai panduan penggunaan atau penerapan logo dalam berbagai macam media. Kata kunci: Identitas Visual, Identitas Perusahaan, Maniva Particael Maniva Particael Resort and Café Corporate Identity Design as a Company Image Effort Maniva Particael, is a company engaged in the hospitality sector. Because it is still a new company, Maniva Particael does not yet have a corporate identity. As a new company entering the tight competition in the hospitality sector, one of the problems faced by Maniva Particael is building a positive brand image to consumers. This research aims to produce a corporate identity with the guidance of the corporate identity system and its application, which represents the uniqueness and advantages of the company to build and improve the company's image to the public. The benefit of this design is that the company has an identity that is in accordance with its characteristics and needs through good and correct research and design procedures. So that it can achieve its goal in building the company's brand image. The design of Maniva Particael's corporate identity uses a method developed from the method of Sadjiman Ebdi Sanyoto. The results of the design produce a corporate identity and a Graphic Standard Manual (GSM) as a guide for the use or application of the logo in various media. Keywords: Visual Identity, Corporate Identity, Maniva Particael
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Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1462-1473
Ragilisna Dwi Ainurisanti
This research explores the language features of women in the dialogues of Jo March from the Little Women movie using a sociolinguistic approach to identify the language features applied by the main character to understand the social factors and dimensions influencing women's language using the theory of women's language features proposed by Robin Lakoff. A qualitative descriptive method was used to analyze the data and direct observation of the film. Eight types of women's language features were found in the Little Women movie, along with several social factors influencing the language used by the main character, such as participants, background, topic, and function. The social factors of each feature are closely related to their usage context, in addition to the social dimensions associated with the analysis factors consisting of social distance, status, formality, and function. Keywords: women language; gender; social dimensions; sociolinguistics Fitur Bahasa Wanita dalam Dialog Jo March dari Film Little Women Penelitian ini mengeksplorasi fitur bahasa wanita dalam dialog Jo March dari film Little Women dengan menggunakan pendekatan sosiolinguistik yang bertujuan untuk mengidentifikasi fitur bahasa yang diterapkan oleh karakter utama untuk mengetahui faktor dan dimensi sosial yang mempengaruhi bahasa wanita menggunakan teori fitur bahasa wanita yang dikemukakan oleh Robin Lakoff. Metode deskriptif kualitatif digunakan untuk menganalisis data dan observasi langsung terhadap film. Terdapat delapan jenis fitur bahasa wanita yang ditemukan dalam film Little Women dan beberapa faktor sosial yang mempengaruhi bahasa perempuan yang digunakan oleh tokoh utama, seperti partisipan, latar, topik, dan fungsinya. Faktor sosial dari setiap jenis fitur terkait erat dengan konteks penggunaannya selain dimensi sosial yang terkait dengan faktor analisis yang terdiri dari jarak sosial, status, formalitas, dan fungsi. Kata kunci: bahasa wanita, gender, dimensi sosial, sosiolinguistik
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Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1524-1538
Syahida Nursahidah Awalia, N. Nurhidayati
Penelitian ini bertujuan untuk mengembangkan video pembelajaran bahasa Arab materi Nahwu bagi siswa kelas VIII Madrasah Tsanawiyah (MTs). Penelitian ini termasuk dalam jenis penelitian dan pengembangan dengan model ADDIE. Data yang dikumpulkan meliputi data kualitatif berupa wawancara kebutuhan guru serta saran dan komentar dari tim ahli. Data kuantitatif berupa skor hasil validasi tim ahli, guru, dan keterbacaan siswa. Instrumen pengumpulan data yang digunakan adalah lembar uji validasi tim ahli, guru, dan uji keterbacaan siswa dengan teknik analisis deskriptif menghasilkan video pembelajaran bahasa Arab materi Nahwu bagi siswa kelas VIII MTs yang disusun berdasarkan referensi buku paket siswa. Video didesain dengan isi berwarna dan diunggah melalui YouTube supaya siswa dapat belajar dimanapun dan kapanpun. Hasil validasi produk oleh tim ahli dan pengguna terbatas secara keseluruhan memperoleh peresentase sebesar 79 persen berarti layak untuk digunakan sebagai media ajar materi Nahwu di jenjang MTs. Kata kunci: Nahwu; video pembelajaran; bahasa Arab Arabic Language Learning Videos on Nahwu Material for The 8th Grade of Islamic Elementery School The research aims to develop video learning materials on Nahwu material for eighth-grade students of Islamic Elementery School and employs the ADDIE model for its development. The data collected includes qualitative data (interviews with teachers and experts) and quantitative data (expert validation scores, teacher and student assessment scores). The data collection tools used are interview validation forms for experts, teachers, and student assessments using a descriptive analysis technique, resulting in video learning materials on Nahwu material for eighth-grade students of Islamic Elementery School, which are compiled based on the reference textbook for students. The videos are designed with colorful visuals and uploaded to YouTube so that students can learn anytime and anywhere. The validation of the product by experts and users is limited to 79 percent, indicating that it is suitable for use as Nahwu learning materials for eighth-grade students of Islamic Elementery School. Keywords: Nahwu; learning video; Arabic
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Pub Date : 2023-10-31DOI: 10.17977/um064v3i102023p1434-1449
Sandy Yohan Baskoro, Mitra Istiar Wardhana, Joko Samodra
Banyak negara yang terjangkit pandemi COVID-19, Indonesia adalah salah satunya. Virus COVID-19 merupakan penyakit menular yang disebabkan oleh virus corona 2 (SARS-CoV-2) dan menyerang sistem pernapasan. Banyak remaja merasakan jenuh dan bosan dirumah akibat efek pandemi ini. Disisi lain mereka juga harus tetap belajar ditengah pandemi. Banyak media pembelajaran yang digunakan ditengah pandemi, salah satunya game edukasi. Tujuan perancangan game “Find the Vaccine” ini sebagai penambah wawasan sekaligus hiburan untuk para remaja. Metode yang digunakan adalah metode pra produksi, produksi, pasca produksi agar mendapat hasil yang maksimal. Tujuan selanjutnya adalah membangun game edukasi untuk memberikan wawasan tentang pencegahan penularan COVID-19 kepada remaja dengan menggunakan game engine Construct 2. Adapun hasil pengujian game ini menyatakan bahwa 70 persen responden menyatakan bahwa game ini baik dan layak dari sisi tampilan, gameplay dan user interfacenya. Kata kunci: game edukasi; COVID-19; pandemi Designing an Educational Game Find the Vaccine about COVID-19 Virus as Insight for Teenagers Many countries have been affected by the COVID-19 pandemic; Indonesia is one of them. The COVID-19 virus is an infectious disease caused by the corona virus 2 (SARS-CoV-2) and attacks the respiratory system. Many teenagers feel bored at home due to the effects of this pandemic. On the other hand, they also have to keep learning in the midst of a pandemic. Many learning media are used in the midst of a pandemic, one of which is educational games. The purpose of designing this “Find the Vaccine” game is to add insight as well as entertainment for teenagers. The method used is the method of pre-production, production, post-production in order to get maximum results and to build an educational game to provide insight into preventing the spread of COVID-19 to teenagers by using the game engine Construct 2. The results of testing this game stated that 70 percent of respondents stated that this game was good and worthy in terms of appearance, gameplay and user interface. Keywords: educational game; COVID-19; pandemic
印度尼西亚有许多国家都在使用 COVID-19 病毒。COVID-19病毒是由科罗娜2号病毒(SARS-CoV-2)衍生出来的一种单细胞病毒,并威胁着整个系统。许多人都被感染了这种病毒。这些人都是媒体的忠实拥护者。许多媒体都在开发新的游戏,其中包括游戏教育。游戏 "寻找疫苗 "是一个可持续发展的游戏。所采用的方法包括产品推荐方法、产品介绍方法、产品使用方法等,以帮助用户改进工作。我们的目标是通过使用游戏引擎 Construct 2 来开发游戏编辑器,以提高 COVID-19 项目的开发效率。有 70 人对该游戏做出了回应,他们认为该游戏在内容、游戏性和用户界面方面都很不错。Kata kunci: game edukasi; COVID-19; pandemi Designing an Educational Game Find the Vaccine about COVID-19 Virus as Insight for Teenagers 许多国家都受到了 COVID-19 的影响,印度尼西亚就是其中之一。COVID-19 病毒是一种由电晕病毒 2(SARS-CoV-2)引起的传染病,主要侵犯呼吸系统。由于这种流行病的影响,许多青少年在家感到无聊。另一方面,他们也必须在大流行病中继续学习。在大流行病期间,可以使用许多学习媒体,教育游戏就是其中之一。设计这个 "寻找疫苗 "游戏的目的是为了让青少年在娱乐的同时增长见识。所采用的方法是前期制作、制作、后期制作的方法,以获得最大效果,并通过使用游戏引擎 Construct 2 制作一款教育游戏,让青少年深入了解如何预防 COVID-19 的传播。这款游戏的测试结果表明,70% 的受访者表示这款游戏在外观、游戏性和用户界面方面都很好,值得一试。关键词:教育游戏;COVID-19;大流行病
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Pub Date : 2023-09-30DOI: 10.17977/um064v3i92023p1253-1261
Muarif Muarif, Rahmawati Azi, Atika Muzairah
Penelitian ini bertujuan untuk menganalisis representasi the other dalam film Beautiful Creatures. Masalah dalam penelitian ini adalah Bagaimana Yang Lain diwakili dalam film Beautiful Creatures. Metode penelitian adalah metode kualitatif. Landasan teori yang digunakan dalam penelitian ini adalah teori etika yang dikemukakan oleh Emmanuel Levinas. Hal ini bertujuan untuk menentukan representasi Yang Lain dalam film Beautiful Creatures. Data dikumpulkan melalui kegiatan menonton film, tangkapan layar, mengklasifikasikan, dan melihat pratinjau. Sedangkan teknik analisis data yaitu, interpreting dan penarikan kesumpulan. Hail penelitian ini menunjukkan bahwa Lena sebagai karakter utama dalam film Beautiful Creature adalah representasi dari Yang Lain. Othering dalam film ini ditandai berdasarkan ras yang berbeda (Manusia vs Kastor atau Penyihir) dan agama yang berbeda (Kristiani vs non-agama). Kata kunci: Film Beautiful Creatures, The One, The Other, Face, Transendensi Infinity Representation of The One to The Other in the Movie The Beautiful Creature This study aims to analyze the representation of “the other” in the movie Beautiful Creatures. Using a qualitative research method, the research explores how the concept of “the other” is depicted within the film. Emmanuel Levinas' Ethical theory provides a conceptual framework for this analysis. The primary objective is to understand how “the other" is represented in the movie. Data collection involved watching the film, taking screenshots, and categorizing relevant scenes. Data analysis focused on interpretation, identifying patterns of "othering," and drawing conclusions about its representation. The study's findings highlight Lena, the main character, as a portrayal of “the other." The film emphasizes "othering" through racial differences (human vs. Caster/which) and religious distinctions (Christianity vs. Non-religion). These elements contribute to the nuanced depiction of the "other." Keywords: Beautiful Creatures, The One, The Other, Face, Trancendence
本页旨在介绍电影《美丽的生物》中的 "另一个人"。本页的主题是 "Bagaimana Yang Lain diwakili dalam film Beautiful Creatures"。写作模式是一种社会模式。在这部电影中被挖掘出来的理论体系是由埃马纽埃尔-列维纳斯(Emmanuel Levinas)所创立的理论体系。在电影《美丽的生物》中,他是 "杨-莱恩 "的代表人物。这些数据将用于电影的制作、拍摄、制作和传播。数据分析技术包括数据解释和数据分析。电影《美丽生物》中的莉娜是 "杨-莱恩 "的代表。电影中的其他形象包括肤色(Manusia vs Kastor atau Penyihir)和性别(Kristiani vs non-agama)。Kata kunci: 电影《美丽的动物》, "一个", "另一个", 脸, Transendensi 电影《美丽的动物》中 "一个 "对 "另一个 "的无限表现 本研究旨在分析电影《美丽的动物》中 "另一个 "的表现。本研究采用定性研究方法,探讨 "他者 "这一概念在电影中是如何被描述的。埃马纽埃尔-列维纳斯的伦理理论为本分析提供了一个概念框架。研究的主要目的是了解 "他者 "在电影中是如何表现的。数据收集包括观看影片、截图和对相关场景进行分类。数据分析的重点是解释、识别 "他者化 "的模式,并就 "他者化 "的表现形式得出结论。研究结果突出了主角莉娜作为 "他者 "的形象。影片通过种族差异(人类 vs. Caster/which)和宗教区别(基督教 vs. 非宗教)强调了 "他者化"。这些元素有助于对 "他者 "进行细致入微的刻画。关键词美丽生物》、"一个"、"另一个"、面孔、超越
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