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NO OTHER POSSIBILITIES THAN TRAUMATIC REALISM IN SYLIA PLATH’S ARIEL POEM (1965) Saputra, Wanda Andres; Haliza, Alya Nur; Azzahra, Fatimah; Nurjanah, Hidayatul; Pardosi, Ariani Selviana
ISLLAC : Journal of Intensive Studies on Language, Literature, Art, and Culture Vol 8, No 1 (2024)
Publisher : Jurusan Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um006v8i12024p15-30

Abstract

This research aims to analyze the traumatic realism in the poem Ariel (1965), written by Sylvia Plath. This research uses Michel Rothberg's (2000) theory to show traces of trauma realized in literary works and uses Abelson's (1995) theory to find extreme experiences that traumatize individuals. Researchers use an approach or reference based on the biographical book "The Cambridge Introduction to Sylvia Plath," written by Gill (2008), to find a correlation between Plath's life and her writing in Ariel. This research uses a qualitative descriptive design to reveal and investigate the phenomenon of trauma and the forms or modes of extreme experiences in Sylvia Plath's life that are realized in Ariel. Data was obtained from textual sentences or words in poetry that refer to events or happenings in Sylvia Plath's life. Based on Spradley's theory and analysis, we think that Ariel's poetry is closely related to events in Sylvia Plath's life.
A study on folklore for glocalized children's literature at PTKI: Artificial Intelligence (AI) innovations in visual storytelling Asiyah, Nur; Nurjanah, Hidayatul; Zabrina, Elga Lauris; Rokhman, Muh Arif
EduLite: Journal of English Education, Literature and Culture Vol 10, No 1 (2025): February 2025
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/e.10.1.120-139

Abstract

The intersection of folklore and Artificial Intelligence (AI) has become a prominent trend in contemporary research, driven by the widespread availability of applications such as Leonardo.ai, Storybook, and Canva that support folklore creation. Given folklore's significant role in shaping the personalities of younger generations, integrating glocalization with AI becomes increasingly relevant. This study aims to explore the projection of AI through storytelling in folklore and examine the glocalization of children's literature within PTKI (Indonesian Islamic Higher Education Institutions) using the theory of Glocalization by Khondker (five main elements of glocalization) and Leonardo.ai. This research employed a descriptive qualitative method by Creswell to describe the phenomenon and its characteristics. The data were collected qualitatively by documenting, examining, and thoroughly classifying using three steps: reading the folktales, taking notes, and interpreting or analyzing. Employing a qualitative approach, the research involved 125 student participants from PTKI and utilized the Likert Scale theory by Rensis Likert for data analysis. The findings reveal two key outcomes: first, Leonardo.ai effectively generates detailed visual storytelling by creating and refining prompts without losing the narratives based on the elements of the story. Second, AI-generated products can achieve global dissemination while promoting local cultural elements, as evidenced by over 70% of participants expressing agreement or strong agreement on the Likert scale. These findings highlight AI's potential in preserving and promoting local folklore in a global context. Future research can enhance design comprehensiveness with engaging, interactive visuals through platforms like Storynest.ai, fostering deeper emotional connections with readers through richer character portrayals.
Pengembangan aplikasi Babyfication untuk museum ramah anak Muttaqien, M. Zainal; Asiyah, Nur; Kurniawan; Nurjanah, Hidayatul; Shofa, Asyida Hayati
Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Vol 6 No 2 (2023)
Publisher : University of Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jipemas.v6i2.19449

Abstract

Sebagai tujuan wisata, museum seringkali dipandang sebagai objek yang kuno dan tidak menarik, khususnya bagi anak-anak. Hal ini karena pelayanan museum tersebut tidak dirancang dan ditujukan untuk ramah anak. Salah satu di antaranya dapat dilihat pada bahasa teks yang digunakan untuk menjelaskan artefak-artefak museum yang terkesan formal dan ditujukan pada orang dewasa. Oleh karena itu, diperlukan cara yang berbeda untuk menyampaikan seluruh informasi yang ada di museum agar bisa diterima dan menarik bagi anak-anak. Babyfication adalah sebuah konsep untuk mencapai tujuan tersebut. Babyfication adalah aplikasi yang berisi gambar animasi artefak-artefak museum yang dilengkapi dengan penjelasan dalam bentuk audio dan teks Bahasa Indonesia dan Bahasa Inggris. Sebagai salah satu bagian dari kegiatan pengabdian kepada masyarakat, purwarupa aplikasi ini sudah diterapkan di Museum Keris Nusantara dan Museum Radya Pustaka. Hasil yang diperoleh menunjukkan bahwa baik para pengguna/pengunjung maupun pemangku kepentingan museum menyambut baik aplikasi ini sebagai perangkat sekaligus metode untuk menciptakan museum yang ramah anak. Sebagai tindak lanjut dari kegiatan Pengabdian kepada Masyarakat ini, diharapkan pihak pengelola kedua museum secara aktif mempromosikan ketersediaan aplikasi ini secara langsung kepada pengunjung atau melalui media massa dengan tujuan untuk menarik para pengunjung muda.
Improving Digital Literacy on Business for Adolescents in SMP Muhammadiyah Daarul Arqom Klaten Nurjanah, Hidayatul; Asiyah, Nur; Umam, Robith Khoiril; Rizal, Muhammad
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 6, No 3 (2023): September 2023
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v6i3.1565

Abstract

This community service (PKM) objectives are to discover how these adolescents utilize digital platforms and their obstacles for their businesses and to find out how to improve digital literacy on business for adolescents in SMP Muhammadiyah Daarul Arqom Klaten . This activity employs qualitative research using four steps in collecting the data; observation and interview, preparation of material, implementation of activities, and evaluation. This community service (PKM) was held from March 11-13, 2023 in SMP Muhammadiyah Daarul Arqom Klaten with the total of 40 adolescent participants. The first result, the majority students use internet and social media for entertainment and pleasure, not business interest. Second, the students faced obstacles in improving digital literacy and starting business using digital media. Third, the community service (PKM) team create solution to improve digital literacy on business for adolescent such as increasing the knowledge of digital literacy and its utilization, arranging schedules for individual target or business, learning more about the product strategy and marketing, upgrading and escalating new information every day, finding networks to level up their spread of communication, and being confident and independent, especially on financial life.