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Persepsi Guru terhadap Proses Pembelajaran pada Era Pascapandemi Nuryansyah Adijaya; Zain, M. Yanuardi
Lentera: Jurnal Ilmiah Kependidikan Vol. 17 No. 1 (2024): Lentera
Publisher : STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/lentera.v17i1.1385

Abstract

Post-pandemic era is a situation after pendemic Covid-19 that hits almost every part of the world. The situation forces many people to create a new strategy in their life, including in learning-teaching process. In this era, the use of information technology through gadgets is considered the best way to conduct the learning process, provide teaching materials, and more. Moreover, the use of gadgets is seen as a tool that can connect both teachers and students to the global world, making information easily accessible to enrich the teaching materials used. This indicates that information technology through gadgets plays a crucial role in the learning process. However, the question arises whether the paradigm regarding the importance of gadgets in learning during the pandemic era also persists in the post-pandemic era. Therefore, this research aims to understand teachers' perceptions of the learning process in the post-pandemic era to explore learning processes in this period. Qualitative descriptive research, using interview and observation methods, was employed to gather data on post-pandemic era learning from two teachers in Jakarta Timur, Depok and Bogor. The results of this research show that teachers still believe that bringing gadgets into the learning process at school can have a negative impact on students. This is because gadgets may disrupt students' concentration by engaging in activities such as playing games or using social media. As a result, the teachers prohibit students from bringing gadgets into the classroom. These findings indicate that gadgets are still considered negative when brought into the learning process, proving that the learning paradigm during the pandemic era, which relied on information technology in the form of gadgets, is not applicable to some teachers, as evidenced by the prohibition of students bringing gadgets into the classroom.
A Narrative Analysis of “Angel Has Fallen” Movie Dayana, Yuliana Fatima; Fatoni, Ana Utami; Adijaya, Nuryansyah; Istiara, Febriyantina; Zain, M. Yanuardi
IJLHE: International Journal of Language, Humanities, and Education Vol. 7 No. 2 (2024): IJLHE: International Journal of Language, Humanities, and Education
Publisher : Master Program in Indonesian Language Education and The Institute for Research and Community Service STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/ijlhe.v7i2.1646

Abstract

The aim of this study is to examine the struggle of a secret service agent to clear his name of an alleged assassination he did not commit, as visualized in the movie Angel Has Fallen, using Vladimir Propp’s theory, particularly the seven spheres of action and thirty-one narrative functions. To conduct this research, the writer employed a qualitative method. During the analysis process, the writer classified the characters into the seven spheres of action and identified the sequence of events based on the thirty-one narrative functions. The results of this research revealed five spheres of action: villain, donor, helper, hero, and false hero. Additionally, ten narrative functions were identified in the movie Angel Has Fallen, including departure, pursuit, the first function of the donor, unfounded claims, beginning counteraction, villainy, guidance, struggle, victory, and exposure. The findings of this study contribute to the understanding of how narrative structures and character roles are used to convey themes of redemption and justice in action movies. The application of Propp’s theory provides a framework for analyzing the narrative complexities of modern films. This research could serve as a reference for future studies exploring the narrative structures of action or thriller genres and could also be useful for filmmakers aiming to craft compelling and structured narratives
PENGEMBANGAN GAME EDUKASI PENGENALAN KONJUNGSI BAHASA INDONESIA UNTUK SISWA SEKOLAH DASAR Kurniawan, Rizky; Ars, M. Ghufroni An; Adrian, Qadhli Jafar; Ruliyanti, Try; Rahayu, Masnia; Zain, M. Yanuardi
Lingua Rima: Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol 14, No 2 (2025)
Publisher : Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/lgrm.v14i2.14091

Abstract

Penelitian ini bertujuan untuk mengembangkan game edukasi kata hubung bahasa Indonesia untuk meningkatkan pemahaman siswa. Tahap initiation mencakup penentuan konsep dasar game seperti jenis, desain, cara bermain, dan target pengguna. Selanjutnya, tahap pre-production berfokus pada perancangan storyboard yang mencakup genre, alur cerita, karakter, dan rintangan dalam game. Pada tahap production, dilakukan pembuatan aset, pengkodean, dan pengembangan game secara keseluruhan. Tahap testing melibatkan pengujian fitur menggunakan metode black box testing untuk memastikan fungsi berjalan dengan baik. Tahap beta merupakan uji coba oleh pengguna eksternal guna mengevaluasi kelayakan dan kenyamanan permainan. Terakhir, pada tahap release, game dinyatakan siap diluncurkan ke publik setelah melalui seluruh proses pengujian dan perbaikan. Hasil penelitian mengenai Game edukasi Kata Penghubung Bahasa Indonesia dikembangkan menggunakan Construct 2 dan Adobe Photoshop CS5, dengan menerapkan metode GDLC yang mencakup enam tahapan: initiation, pre-production, production, testing, beta, dan release. Pengujian menggunakan metode Black Box Testing menunjukkan hasil alpha berhasil dan beta memperoleh persentase keberhasilan 93,33%. Berdasarkan hasil pre-test dan post-test di SD Negeri 1 Kedaton, terjadi peningkatan nilai dari 60,68 menjadi 94,48. Hal ini menunjukkan bahwa game edukasi tersebut efektif dalam meningkatkan pemahaman siswa terhadap materi kata hubung.Kata kunci: Game Edukasi, Bahasa Indonesia, Konjungsi
Pengembangan Media Pembelajaran Kotak Kartu Misterius (KOKAMI) Berbasis Discovery Learning pada Mata Pelajaran Bahasa Indonesia Kelas V Sekolah Dasar Safitri, Annisa; Wicaksono, Andri; Zain, M. Yanuardi
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 7 No. 1 (2025): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/pedagogia.v7i1.1780

Abstract

This research is motivated by the lack of interesting and varied learning media in Indonesian language learning. This study aims to develop Kokami (Mysterious Card Box) learning media based on discovery learning in Indonesian language subjects for grade V students of SD Negeri 1 Tanjung Sari. The research method used is R&D with the ADDIE development model consisting of five stages of analysis, planning, development, implementation, and evaluation. Based on the results of the study, media validation was 95%, material expert validation was 88.4%, language expert validation was 88.4% so that the results of the average validation were included in the "Very Eligible" category. Student responses through small group trials obtained an average value of 89% and large group trials obtained an average value of 92% so that they were included in the "Very Good" category, Educator Responses obtained a value of 95% in the "Very Good" category. Thus, it can be concluded that the development of Kokami learning media in Indonesian language learning has met the eligibility category to be used as a learning medium.