Pub Date : 2023-02-27DOI: 10.17977/um064v3i22023p311-322
Ratih Rosmalia, Yusnita Febrianti, Harits Masduqi, E. L. Zen
The power relations between high rank officials and their staff seem to shape various forms of communication patterns, especially in terms of commanding or directing. In this research, the researcher discusses the use of command utterances by high rank officials and staff at the Education Office of Malang Regency in giving orders to internship students. To perform this analysis, the researcher employed a descriptive-qualitative approach with the Speech Act theory suggested by Yule (1996) and Searle (1985) as an analytical tool. The result shows that there are three types of directive speech acts namely implicit ordering, commanding, and ordering. The high rank officials and staff at the Education Office of Malang Regency had great respect for someone who had no position, for example an internship student. This could be seen by always using the word “please” when ordering. The expression of respect is also shown by saying “thank you” after the completion of certain task. The result of this current research provides an overview of how communication in the workplace embodies power relations, especially in formal settings such as government offices. Communication between the Malang Regency Education Office and internship students can be seen as an example that power relations with negative connotations do not always occur in every government agency for the sake of humanity and mutual respect to all people in the agency. Keywords: power relation in the workplace; directive speech act; imperative sentences Analisis Ujaran Kalimat Imperatif di Lingkungan Dinas Pendidikan di Indonesia Relasi kekuasaan antara pemimpin dan stafnya tampak membentuk berbagai bentuk pola komunikasi, terutama dalam hal memerintah atau mengarahkan. Dalam penelitian ini, oleh karena itu, peneliti membahas penggunaan ujaran perintah oleh staf dan kepala bidang di Dinas Pendidikan Kabupaten Malang dalam memberikan perintah kepada pekerja magang. Untuk melakukan analisis ini, peneliti menggunakan pendekatan deskriptif-kualitatif dengan menggunakan teori Speech Act yang dikemukakan oleh Yule (1996) dan Searle (1985) sebagai alat analisis. Hasil yang diperoleh menunjukkan bahwa terdapat tiga jenis tindak tutur direktif yang ditemukan, yaitu implicit ordering, commanding, dan ordering. Para pimpinan dan staf di Dinas Pendidikan Kabupaten Malang sangat menghormati seseorang yang tidak memiliki jabatan, misalnya mahasiswa magang. Hal ini terlihat dari tindakannya yang selalu menggunakan kata “tolong” saat memesan. Ungkapan rasa hormat juga ditunjukkan dengan mengucapkan “terima kasih” setelah selesainya suatu kegiatan. Hasil penelitian saat ini memberikan gambaran tentang bagaimana komunikasi di tempat kerja mewujudkan hubungan kekuasaan, terutama dalam pengaturan formal seperti kantor-kantor pemerintah. Komunikasi antara Dinas Pendidikan Kabupaten Malang dengan mahasiswa magang dapat dilihat sebagai contoh bahwa relasi kuasa yang berkonotasi negatif tidak terjadi di setiap instansi pem
高层官员与下属之间的权力关系似乎形成了各种形式的沟通模式,特别是在指挥或指挥方面。在本研究中,研究者探讨了玛琅县教育办公室的高级官员和工作人员在向实习学生下达命令时使用的命令话语。为了进行这一分析,研究者采用了描述-定性的方法,并将Yule(1996)和Searle(1985)提出的言语行为理论作为分析工具。结果表明,指令性言语行为有三种类型,即隐含命令、命令和命令。玛琅县教育办公室的高级官员和工作人员非常尊重没有职位的人,例如实习学生。这可以从点餐时总是使用“请”这个词看出。在完成某项任务后说“谢谢”也是表达尊重的一种方式。目前的研究结果概述了工作场所的沟通如何体现权力关系,特别是在政府办公室等正式环境中。玛琅县教育办公室与实习学生之间的沟通可以看作是一个例子,因为人道和对机构内所有人的相互尊重,并不是每个政府机构都有负面内涵的权力关系。关键词:职场权力关系;指示性言语行为;祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句,祈使句马来人民共和国,马来人民共和国,马来人民共和国工作人员,马来人民共和国工作人员,马来人民共和国工作人员,马来人民共和国工作人员,马来人民共和国工作人员。Untuk melakakan analysis ini, peneliti menggunakan pendekatan deskrititiff - kalitatiff denengan menggunakan teori Speech Act yang dikemukakan oleh Yule (1996) dan Searle (1985) sebagai alatan analysis。Hasil yang diperoleh menunjukkan bahwa terdapat tiga jenis tindak tuturektif yang ditemukan, yitu隐含命令,命令,命令。Para pimpinan dan工作人员di Dinas Pendidikan Kabupaten Malang sangat menghormati seseorang yang tidak memiliki jabatan, misalnya mahasiswa magang。Hal ini terlihat dari tindakannya yang selalu menggunakan kata " tolong "(龙)是什么意思?" terima kasih " setelah selesainya suatu kegiatan。哈西尔penelitian saat ini成员kan gambaran tentantanbagaimana komunikasi di tempat kerja mewujudkan hubungan kekuasaan, terutama dalam pengaturan正式的独立kantor-kantor permerintah。Komunikasi antara Dinas Pendidikan kabupten Malang dengan mahasiswa magang dapat dilii sebagai contoi bahwa relasi kuasa yang berkonotasi negative - tidak terjadi di seapap insta pendididikan和dansaling menghormati kepada semua orang termasuk dalam instaji。Kata Kunci:放松的kuasa di tempat kerja;我的未来直接;kalimat perintah
{"title":"An Analysis of Imperative Sentences Uttered by The Education Office in Indonesia","authors":"Ratih Rosmalia, Yusnita Febrianti, Harits Masduqi, E. L. Zen","doi":"10.17977/um064v3i22023p311-322","DOIUrl":"https://doi.org/10.17977/um064v3i22023p311-322","url":null,"abstract":"The power relations between high rank officials and their staff seem to shape various forms of communication patterns, especially in terms of commanding or directing. In this research, the researcher discusses the use of command utterances by high rank officials and staff at the Education Office of Malang Regency in giving orders to internship students. To perform this analysis, the researcher employed a descriptive-qualitative approach with the Speech Act theory suggested by Yule (1996) and Searle (1985) as an analytical tool. The result shows that there are three types of directive speech acts namely implicit ordering, commanding, and ordering. The high rank officials and staff at the Education Office of Malang Regency had great respect for someone who had no position, for example an internship student. This could be seen by always using the word “please” when ordering. The expression of respect is also shown by saying “thank you” after the completion of certain task. The result of this current research provides an overview of how communication in the workplace embodies power relations, especially in formal settings such as government offices. Communication between the Malang Regency Education Office and internship students can be seen as an example that power relations with negative connotations do not always occur in every government agency for the sake of humanity and mutual respect to all people in the agency.\u0000Keywords: power relation in the workplace; directive speech act; imperative sentences\u0000Analisis Ujaran Kalimat Imperatif di Lingkungan Dinas Pendidikan di Indonesia\u0000Relasi kekuasaan antara pemimpin dan stafnya tampak membentuk berbagai bentuk pola komunikasi, terutama dalam hal memerintah atau mengarahkan. Dalam penelitian ini, oleh karena itu, peneliti membahas penggunaan ujaran perintah oleh staf dan kepala bidang di Dinas Pendidikan Kabupaten Malang dalam memberikan perintah kepada pekerja magang. Untuk melakukan analisis ini, peneliti menggunakan pendekatan deskriptif-kualitatif dengan menggunakan teori Speech Act yang dikemukakan oleh Yule (1996) dan Searle (1985) sebagai alat analisis. Hasil yang diperoleh menunjukkan bahwa terdapat tiga jenis tindak tutur direktif yang ditemukan, yaitu implicit ordering, commanding, dan ordering. Para pimpinan dan staf di Dinas Pendidikan Kabupaten Malang sangat menghormati seseorang yang tidak memiliki jabatan, misalnya mahasiswa magang. Hal ini terlihat dari tindakannya yang selalu menggunakan kata “tolong” saat memesan. Ungkapan rasa hormat juga ditunjukkan dengan mengucapkan “terima kasih” setelah selesainya suatu kegiatan. Hasil penelitian saat ini memberikan gambaran tentang bagaimana komunikasi di tempat kerja mewujudkan hubungan kekuasaan, terutama dalam pengaturan formal seperti kantor-kantor pemerintah. Komunikasi antara Dinas Pendidikan Kabupaten Malang dengan mahasiswa magang dapat dilihat sebagai contoh bahwa relasi kuasa yang berkonotasi negatif tidak terjadi di setiap instansi pem","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121697127","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 : 2023-02-27DOI: 10.17977/um064v3i22023p267-283
Gagawan Jawa Anjawaniluhur, Jamila Wijayanti, Muh Fatoni Rohman
Dissociative Identity Disorder atau DID adalah sebuah gangguan pada mental seseorang yang merujuk pada kondisi memiliki lebih dari satu kepribadian dalam satu tubuh. Selain dapat ditemukan dalam dunia nyata, DID juga kerap kali muncul sebagai ide penciptaan karya sastra. Penelitian ini mengkaji terkait DID yang tersirat dalam novel Paradigma karya Syahid Muhammad. Penelitian ini difokuskan kepada dua tokoh yang memiliki indikasi DID yaitu, Rana dan Ikrar. Untuk memperoleh temuan yang diharapkan, peneliti menggunakan penelitian deskriptif kualitatif dengan desain studi teks. Data berupa kalimat kutipan novel Paradigma karya Syahid Muhammad yang berbentuk narasi, dialog, dan monolog tokoh terkait DID. Peneliti menggunakan teknik pengumpulan data baca dan catat. Data yang telah terkumpul selanjutnya dianalisis menggunakan teknik reduksi data, penyajian data, dan penarikan kesimpulan. Hasil dari penelitian ini berupa gejala DID, seperti adanya dua identitas yang bergantian mengendalikan tubuh, ketidakmampuan mengingat informasi personal, tidak disebabkan oleh obat terlarang dan minuman keras, dan masing-masing identitas memiliki citra diri, sejarah, dan nama. Selanjutnya, ditemukan penyebab kemunculan DID dalam diri tokoh Rana dan Ikrar, yaitu trauma, kesusahan berat, usaha meredam keinginan, dan dorongan keinginan untuk dapat berdiri sendiri. Kemudian, ditemukan juga sikap orang sekitar terhadap penderita berupa prasangka buruk dan diskriminasi. Kata kunci: konstruksi; dissociative identity disorder; gangguan mental; novel Paradigma Construction of Dissociative Identity Disorder in the Novel Paradigma by Syahid Muhammad Dissociative Identity Disorder or DID is a mental disorder that refers to the condition of having more than one personality in one body. Besides being found in the real world, DID also often appears as an idea for creating literary works. This research examines DID that is implied in Syahid Muhammad's Novel Paradigma. This research is focused on two figures who have DID indications, namely, Rana and Ikrar. To obtain the data, researchers used a qualitative descriptive study with a text study design. The data is in the form of excerpts from the novel Paradigma in the form of narratives, dialogues, and monologues related to DID. Researchers used reading and note-taking data collection techniques. The data that has been collected then analyzed using data reduction techniques, data presentation, and drawing conclusions. The results of this study are in the form of DID symptoms such as the existence of two identities that take turns controlling the body, the inability to remember personal information, are not caused by drugs and alcohol, and each identity has a self-image, history, and name. Furthermore, it was found that the causes of the emergence of DID in the characters Rana and Ikrar, namely trauma, severe distress, efforts to suppress desires, and encouragement to be able to stand alone. Then, it was also found that the attitude of
{"title":"Konstruksi Dissociative Identity Disorder dalam Novel Paradigma Karya Syahid Muhammad","authors":"Gagawan Jawa Anjawaniluhur, Jamila Wijayanti, Muh Fatoni Rohman","doi":"10.17977/um064v3i22023p267-283","DOIUrl":"https://doi.org/10.17977/um064v3i22023p267-283","url":null,"abstract":"Dissociative Identity Disorder atau DID adalah sebuah gangguan pada mental seseorang yang merujuk pada kondisi memiliki lebih dari satu kepribadian dalam satu tubuh. Selain dapat ditemukan dalam dunia nyata, DID juga kerap kali muncul sebagai ide penciptaan karya sastra. Penelitian ini mengkaji terkait DID yang tersirat dalam novel Paradigma karya Syahid Muhammad. Penelitian ini difokuskan kepada dua tokoh yang memiliki indikasi DID yaitu, Rana dan Ikrar. Untuk memperoleh temuan yang diharapkan, peneliti menggunakan penelitian deskriptif kualitatif dengan desain studi teks. Data berupa kalimat kutipan novel Paradigma karya Syahid Muhammad yang berbentuk narasi, dialog, dan monolog tokoh terkait DID. Peneliti menggunakan teknik pengumpulan data baca dan catat. Data yang telah terkumpul selanjutnya dianalisis menggunakan teknik reduksi data, penyajian data, dan penarikan kesimpulan. Hasil dari penelitian ini berupa gejala DID, seperti adanya dua identitas yang bergantian mengendalikan tubuh, ketidakmampuan mengingat informasi personal, tidak disebabkan oleh obat terlarang dan minuman keras, dan masing-masing identitas memiliki citra diri, sejarah, dan nama. Selanjutnya, ditemukan penyebab kemunculan DID dalam diri tokoh Rana dan Ikrar, yaitu trauma, kesusahan berat, usaha meredam keinginan, dan dorongan keinginan untuk dapat berdiri sendiri. Kemudian, ditemukan juga sikap orang sekitar terhadap penderita berupa prasangka buruk dan diskriminasi.\u0000Kata kunci: konstruksi; dissociative identity disorder; gangguan mental; novel Paradigma \u0000Construction of Dissociative Identity Disorder in the Novel Paradigma by Syahid Muhammad\u0000Dissociative Identity Disorder or DID is a mental disorder that refers to the condition of having more than one personality in one body. Besides being found in the real world, DID also often appears as an idea for creating literary works. This research examines DID that is implied in Syahid Muhammad's Novel Paradigma. This research is focused on two figures who have DID indications, namely, Rana and Ikrar. To obtain the data, researchers used a qualitative descriptive study with a text study design. The data is in the form of excerpts from the novel Paradigma in the form of narratives, dialogues, and monologues related to DID. Researchers used reading and note-taking data collection techniques. The data that has been collected then analyzed using data reduction techniques, data presentation, and drawing conclusions. The results of this study are in the form of DID symptoms such as the existence of two identities that take turns controlling the body, the inability to remember personal information, are not caused by drugs and alcohol, and each identity has a self-image, history, and name. Furthermore, it was found that the causes of the emergence of DID in the characters Rana and Ikrar, namely trauma, severe distress, efforts to suppress desires, and encouragement to be able to stand alone. Then, it was also found that the attitude of","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124075047","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 : 2023-02-27DOI: 10.17977/um064v3i22023p201-219
Abdur Rahman Frima, Moh. Khasairi
Pembelajaran Nahwu di beberapa lembaga formal kurang mendapatkan perhatian sehingga kele-mahan siswa terhadap tata bahasa menjadi permasalahan paling kompleks dari sekian permasalah-an bahasa Arab. Oleh karena itu, urgensi pembelajaran Nahwu begitu besar. Dengan demikian pe-nelitian ini bertujuan mengembangkan bahan pelajaran berupa materi Nahwu untuk kelas 10 Ida-man SMA AN-NUR dan menguji tingkat kelayakan materi hasil pengembangan dalam pembelajaran Nahwu. Pengembangan bahan pelajaran dilakukan dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation and Evaluation). Uji validitas produk hasil pengem-bangan dilakukan oleh validator ahli materi dan validator ahli media lalu diujicobakan pada sepuluh siswa kelas 10 Idaman yang telah mempelajari materi Nahwu dasar. Pengembangan ini menghasilkan produk berupa buku Nahwu Ibtida’i yang mencakup beberapa materi Nahwu, yaitu: Isim Isyarah, Isim Dhamir, Adawatul Istifham, Adad Tartiby, Mufrad, Mutsanna, Jama’, Dzaraf Zaman dan Makan, serta Sifat Mausuf. Hasil uji validitas menunjukkan bahwa produk hasil pengembangan tersebut layak digunakan: nilai hasil uji kelayakan materi 85 persen, nilai hasil uji kelayakan media 81,3 persen, dan nilai hasil uji keterbacaan oleh siswa 91,25 persen. Kata kunci: Nahwu; bahan pelajaran; materi pembelajaran The Development of Nahwu Learning Materials for 10th Grade of Islamic High School AN-NUR Malang Nahwu learning in some formal institutions receives less attention so that students' weakness in grammar is the most complex problem of the many Arabic language problems, therefore the urgen-cy of Nahwu learning is so great. Thus, this research aims to develop learning materials of Nahwu material for grade 10 of AN-NUR High School Dream and test the feasibility level of material from development in Nahwu learning. The development of learning materials is carried out using the ADDIE (Analysis, Design, Development, Implementation and Evaluation) model. The validity test of the product from the development was carried out by material expert validators and media expert validators and then tested on ten Dream 10th grade students who had studied basic Nahwu ma-terial. Thisidevelopmentiresulted in a product in the form of a Nahwu Ibtida'i book which includes several Nahwu materials namely: Isim Isyarah, Isim Dhamir, Adawatul Istifham, Adad Tartiby, Mufrad, Mutsanna, Jama', Dzaraf Zaman and Makan, and Sifat Mausuf. The results of the validity test show that theiproduct developed is suitable for use: the value of the material feasibility test results is 85 persent, the media feasibility test result score is 81.3 percent, and the student readability test result score is 91.25 percent. Keywords: Nahwu; study materials; learning materials
Nahwu在一些正式的机构缺乏引起的学习,使学生对语法的kele-mahan permasalah-an阿拉伯语中有最复杂的问题。因此,Nahwu学习的紧迫性是如此之大。从而pe-nelitian旨在促进学习材料是Nahwu材料来高中10年级Ida-man AN-NUR和水平测试物质Nahwu发展中学习结果的价值。学习材料使用艾迪(分析模型进行开发设计,开发,Implementation和调查员)。产品有效性试验结果pengem-bangan物质由validator专家和媒体专家validator十年级学生身上试验前10的理想的基本研究Nahwu材料了。开发产品是一本Nahwu Ibtida 'i Nahwu包括的一些内容,即:Isim Isyarah, Isim Dhamir, Adawatul Istifham,这就是Tartiby Mufrad Mutsanna, Jama’,Dzaraf吃、Mausuf品质时代。有效性试验结果表明,使用产品发展结果值得:价值85%材料可行性测试,测试结果百分之81,3,媒体的价值和价值学生百分之91.25 keterbacaan试验的结果。关键词:Nahwu;学习材料;pembelajaranThe开发Nahwu学习材料的材料为伊斯兰的第十级高中AN-NUR MalangNahwu学习在一些正式institutions receives少的关注,所以那个学生的弱项”在语法最复杂问题》是许多阿拉伯语言problems,这就是《urgen-cy Nahwu学习是如此之大。因此,这个研究aims to冲洗Nahwu为材料的学习材料的10年级级feasibility》AN-NUR高中梦和测试从发展》和Nahwu学习材料。学习用的材料是carried out之发展艾迪(分析,设计,开发,Implementation和调查员)模型。validity测试》广告从发展是carried out by专家validators材料和媒体专家validators然后继续测试十梦10年级学生谁有studied basic Nahwu ma-terial。@ thisidevelopresulted in a production in the form of several Nahwu材质Nahwu教材namely: Isim Isyarah, Isim Dhamir, Adad Istifham, Mufrad, Mutsanna, Jama',results of The validity测试秀那theiproduct developed is suitable for用价值》:feasibility test results材料是85,媒体feasibility测试有争议的论点分数是百分之81。3,《学生91 readability论点测试得分是百分之25。安装:Nahwu;学习材料;学习材料
{"title":"Pengembangan Materi Pembelajaran Nahwu untuk Kelas 10 SMA AN NUR Malang","authors":"Abdur Rahman Frima, Moh. Khasairi","doi":"10.17977/um064v3i22023p201-219","DOIUrl":"https://doi.org/10.17977/um064v3i22023p201-219","url":null,"abstract":"Pembelajaran Nahwu di beberapa lembaga formal kurang mendapatkan perhatian sehingga kele-mahan siswa terhadap tata bahasa menjadi permasalahan paling kompleks dari sekian permasalah-an bahasa Arab. Oleh karena itu, urgensi pembelajaran Nahwu begitu besar. Dengan demikian pe-nelitian ini bertujuan mengembangkan bahan pelajaran berupa materi Nahwu untuk kelas 10 Ida-man SMA AN-NUR dan menguji tingkat kelayakan materi hasil pengembangan dalam pembelajaran Nahwu. Pengembangan bahan pelajaran dilakukan dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation and Evaluation). Uji validitas produk hasil pengem-bangan dilakukan oleh validator ahli materi dan validator ahli media lalu diujicobakan pada sepuluh siswa kelas 10 Idaman yang telah mempelajari materi Nahwu dasar. Pengembangan ini menghasilkan produk berupa buku Nahwu Ibtida’i yang mencakup beberapa materi Nahwu, yaitu: Isim Isyarah, Isim Dhamir, Adawatul Istifham, Adad Tartiby, Mufrad, Mutsanna, Jama’, Dzaraf Zaman dan Makan, serta Sifat Mausuf. Hasil uji validitas menunjukkan bahwa produk hasil pengembangan tersebut layak digunakan: nilai hasil uji kelayakan materi 85 persen, nilai hasil uji kelayakan media 81,3 persen, dan nilai hasil uji keterbacaan oleh siswa 91,25 persen.\u0000Kata kunci: Nahwu; bahan pelajaran; materi pembelajaran\u0000The Development of Nahwu Learning Materials for 10th Grade of Islamic High School AN-NUR Malang\u0000Nahwu learning in some formal institutions receives less attention so that students' weakness in grammar is the most complex problem of the many Arabic language problems, therefore the urgen-cy of Nahwu learning is so great. Thus, this research aims to develop learning materials of Nahwu material for grade 10 of AN-NUR High School Dream and test the feasibility level of material from development in Nahwu learning. The development of learning materials is carried out using the ADDIE (Analysis, Design, Development, Implementation and Evaluation) model. The validity test of the product from the development was carried out by material expert validators and media expert validators and then tested on ten Dream 10th grade students who had studied basic Nahwu ma-terial. Thisidevelopmentiresulted in a product in the form of a Nahwu Ibtida'i book which includes several Nahwu materials namely: Isim Isyarah, Isim Dhamir, Adawatul Istifham, Adad Tartiby, Mufrad, Mutsanna, Jama', Dzaraf Zaman and Makan, and Sifat Mausuf. The results of the validity test show that theiproduct developed is suitable for use: the value of the material feasibility test results is 85 persent, the media feasibility test result score is 81.3 percent, and the student readability test result score is 91.25 percent.\u0000Keywords: Nahwu; study materials; learning materials","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125712971","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}
Menurunnya minat belajar peserta didik kelas VIII dapat disebabkan berbagai faktor, salah satunya media pembelajaran yang digunakan. Terlebih lagi media pembelajaran konvensional yang tidak beradaptasi ke bentuk digital semakin menurunkan minat belajar peserta didik kelas VIII. Tidak terkecuali juga pada mata pelajaran Seni Budaya. Tujuan penelitian ini untuk mengembangkan e-comic materi Menggambar ilustrasi sebagai media pembelajaran untuk meningkatkan minat belajar peserta didik kelas VIII terhadap mata pelajaran Seni Budaya. Sasaran dari penelitian ini adalah peserta didik kelas VIII secara luas. Metode penelitian yang digunakan diadaptasikan dari R & D Borg dan Gall. Mulai dari penelitian dan pengumpulan data, perencanaan, pengembangan produk awal, validasi ahli, revisi produk, uji coba kelompok kecil, revisi produk, uji coba kelompok besar, serta revisi & penyempurnaan produk. Hasil penelitian menunjukkan persentase 100 persen untuk validasi materi, 96,42 persen untuk validasi media, 97,57 persen untuk uji coba kelompok kecil, dan 95,41 persen untuk uji coba kelompok besar. Berdasarkan hasil tersebut e-comic materi Menggambar Ilustrasi dikategorikan sangat layak. Hasil uji efektivitas menunjukkan indeks N-Gain mencapai 0,46 yang dikategorikan masuk kategori sedang. Jadi berdasarkan hasil penelitian dan pengembangan tersebut e-comic materi Menggambar Ilustrasi sangat layak digunakan dan efektif untuk meningkatkan minat belajar peserta didik kelas VIII terhadap mata pelajaran Seni Budaya. Kata kunci: e-comic; menggambar ilustrasi; minat belajar Developing E-comic as A Learning Material for Illustration Drawing to Improve the Learning Interest of 8th Grade Students Various factors contribute to low learning interest of 8th grade students, including improper selection of learning media, The use of conventional learning media that was irrelevant to the digital era lowered students’ learning interest. This issue also occurred in the teaching and learning activities of Cultural Arts subject. This study was conducted to develop e-comic as a learning media of illustration drawing to increase the learning interest of 8th grade students in Cultural Arts class. The development of the product was carried out using an adapted R & D model proposed by Borg and Gall. The stages of the product development were data collection, planning, initial product development, expert validation, product revisions, small-scale product try out, product revisions, large-scale product try out, and final product revision & improvement. The material validation resulted in a percentage of 100 percent, 96.42 percent for media validation, 97.57 percent for small scale product tryout and 95.41 percent for large scale product tryout. Based on those results, the e-comic Illustration Drawing media developed in this study is categorized highly feasible. The effectiveness test showed N-Gain index of 0.46 (moderate). It can be taken into conclusion that the e-comic Illustration Drawing
{"title":"Pengembangan E-comic Materi Menggambar Ilustrasi untuk Meningkatkan Minat Belajar Peserta Didik Kelas VIII","authors":"Tata Sabritama Sabritama, Iriaji Iriaji, Swastika Dhesti Anggriani","doi":"10.17977/um064v3i22023p165-184","DOIUrl":"https://doi.org/10.17977/um064v3i22023p165-184","url":null,"abstract":"Menurunnya minat belajar peserta didik kelas VIII dapat disebabkan berbagai faktor, salah satunya media pembelajaran yang digunakan. Terlebih lagi media pembelajaran konvensional yang tidak beradaptasi ke bentuk digital semakin menurunkan minat belajar peserta didik kelas VIII. Tidak terkecuali juga pada mata pelajaran Seni Budaya. Tujuan penelitian ini untuk mengembangkan e-comic materi Menggambar ilustrasi sebagai media pembelajaran untuk meningkatkan minat belajar peserta didik kelas VIII terhadap mata pelajaran Seni Budaya. Sasaran dari penelitian ini adalah peserta didik kelas VIII secara luas. Metode penelitian yang digunakan diadaptasikan dari R & D Borg dan Gall. Mulai dari penelitian dan pengumpulan data, perencanaan, pengembangan produk awal, validasi ahli, revisi produk, uji coba kelompok kecil, revisi produk, uji coba kelompok besar, serta revisi & penyempurnaan produk. Hasil penelitian menunjukkan persentase 100 persen untuk validasi materi, 96,42 persen untuk validasi media, 97,57 persen untuk uji coba kelompok kecil, dan 95,41 persen untuk uji coba kelompok besar. Berdasarkan hasil tersebut e-comic materi Menggambar Ilustrasi dikategorikan sangat layak. Hasil uji efektivitas menunjukkan indeks N-Gain mencapai 0,46 yang dikategorikan masuk kategori sedang. Jadi berdasarkan hasil penelitian dan pengembangan tersebut e-comic materi Menggambar Ilustrasi sangat layak digunakan dan efektif untuk meningkatkan minat belajar peserta didik kelas VIII terhadap mata pelajaran Seni Budaya.\u0000Kata kunci: e-comic; menggambar ilustrasi; minat belajar\u0000Developing E-comic as A Learning Material for Illustration Drawing to Improve the Learning Interest of 8th Grade Students\u0000Various factors contribute to low learning interest of 8th grade students, including improper selection of learning media, The use of conventional learning media that was irrelevant to the digital era lowered students’ learning interest. This issue also occurred in the teaching and learning activities of Cultural Arts subject. This study was conducted to develop e-comic as a learning media of illustration drawing to increase the learning interest of 8th grade students in Cultural Arts class. The development of the product was carried out using an adapted R & D model proposed by Borg and Gall. The stages of the product development were data collection, planning, initial product development, expert validation, product revisions, small-scale product try out, product revisions, large-scale product try out, and final product revision & improvement. The material validation resulted in a percentage of 100 percent, 96.42 percent for media validation, 97.57 percent for small scale product tryout and 95.41 percent for large scale product tryout. Based on those results, the e-comic Illustration Drawing media developed in this study is categorized highly feasible. The effectiveness test showed N-Gain index of 0.46 (moderate). It can be taken into conclusion that the e-comic Illustration Drawing ","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131156764","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 : 2023-02-27DOI: 10.17977/um064v3i22023p220-235
Alifia Nur Fauziah, Rosyidah Rosyidah
Pengembangan media pembelajaran berbasis Android untuk materi passivsatz pada mata kuliah Struktur und Wortschatz II dilatarbelakangi oleh kurangnya media ajar yang menarik bagi maha-siswa. Tujuan penelitian ini, yaitu (1) peneliti menghasilkan produk berupa media pembelajaran ber-basis Android untuk materi passivsatz pada mata kuliah Struktur und Wortschatz II dan (2) peneliti menentukan kelayakan media pembelajaran berdasarkan pendapat ahli dan persepsi mahasiswa. Metode penelitian ini adalah penelitian dan pengembangan (R & D) dengan memanfaatkan model pengembangan ADDIE. Mahasiswa program studi Pendidikan Bahasa Jerman Universitas Negeri Malang menjadi sasaran uji coba dalam penelitian ini. Tahapan dalam penelitian ini meliputi: (1) analysis; (2) design; (3) development; (4) implementation; dan (5) evaluation. Pengumpulan data menggunakan angket tertutup yang dibagikan kepada para ahli dan Google Forms yang dibagikan kepada mahasiswa untuk memperoleh data penilaian terhadap produk. Produk yang dihasilkan berupa media pembelajaran berbasis Android yang diberi nama “Passiv Raum“ berisikan empat bagian materi dan satu bagian evaluasi. Di dalam produk ini juga terdapat ilustrasi dan animasi pendukung supaya lebih menarik. Hasil penilaian ahli dan mahasiswa yang dihitung menggunakan skala Likert dan selanjutnya dipersentase menunjukkan skor rata-rata 94,6 persen. Berdasarkan skor tersebut, media pembelajaran “Passiv Raum” layak digunakan sebagai bahan ajar mandiri. Kata kunci: media pembelajaran; Android; Passivsatz The Development of an Android-Based Learning Passiv Raum for Passivsatz-Material in Struktur und Wortschatz II Course The Development of an Android-Based Learning Media “Passiv Raum” for Passivsatz-Material in Struktur und Wortschatz II Course is motivated by the absence of interesting teaching materials for students. The points of this research are: (1) to produce a product in the form of Android-based learning media for Passivsatz and (2) to test the viability of learning media based on the opinions of experts and students. This research is research and development (R&D) using the ADDIE deve-lopment model. This research was tested on students of the German Language Education Study Program, State University of Malang. The stages in this research include: (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The data collection method uses closed ques-tionnaires and Google Forms which are distributed to experts and students to obtain product evaluation data. The resulting product is an Android-based learning media “Passiv Raum“ which contains four material sections and one evaluation section. The results of expert and student assess-ments were calculated using a Likert scale and percentaged, then an average score of 94.6 percent was obtained. Based on the results of these data, the learning media "Passiv Raum" is very feasible and suitable for use as independent teaching materials. Keywords: lea
{"title":"Pengembangan Media Pembelajaran Berbasis Android Passiv Raum untuk Materi Passivsatz pada Mata Kuliah Struktur und Wortschatz II","authors":"Alifia Nur Fauziah, Rosyidah Rosyidah","doi":"10.17977/um064v3i22023p220-235","DOIUrl":"https://doi.org/10.17977/um064v3i22023p220-235","url":null,"abstract":"Pengembangan media pembelajaran berbasis Android untuk materi passivsatz pada mata kuliah Struktur und Wortschatz II dilatarbelakangi oleh kurangnya media ajar yang menarik bagi maha-siswa. Tujuan penelitian ini, yaitu (1) peneliti menghasilkan produk berupa media pembelajaran ber-basis Android untuk materi passivsatz pada mata kuliah Struktur und Wortschatz II dan (2) peneliti menentukan kelayakan media pembelajaran berdasarkan pendapat ahli dan persepsi mahasiswa. Metode penelitian ini adalah penelitian dan pengembangan (R & D) dengan memanfaatkan model pengembangan ADDIE. Mahasiswa program studi Pendidikan Bahasa Jerman Universitas Negeri Malang menjadi sasaran uji coba dalam penelitian ini. Tahapan dalam penelitian ini meliputi: (1) analysis; (2) design; (3) development; (4) implementation; dan (5) evaluation. Pengumpulan data menggunakan angket tertutup yang dibagikan kepada para ahli dan Google Forms yang dibagikan kepada mahasiswa untuk memperoleh data penilaian terhadap produk. Produk yang dihasilkan berupa media pembelajaran berbasis Android yang diberi nama “Passiv Raum“ berisikan empat bagian materi dan satu bagian evaluasi. Di dalam produk ini juga terdapat ilustrasi dan animasi pendukung supaya lebih menarik. Hasil penilaian ahli dan mahasiswa yang dihitung menggunakan skala Likert dan selanjutnya dipersentase menunjukkan skor rata-rata 94,6 persen. Berdasarkan skor tersebut, media pembelajaran “Passiv Raum” layak digunakan sebagai bahan ajar mandiri. \u0000Kata kunci: media pembelajaran; Android; Passivsatz\u0000The Development of an Android-Based Learning Passiv Raum for Passivsatz-Material in Struktur und Wortschatz II Course\u0000The Development of an Android-Based Learning Media “Passiv Raum” for Passivsatz-Material in Struktur und Wortschatz II Course is motivated by the absence of interesting teaching materials for students. The points of this research are: (1) to produce a product in the form of Android-based learning media for Passivsatz and (2) to test the viability of learning media based on the opinions of experts and students. This research is research and development (R&D) using the ADDIE deve-lopment model. This research was tested on students of the German Language Education Study Program, State University of Malang. The stages in this research include: (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The data collection method uses closed ques-tionnaires and Google Forms which are distributed to experts and students to obtain product evaluation data. The resulting product is an Android-based learning media “Passiv Raum“ which contains four material sections and one evaluation section. The results of expert and student assess-ments were calculated using a Likert scale and percentaged, then an average score of 94.6 percent was obtained. Based on the results of these data, the learning media \"Passiv Raum\" is very feasible and suitable for use as independent teaching materials.\u0000Keywords: lea","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128455174","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 : 2023-02-27DOI: 10.17977/um064v3i22023p284-295
Saffana Dina, Deddy Kurniawan, Aiga Ventivani
Penelitian ini bertujuan untuk mendeskripsikan aktivitas siswa pada penggunaan media pembel-ajaran digital video Little Fox Chinese untuk melatih keterampilan berbicara siswa kelas XI IPS 6 SMAN 7 Malang serta mendeskripsikan respons siswa pada penggunaan media pembelajaran digital video Little Fox Chinese untuk keterampilan berbicara siswa. Little Fox Chinese merupakan salah satu akun YouTube untuk mempelajari bahasa Mandarin. Little Fox Chinese dikemas secara menarik dengan video berbentuk animasi serta pelafalan yang jelas dan lambat untuk memudahkan siswa memahami dan juga menirukan pelafalan bahasa Mandarin. Akun YouTube Little Fox Chinese berisi tentang berbagai macam video bahasa Mandarin dengan materi dongeng, fabel, dan lagu. Penelitian dirancang menggunakan metode deskriptif kualitatif dengan instrumen penelitian berupa lembar observasi dan lembar angket. Berdasarkan hasil observasi dan angket, penelitian menunjukkan, bahwa 17 siswa penggunaan media belajar video YouTube Little Fox Chinese dapat terbantu melatih keterampilan berbicara bahasa Mandarin. Namun, tiga siswa lainnya menyatakan, bahwa peng-gunaan media pembelajaran berbasis video YouTube Little Fox Chinese tidak dapat membantu mempermudah keterampilan berbicara bahasa Mandarin. Hal tersebut dapat terjadi karena tidak semua siswa dapat mengikuti pembelajaran dengan menggunakan penyampaian berupa media video. Kata kunci: little fox Chinese; keterampilan berbicara; bahasa Mandarin; kelas XI IPS 6 The Use of Video-Based Digital Learning Media Little Fox Chinese for Mandarin Speaking Skill of High School Students This study aims to describe student activities on the use of digital learning media Little Fox Chinese video to train students' speaking skill in class XI IPS 6 SMAN 7 Malang and to describe student responses to use digital learning media Little Fox Chinese video for speaking skill class. Little Fox Chinese is a YouTube account for learning Chinese. Little Fox Chinese with interesting animated videos and clear pronunciation to make it easier for students to understand and also imitate Chinese pronunciation. Little Fox Chinese’s YouTube account contains various kinds of Chinese videos with fairy tales, fables and songs. The research was designed using a qualitative descriptive method with research instruments in the form of observation and questionnaire. Based on the results of observations and questionnaires, shows that Little Fox Chinese YouTube video learning media can help 17 students to practice Chinese speaking skill. However, three other students stated that Little Fox Chinese YouTube video-based learning media could not help facilitate Chinese speaking skill. This can happen because not all students can take part in learning by using video media. Keywords: little fox Chinese; speaking skill; Chinese language; class XI IPS 6
中国小狐狸是学习普通话的YouTube账号之一。中国《小狐狸》以生动缓慢的动画视频和朗朗上口的发音为特色,以帮助学生理解和模仿普通话。YouTube账号“小狐狸中国”(Little Fox Chinese)上有各种各样的普通话视频,其中包含童话、寓言和歌曲。研究采用一种基于观察和边缘的研究工具的定性描述性方法。根据观察和预算,研究表明,17名使用中国视频学习媒体的学生可以帮助学习普通话技能。然而,其他三名学生指出,基于YouTube视频的学习媒体“小狐狸中国”并没有帮助提高汉语口语技能。这是可能的,因为不是所有的学生都可以通过视频媒体跟踪学习。关键词:中国小狐狸;演讲技巧;普通话;中国小狐狸是一个学习中国的YouTube账户。中国狐狸有趣的动画视频和清晰的发音使它对学生理解和模仿中国发音更容易。中国小狐狸的YouTube账号包含了各种各样的中国视频,里面有童话、寓言和歌曲。这项研究的目的是使用观察和提问形式中具有研究工具的资格描述方法。基于观察和问题的建议,中国小狐的中国学习媒体视频可以帮助17名学生练习中国的技能。However,另外三个学生指出,基于学习媒体的中国中国视频学习不能帮助中国的语音技能。这是可以实现的,因为不是所有的学生都可以通过使用媒体视频来参与学习。中国小狐狸;谈到技能;中国的语言;大二IPS 6级
{"title":"Penggunaan Media Pembelajaran Digital Berbasis Video Little Fox Chinese untuk Keterampilan Berbicara Bahasa Mandarin Siswa SMA","authors":"Saffana Dina, Deddy Kurniawan, Aiga Ventivani","doi":"10.17977/um064v3i22023p284-295","DOIUrl":"https://doi.org/10.17977/um064v3i22023p284-295","url":null,"abstract":"Penelitian ini bertujuan untuk mendeskripsikan aktivitas siswa pada penggunaan media pembel-ajaran digital video Little Fox Chinese untuk melatih keterampilan berbicara siswa kelas XI IPS 6 SMAN 7 Malang serta mendeskripsikan respons siswa pada penggunaan media pembelajaran digital video Little Fox Chinese untuk keterampilan berbicara siswa. Little Fox Chinese merupakan salah satu akun YouTube untuk mempelajari bahasa Mandarin. Little Fox Chinese dikemas secara menarik dengan video berbentuk animasi serta pelafalan yang jelas dan lambat untuk memudahkan siswa memahami dan juga menirukan pelafalan bahasa Mandarin. Akun YouTube Little Fox Chinese berisi tentang berbagai macam video bahasa Mandarin dengan materi dongeng, fabel, dan lagu. Penelitian dirancang menggunakan metode deskriptif kualitatif dengan instrumen penelitian berupa lembar observasi dan lembar angket. Berdasarkan hasil observasi dan angket, penelitian menunjukkan, bahwa 17 siswa penggunaan media belajar video YouTube Little Fox Chinese dapat terbantu melatih keterampilan berbicara bahasa Mandarin. Namun, tiga siswa lainnya menyatakan, bahwa peng-gunaan media pembelajaran berbasis video YouTube Little Fox Chinese tidak dapat membantu mempermudah keterampilan berbicara bahasa Mandarin. Hal tersebut dapat terjadi karena tidak semua siswa dapat mengikuti pembelajaran dengan menggunakan penyampaian berupa media video.\u0000Kata kunci: little fox Chinese; keterampilan berbicara; bahasa Mandarin; kelas XI IPS 6\u0000The Use of Video-Based Digital Learning Media Little Fox Chinese for Mandarin Speaking Skill of High School Students\u0000This study aims to describe student activities on the use of digital learning media Little Fox Chinese video to train students' speaking skill in class XI IPS 6 SMAN 7 Malang and to describe student responses to use digital learning media Little Fox Chinese video for speaking skill class. Little Fox Chinese is a YouTube account for learning Chinese. Little Fox Chinese with interesting animated videos and clear pronunciation to make it easier for students to understand and also imitate Chinese pronunciation. Little Fox Chinese’s YouTube account contains various kinds of Chinese videos with fairy tales, fables and songs. The research was designed using a qualitative descriptive method with research instruments in the form of observation and questionnaire. Based on the results of observations and questionnaires, shows that Little Fox Chinese YouTube video learning media can help 17 students to practice Chinese speaking skill. However, three other students stated that Little Fox Chinese YouTube video-based learning media could not help facilitate Chinese speaking skill. This can happen because not all students can take part in learning by using video media.\u0000Keywords: little fox Chinese; speaking skill; Chinese language; class XI IPS 6","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115264329","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 : 2023-02-27DOI: 10.17977/um064v3i22023p185-200
Natasya Dwi Nursari, N. Nurhidayati
Penelitian ini bertujuan untuk mendeskripsikan penggunaan strategi bermain berbasis media lego dan meningkatkan penguasaan kosakata bahasa Arab setelah digunakan strategi bermain berbasis media lego di kelas 4 MI Nurul Huda Semarum. Penelitian dilakukan di MI Nurul Huda Semarum Trenggalek dengan subjek siswa kelas 4 yang berjumlah 27 siswa. Penelitian ini merupakan Penelitian Tindak Kelas dengan dua siklus, setiap siklusnya terdiri dari tahap perencanaan, pelaksanaan, pengamatan, dan refleksi. Metode pengumpulan data yang digunakan adalah observasi, wawancara, pre-test, dan post-test. Instrumen penelitian yang digunakan berupa pedoman observasi, pedoman wawancara, soal pre-test, dan soal post-test. Hasil penelitian ini menunjukkan bahwa penerapan strategi bermain berbasis media lego mencakup kegiatan perencanaan untuk menyiapkan bahan dan tempat bermain lego, kegiatan bermain yaitu siswa bermain menyusun lego, kegiatan penutup yaitu membahas kembali kegiatan pembelajaran, dan kegiatan evaluasi siswa mengerjakan post-test di setiap siklusnya. Setelah diterapkannya strategi bermain berbasis media lego, setiap siklusnya mendapatkan hasil yang signifikan, yaitu pada pre-test mendapatkan hasil 25 persen, pada post-test Siklus I mendapatkan hasil 56 persen, sedangkan pada post-test siklus II mendapatkan hasil 85 persen. Dengan demikian, peneliti dapat menyimpulkan bahwa penerapan strategi bermain berbasis media lego dapat meningkatkan penguasaan kosakata bahasa Arab siswa kelas 4 MI. Kata kunci: strategi bermain; lego; kosakata The Application of Lego Game-Based Strategy as a Media to Improve Arabic Vocabulary Mastery in Islamic Elementary Students This study aims to describe the use of lego media-based play strategies and increase in Arabic vocabulary mastery after using lego media-based play strategies in grade 4 MI Nurul Huda Semarum. The research was conducted at MI Nurul Huda Semarum, Trenggalek, with 27 students of grade 4 as the subjects. This research was a Class Action Research with two cycles, each cycle consisting of planning, implementation, observation, and reflection. Data collection methods used are observation, interviews, pre-test, and post-test. The research instruments were observation guidelines, interview guidelines, pre-test, and post-test questions. The results of this study indicate that the application of lego media-based play strategies includes planning activities to prepare materials and place to play Lego, playing activities, namely students playing assembling legos, closing activities, namely discussing learning activities again, and evaluation activities of students working on the post-test. After implementing the playing strategy based on Lego media, each cycle gets significant results namely, the pretest gets 25 percent results, while the post-test cycle I gets 56 percent results, and the second cycle gets 85 percent results. Thus, it can be said that the application of lego media-based play strategies can improve
{"title":"Penerapan Strategi Berbasis Permainan Lego sebagai Media untuk Meningkatkan Penguasaan Kosakata Bahasa Arab Siswa Madrasah Ibtidaiyah","authors":"Natasya Dwi Nursari, N. Nurhidayati","doi":"10.17977/um064v3i22023p185-200","DOIUrl":"https://doi.org/10.17977/um064v3i22023p185-200","url":null,"abstract":"Penelitian ini bertujuan untuk mendeskripsikan penggunaan strategi bermain berbasis media lego dan meningkatkan penguasaan kosakata bahasa Arab setelah digunakan strategi bermain berbasis media lego di kelas 4 MI Nurul Huda Semarum. Penelitian dilakukan di MI Nurul Huda Semarum Trenggalek dengan subjek siswa kelas 4 yang berjumlah 27 siswa. Penelitian ini merupakan Penelitian Tindak Kelas dengan dua siklus, setiap siklusnya terdiri dari tahap perencanaan, pelaksanaan, pengamatan, dan refleksi. Metode pengumpulan data yang digunakan adalah observasi, wawancara, pre-test, dan post-test. Instrumen penelitian yang digunakan berupa pedoman observasi, pedoman wawancara, soal pre-test, dan soal post-test. Hasil penelitian ini menunjukkan bahwa penerapan strategi bermain berbasis media lego mencakup kegiatan perencanaan untuk menyiapkan bahan dan tempat bermain lego, kegiatan bermain yaitu siswa bermain menyusun lego, kegiatan penutup yaitu membahas kembali kegiatan pembelajaran, dan kegiatan evaluasi siswa mengerjakan post-test di setiap siklusnya. Setelah diterapkannya strategi bermain berbasis media lego, setiap siklusnya mendapatkan hasil yang signifikan, yaitu pada pre-test mendapatkan hasil 25 persen, pada post-test Siklus I mendapatkan hasil 56 persen, sedangkan pada post-test siklus II mendapatkan hasil 85 persen. Dengan demikian, peneliti dapat menyimpulkan bahwa penerapan strategi bermain berbasis media lego dapat meningkatkan penguasaan kosakata bahasa Arab siswa kelas 4 MI.\u0000Kata kunci: strategi bermain; lego; kosakata\u0000The Application of Lego Game-Based Strategy as a Media to Improve Arabic Vocabulary Mastery in Islamic Elementary Students\u0000This study aims to describe the use of lego media-based play strategies and increase in Arabic vocabulary mastery after using lego media-based play strategies in grade 4 MI Nurul Huda Semarum. The research was conducted at MI Nurul Huda Semarum, Trenggalek, with 27 students of grade 4 as the subjects. This research was a Class Action Research with two cycles, each cycle consisting of planning, implementation, observation, and reflection. Data collection methods used are observation, interviews, pre-test, and post-test. The research instruments were observation guidelines, interview guidelines, pre-test, and post-test questions. The results of this study indicate that the application of lego media-based play strategies includes planning activities to prepare materials and place to play Lego, playing activities, namely students playing assembling legos, closing activities, namely discussing learning activities again, and evaluation activities of students working on the post-test. After implementing the playing strategy based on Lego media, each cycle gets significant results namely, the pretest gets 25 percent results, while the post-test cycle I gets 56 percent results, and the second cycle gets 85 percent results. Thus, it can be said that the application of lego media-based play strategies can improve ","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131691313","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 : 2023-02-27DOI: 10.17977/um064v3i22023p236-255
Alde Hera Klinsando, Ponimin Ponimin, S. Anggriani
Topeng Barongan Kucingan adalah salah satu properti topeng yang ada dalam pertunjukan jaranan senterewe di Tulungagung, Jawa Timur. Topeng ini menggambarkan sosok yang memiliki watak angkara murka, serakah, ganas, menyeramkan, perkasa, dan keji. Topeng Barongan Kucingan sarat akan nilai mistis, bahkan dalam proses pembuatannya terdapat ritual-ritual tertentu yang dilakukan oleh pengrajin topeng Barongan Kucingan. Hal tersebut dilakukan agar ketika topeng Barongan Kucingan dipakai saat pertunjukan, penari dan penonton dapat merasakan energi dari roh gaib. Tujuan penelitian ini adalah untuk mendeskripsikan bentuk dan makna topeng Barongan Kucingan di Tulungagung. Selain itu, penelitian ini mendeskripsikan proses spiritual yang dilakukan pengrajin dalam proses pembuatan topeng Barongan Kucingan, penggarapan, dan teknik dalam pembuatan Topeng Barongan Kucingan di Tulungagung. Metode yang digunakan dalam penelitian ini menggunakan deskriptif kualitatif. Teknik pengumpulan data menggunakan observasi, dokumentasi, dan wawancara. Hasil penelitian ini, yaitu bentuk dasar yang ada pada topeng Barongan Kucingan, teknik penggarapan yang digunakan menggunakan teknik ukir dan sungging dimulai dari tahap persiapan, tahap penggarapan bentuk, tahap penggarapan ornamen, tahap penggarapan aksesoris, dan tahap finishing dan perakitan. Kata kunci: topeng barongan kucingan; mistis; penggarapan Forms and Techniques in Making Barongan Kucingan Masks in Tulungagung The Barongan Kucingan mask is one of the masks featured in the Senterewe-Jaranan performance in Tulungagung, East Java. This mask represents a character with an angry, greedy, vicious, scary, powerful but malevolent personality. Barongan Kucingan masks are imbued with mystical value and even during the manufacturing process, there are certain rituals performed by Barongan Kucingan mask artisans. This is done in order that once the Barongan Kucingan mask is worn throughout the performance, the dancers and the spectators will feel the energy from the supernatural spirit. The purpose of this research are to describe the form and meaning of the Tulungagung Barongan Kucingan mask and also the spiritual process carried out by the artisans while making the Barongan Kucingan mask, as well as the cultivation and techniques used to make the Tulungagung Barongan Kucingan mask. The methods used in this research are descriptive and qualitative. Data collection techniques are taken through observation, documentation and interviews. The result of this research are the basic shape of the Barongan Kucingan mask, cultivation techniques using carving and sungging techniques, starting from the preparation stage, shape processing stage, decoration processing stage, accessory processing stage, finishing and processing assembly stage. Keywords: barongan kucingan mask; mystical; techniques
初露面具是爪哇东部图伦加贡市jaranan senterwe的面具道具之一。这个面具代表了愤怒、贪婪、恶毒、令人毛骨悚然、强大和恶毒的形象。到处都是带有神秘价值的面具,甚至在制造过程中也有由工匠进行的某些仪式。这样做是为了让表演者、舞蹈演员和观众能够感受到超自然精神的能量。本研究的目的是描述图伦加贡圆形剧场圆形面具的形状和意义。此外,这项研究描述了工匠们在图伦加宫制造轮塞面具、培植和制造轮塞面具的过程中所进行的精神过程。本研究采用的方法采用描述性质的描述。运用观察、记录和访谈的数据收集技术。这项研究的结果是,在摇环面膜上发现的最基本形式,采用雕刻和蹲技术的耕作技术从准备阶段、种植阶段、装饰种植阶段、配饰阶段、完成阶段和组装开始。关键词:滚动面具;神秘;在tulungagungth的市场和技术初创市场中大量生产马甲是马甲在东爪哇的图伦加贡表演中所具有的特色马甲之一。这个面具代表了一个性格特点,愤怒、贪婪、恶毒、可怕、强大但令人抗拒的个性。大量的面具被赋予了神秘的价值,甚至在生产过程中,通过蒙面艺术家表演有一个确定的仪式。按照这样的指示,一旦猫戴着面具,表演,舞蹈演员和旁观者就会感受到来自超自然精神的能量。这项研究的目的是描述大量猎物面具的形成和含义,以及作者在制造面具时提出的精神过程也是如此。这项研究中使用的方法是descriptive and qualitive。数据收集技术是通过观察、文档和面试来获取的。这项研究的结果是基地形状的面具,利用切割和戴上技术技术,从准备阶段开始,形状处理阶段,分解阶段处理,收集阶段处理,完成阶段处理。妙语:秃头面具;神秘的;techniques
{"title":"Bentuk dan Teknik Penggarapan Topeng Barongan Kucingan di Tulungagung","authors":"Alde Hera Klinsando, Ponimin Ponimin, S. Anggriani","doi":"10.17977/um064v3i22023p236-255","DOIUrl":"https://doi.org/10.17977/um064v3i22023p236-255","url":null,"abstract":"Topeng Barongan Kucingan adalah salah satu properti topeng yang ada dalam pertunjukan jaranan senterewe di Tulungagung, Jawa Timur. Topeng ini menggambarkan sosok yang memiliki watak angkara murka, serakah, ganas, menyeramkan, perkasa, dan keji. Topeng Barongan Kucingan sarat akan nilai mistis, bahkan dalam proses pembuatannya terdapat ritual-ritual tertentu yang dilakukan oleh pengrajin topeng Barongan Kucingan. Hal tersebut dilakukan agar ketika topeng Barongan Kucingan dipakai saat pertunjukan, penari dan penonton dapat merasakan energi dari roh gaib. Tujuan penelitian ini adalah untuk mendeskripsikan bentuk dan makna topeng Barongan Kucingan di Tulungagung. Selain itu, penelitian ini mendeskripsikan proses spiritual yang dilakukan pengrajin dalam proses pembuatan topeng Barongan Kucingan, penggarapan, dan teknik dalam pembuatan Topeng Barongan Kucingan di Tulungagung. Metode yang digunakan dalam penelitian ini menggunakan deskriptif kualitatif. Teknik pengumpulan data menggunakan observasi, dokumentasi, dan wawancara. Hasil penelitian ini, yaitu bentuk dasar yang ada pada topeng Barongan Kucingan, teknik penggarapan yang digunakan menggunakan teknik ukir dan sungging dimulai dari tahap persiapan, tahap penggarapan bentuk, tahap penggarapan ornamen, tahap penggarapan aksesoris, dan tahap finishing dan perakitan.\u0000Kata kunci: topeng barongan kucingan; mistis; penggarapan\u0000Forms and Techniques in Making Barongan Kucingan Masks in Tulungagung\u0000The Barongan Kucingan mask is one of the masks featured in the Senterewe-Jaranan performance in Tulungagung, East Java. This mask represents a character with an angry, greedy, vicious, scary, powerful but malevolent personality. Barongan Kucingan masks are imbued with mystical value and even during the manufacturing process, there are certain rituals performed by Barongan Kucingan mask artisans. This is done in order that once the Barongan Kucingan mask is worn throughout the performance, the dancers and the spectators will feel the energy from the supernatural spirit. The purpose of this research are to describe the form and meaning of the Tulungagung Barongan Kucingan mask and also the spiritual process carried out by the artisans while making the Barongan Kucingan mask, as well as the cultivation and techniques used to make the Tulungagung Barongan Kucingan mask. The methods used in this research are descriptive and qualitative. Data collection techniques are taken through observation, documentation and interviews. The result of this research are the basic shape of the Barongan Kucingan mask, cultivation techniques using carving and sungging techniques, starting from the preparation stage, shape processing stage, decoration processing stage, accessory processing stage, finishing and processing assembly stage.\u0000Keywords: barongan kucingan mask; mystical; techniques","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124444415","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 : 2023-01-30DOI: 10.17977/um064v3i12023p15-33
Indah Dwi Cahyanti Dipura, Iriaji Iriaji, S. Anggriani
Era globalisasi menggerus pengetahuan remaja mengenai budaya lokal khususnya pewayangan. Pen-gembangan bahan ajar yang mengangkat pewayangan terbatas sehingga peneliti mengembangkan e-modul dengan menyisipkan karakter pewayangan. Tujuan penelitian yaitu mengembangkan dan menghasilkan e-modul kompetensi dasar menggambar komik berkarakter wayang. Penelitian menggunakan model pengembangan ADDIE mencakup: (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Instrumen yang digunakan yaitu angket uji validasi ahli, angket uji efektivitas oleh peserta didik dan pretest posttest. Penelitian menggunakan data kualitatif dan kuantitatif. E-modul telah diuji oleh dua validator ahli media dan dua validator ahli materi, uji efektivitas oleh 20 peserta didik, dan penghitungan N-Gain score pretest posttest kepada 20 peserta didik kelas VIII SMPN 24 Malang. Hasil penelitian menunjukkan persentase validasi oleh ahli media sebesar 83,9 persen dan validasi ahli materi sebesar 91,6 persen dengan rata-rata sebesar 87,8 persen menunjukkan produk sangat layak untuk diimplementasikan. Hasil uji efektivitas sebesar 83,2 persen membuktikan produk masuk kriteria sangat layak. Hasil N-Gain score pretest posttest sebesar 0,59 menunjukkan pemahaman peserta didik terhadap materi dalam e-modul mengalami peningkatan yang sedang. Kata kunci: e-modul, kompetensi dasar, menggambar komik berkarakter wayang The Development of E-Module Basic Competency in Drawing Comics with Puppet Characters for Eight Grade of Middle School Students The era of globalization erodes adolescents' knowledge of local culture, especially puppetry. The development of teaching materials that raise puppetry is limited so that researchers develop e-modules by inserting puppet characters. The aim of the research is the development and production of an e-module on basic skills in drawing comics with wayang characters. The research used the ADDIE development model, consisting of steps: (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The instruments used are expert validation test questionnaires, effectiveness test questionnaires by students and pretest posttest question sheets. The study used qualitative and quantitative data. E-modules have been tested by two media experts and two material experts, effectiveness test by 20 students, and calculation of N-Gain score pretest posttest to 20 students of class VIII SMPN 24 Malang. The results showed the percentage of media expert validation of 83.9 percent and material expert validation of 91.6 percent with an average of 87.8 percent indicating the product is very feasible to implement. The results of the effectiveness test of 83.2 percent prove the product is very feasible. The pretest posttest N-Gain score of 0,59 shows that students' understanding of the material in the e-module has increased moderately. Keywords: e-module, basic competency, drawing comics, wayang characters
{"title":"Pengembangan E-Modul Kompetensi Dasar Menggambar Komik Berkarakter Wayang untuk Siswa SMP Kelas VIII","authors":"Indah Dwi Cahyanti Dipura, Iriaji Iriaji, S. Anggriani","doi":"10.17977/um064v3i12023p15-33","DOIUrl":"https://doi.org/10.17977/um064v3i12023p15-33","url":null,"abstract":"Era globalisasi menggerus pengetahuan remaja mengenai budaya lokal khususnya pewayangan. Pen-gembangan bahan ajar yang mengangkat pewayangan terbatas sehingga peneliti mengembangkan e-modul dengan menyisipkan karakter pewayangan. Tujuan penelitian yaitu mengembangkan dan menghasilkan e-modul kompetensi dasar menggambar komik berkarakter wayang. Penelitian menggunakan model pengembangan ADDIE mencakup: (1) analisis; (2) desain; (3) pengembangan; (4) implementasi; dan (5) evaluasi. Instrumen yang digunakan yaitu angket uji validasi ahli, angket uji efektivitas oleh peserta didik dan pretest posttest. Penelitian menggunakan data kualitatif dan kuantitatif. E-modul telah diuji oleh dua validator ahli media dan dua validator ahli materi, uji efektivitas oleh 20 peserta didik, dan penghitungan N-Gain score pretest posttest kepada 20 peserta didik kelas VIII SMPN 24 Malang. Hasil penelitian menunjukkan persentase validasi oleh ahli media sebesar 83,9 persen dan validasi ahli materi sebesar 91,6 persen dengan rata-rata sebesar 87,8 persen menunjukkan produk sangat layak untuk diimplementasikan. Hasil uji efektivitas sebesar 83,2 persen membuktikan produk masuk kriteria sangat layak. Hasil N-Gain score pretest posttest sebesar 0,59 menunjukkan pemahaman peserta didik terhadap materi dalam e-modul mengalami peningkatan yang sedang.\u0000Kata kunci: e-modul, kompetensi dasar, menggambar komik berkarakter wayang\u0000The Development of E-Module Basic Competency in Drawing Comics with Puppet Characters for Eight Grade of Middle School Students\u0000The era of globalization erodes adolescents' knowledge of local culture, especially puppetry. The development of teaching materials that raise puppetry is limited so that researchers develop e-modules by inserting puppet characters. The aim of the research is the development and production of an e-module on basic skills in drawing comics with wayang characters. The research used the ADDIE development model, consisting of steps: (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The instruments used are expert validation test questionnaires, effectiveness test questionnaires by students and pretest posttest question sheets. The study used qualitative and quantitative data. E-modules have been tested by two media experts and two material experts, effectiveness test by 20 students, and calculation of N-Gain score pretest posttest to 20 students of class VIII SMPN 24 Malang. The results showed the percentage of media expert validation of 83.9 percent and material expert validation of 91.6 percent with an average of 87.8 percent indicating the product is very feasible to implement. The results of the effectiveness test of 83.2 percent prove the product is very feasible. The pretest posttest N-Gain score of 0,59 shows that students' understanding of the material in the e-module has increased moderately.\u0000Keywords: e-module, basic competency, drawing comics, wayang characters","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115394969","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 : 2023-01-30DOI: 10.17977/um064v3i12023p1-14
Iqbal Widyawan Prawiro Admojo, T. Widodo, Abdul Rahman Prasetyo
Kesenian Rengganis adalah seni pertunjukan berbentuk drama tari lakon yang merupakan akulturasi kebudayaan jawa dengan kebudayaan osing. Kesenian ini disebut juga kesenian Praburoro yang berasal dari kata ‘Prabu’ berarti raja dan ‘Rara’ berarti perempuan, sehingga Praburoro berarti raja perempuan. Kesenian tersebut dapat ditampilkan dengan berbagai bentuk, salah satunya dalam bentuk karya seni lukis. Dalam penelitian ditemukan permasalahan bahwa kesenian Rengganis tidak lagi dikenal akibat tereduksi oleh kesenian lain yang serupa yakni Seni Janger yang lebih populer hingga saat ini. Tujuan Peneliti dalam penelitian ini yaitu mengenalkan kembali kesenian Rengganis dalam karya lukisan surealistik. Peneliti memulai dengan melakukan observasi, wawancara, doku-mentasi dan pengolahan data. Penelitian ini menggunakan metode penciptaan Alma Hawkins karena relevan dengan topik yang diusung yaitu seni pertunjukan sebagai sumber inspirasi seni lukis. Metode Alma Hawkins meliputi tiga tahap yakni eksplorasi, improvisasi dan pembentukan. Penekanan dalam penelitian ini ini terletak pada jenis karyanya, yaitu seni lukis. Seni lukis merupakan suatu kegiatan mengolah medium dua dimensi atau permukaan dari objek tiga dimensi untuk mendapatkan kesan tertentu. Ditemukan hasil bahwa filosofi kesenian Rengganis dapat disampaikan melalui seni lukis surealisme. Kata kunci: Kesenian Rengganis, model penciptaan Alma Hawkins, seni lukis surealisme Rengganis Art as Inspiration for Surrealistic Paintings Rengganis art is a performing art in the form of a play dance drama which is an acculturation of Javanese culture with foreign culture. This art is also called Praburoro art which comes from the words 'Prabu' which means king and 'Rara' means woman, so Praburoro means king of women. This art can be displayed in various forms, one of which is in the form of painting. In the study, it was found that the problem of Rengganis art is no longer known due to being reduced by other similar arts, namely Janger Art which is more popular today. The aim of the researcher in this study is to reintroduce the art of Rengganis in surrealistic paintings. Researchers started by conducting observations, interviews, documentation and data processing. This study uses the Alma Hawkins creation method because it is relevant to the topic being promoted, namely performing arts as a source of inspiration for painting. The Alma Hawkins method includes three stages, namely exploration, improvisation and formation. The emphasis in this research lies in the type of work, namely painting. Painting is an activity to process a two-dimensional medium or the surface of a three-dimensional object to get a certain impression. It was found that the philosophy of Rengganis art could be conveyed through surrealism painting. Keywords: Rengganis art, Alma Hawkins' creation model, surrealism painting
{"title":"Kesenian Rengganis sebagai Inspirasi Penciptaan Lukisan Surealistik","authors":"Iqbal Widyawan Prawiro Admojo, T. Widodo, Abdul Rahman Prasetyo","doi":"10.17977/um064v3i12023p1-14","DOIUrl":"https://doi.org/10.17977/um064v3i12023p1-14","url":null,"abstract":"Kesenian Rengganis adalah seni pertunjukan berbentuk drama tari lakon yang merupakan akulturasi kebudayaan jawa dengan kebudayaan osing. Kesenian ini disebut juga kesenian Praburoro yang berasal dari kata ‘Prabu’ berarti raja dan ‘Rara’ berarti perempuan, sehingga Praburoro berarti raja perempuan. Kesenian tersebut dapat ditampilkan dengan berbagai bentuk, salah satunya dalam bentuk karya seni lukis. Dalam penelitian ditemukan permasalahan bahwa kesenian Rengganis tidak lagi dikenal akibat tereduksi oleh kesenian lain yang serupa yakni Seni Janger yang lebih populer hingga saat ini. Tujuan Peneliti dalam penelitian ini yaitu mengenalkan kembali kesenian Rengganis dalam karya lukisan surealistik. Peneliti memulai dengan melakukan observasi, wawancara, doku-mentasi dan pengolahan data. Penelitian ini menggunakan metode penciptaan Alma Hawkins karena relevan dengan topik yang diusung yaitu seni pertunjukan sebagai sumber inspirasi seni lukis. Metode Alma Hawkins meliputi tiga tahap yakni eksplorasi, improvisasi dan pembentukan. Penekanan dalam penelitian ini ini terletak pada jenis karyanya, yaitu seni lukis. Seni lukis merupakan suatu kegiatan mengolah medium dua dimensi atau permukaan dari objek tiga dimensi untuk mendapatkan kesan tertentu. Ditemukan hasil bahwa filosofi kesenian Rengganis dapat disampaikan melalui seni lukis surealisme.\u0000Kata kunci: Kesenian Rengganis, model penciptaan Alma Hawkins, seni lukis surealisme\u0000Rengganis Art as Inspiration for Surrealistic Paintings\u0000Rengganis art is a performing art in the form of a play dance drama which is an acculturation of Javanese culture with foreign culture. This art is also called Praburoro art which comes from the words 'Prabu' which means king and 'Rara' means woman, so Praburoro means king of women. This art can be displayed in various forms, one of which is in the form of painting. In the study, it was found that the problem of Rengganis art is no longer known due to being reduced by other similar arts, namely Janger Art which is more popular today. The aim of the researcher in this study is to reintroduce the art of Rengganis in surrealistic paintings. Researchers started by conducting observations, interviews, documentation and data processing. This study uses the Alma Hawkins creation method because it is relevant to the topic being promoted, namely performing arts as a source of inspiration for painting. The Alma Hawkins method includes three stages, namely exploration, improvisation and formation. The emphasis in this research lies in the type of work, namely painting. Painting is an activity to process a two-dimensional medium or the surface of a three-dimensional object to get a certain impression. It was found that the philosophy of Rengganis art could be conveyed through surrealism painting.\u0000Keywords: Rengganis art, Alma Hawkins' creation model, surrealism painting","PeriodicalId":337772,"journal":{"name":"JoLLA: Journal of Language, Literature, and Arts","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130243564","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}