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Development of Virtual Reality Based Maritime Literature Learning: Exploring Madurese Local Wisdom in the Folklore of Jokotole Amil, Ahmad Jami'ul; Dellia, Prita; Ismail, Nor Hasimah; Narawi, Mohammad Syawal
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 5 No. 1 (2023)
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.v5i1.6375

Abstract

Penelitian ini berfokus pada pengembangan media pembelajaran bahasa, sastra, dan pengajaran berbasis Virtual Reality (VR) untuk meningkatkan keterampilan menulis dan memfasilitasi proses pembelajaran sastra serta pengetahuan lokal terkait kapal, strategi perang laut, dan pemahaman cerita Jokotole dengan menggabungkan kearifan lokal. Penelitian ini mengikuti model Penelitian dan Pengembangan Borg dan Gall, yang terdiri dari tujuh tahap: identifikasi masalah, pengumpulan informasi, desain produk, pengujian produk, revisi desain, validasi desain, dan revisi produk. Media pembelajaran yang dikembangkan ditujukan untuk digunakan pada perangkat Android atau sejenisnya, dengan memanfaatkan virtual box, dan mengintegrasikan pengetahuan lokal Madura dari cerita rakyat melalui teknologi VR. Penelitian ini bertujuan menjawab dua pertanyaan utama, yaitu (1) Bagaimana mengembangkan media pembelajaran berbasis VR untuk sastra maritim yang fokus pada kearifan lokal terkait pelayaran dan strategi perang laut dalam cerita rakyat Jokotole, dan (2) Bagaimana proses pembelajaran membaca menggunakan media VR? Temuan penelitian meliputi pengembangan storyboard berdasarkan legenda Jokotole menggunakan perangkat lunak Unity dan dibatasi hingga lima peristiwa. Strategi perang laut mencakup pengaruh tokoh Jokotole dan otoritasnya. Selain itu, teknologi perkapalan dan senjata melibatkan penggunaan celurit, parang, dan cambuk, sedangkan model kapal (Cadik) berfungsi sebagai transportasi. Penelitian ini menyimpulkan bahwa proses pembelajaran sastra menggunakan media VR meningkatkan antusiasme siswa dan memudahkan pembentukan gagasan menulis. Media VR sangat menarik bagi siswa dan dapat menjadi alternatif dalam pembelajaran sastra, memungkinkan reinterpretasi konten cerita rakyat.
Inclusive discourse in the coverage of blasphemy cases in Indonesian online media: A Foucauldian perspective Pribadi, Farid; Khotimah, Khusnul; Surokim, Surokim; Amil, Ahmad Jami'ul
SIMULACRA: JURNAL SOSIOLOGI Vol 8, No 1: 2025
Publisher : Center for Sociological Studies and Community Developmen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/sml.v8i1.29621

Abstract

This study employs Foucauldian discourse analysis to investigate how three major Indonesian online media outlets—Detik.com, Tribunnews.com, and Kompas.com—constructed public discourse surrounding Pastor Gilbert’s 2024 blasphemy case. By analyzing coverage from April to July 2024, the research uncovers how media narratives reinforced the dominance of the Islamic majority while marginalizing minority perspectives in Indonesia’s pluralistic society. All three outlets functioned as panoptic instruments, aligning with state-religious authorities such as the MUI, DMI, and Jusuf Kalla to define “truth” and shape acceptable discourse. Detik.com portrayed Gilbert’s apology as a resolution aligned with majority sensibilities; Tribunnews.com privileged Islamic leaders' critiques while minimizing Gilbert’s own explanations; Kompas.com deployed selective “evidence” to label him a blasphemer, disregarding theological nuance. Across the platforms, epistemic violence was evident: Gilbert’s voice was delegitimized, reconciliation was conditioned by dominant norms, and dissent was monitored through harmony-oriented rhetoric. The media’s collaboration with biopolitical forces—police investigations and politico-religious framing—deepened structural hierarchies and exemplified Foucault’s notion of truth as a product of power. While each outlet employed distinct strategies, all participated in disciplining discourse and excluding dissenting voices. This study calls for ethical reflection on the media’s role in shaping inclusive narratives and promoting justice in a multicultural nation.
Development of a Web-Based Information System Integrated with Artificial Intelligence and Gamification of the Jokotole Folklore to Strengthen Character Education and Multiliteracy of Junior High School Students in Madura Dellia, Prita; Sudarto, Yoharwan Dwi; Amil, Ahmad Jami'ul; Mahendra, Yudha Dwi; Hasan, Muhammad Akmal; Jin, Xie
EDUTIC Vol 12, No 2: 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v12i2.32931

Abstract

Literacy and character education in schools still often use conventional methods that are less appealing to students and do not utilize technology relevant to the local culture. This problem causes students to have low motivation to learn and difficulty understanding material based on folklore. This study aims to develop a Web-Based Information System Integrated with Artificial Intelligence and Gamification of the Jokotole Folklore as an interactive learning medium that is appropriate to the cultural context of Madura. The research method used a waterfall model that included needs analysis, system design, implementation, testing, and maintenance. The resulting product was the "Lakaran Jokotole" platform, which contained folk tale material, an AI chatbot feature, gamified quizzes, mini games, and a teacher dashboard. The results of the expert system validation test showed a functionality percentage of 100% (highly valid), while the user trial results obtained a usability score of 90% (highly feasible). These findings indicate that the system has fulfilled technical and pedagogical aspects and is effective as a medium for multiliteracy learning and character education for junior high school students in Madura.