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TERSELUBUNG DALAM KATA: ANALISIS UNSUR SEIKSIS DALAM TEKA-TEKI PERMAINAN BAHASA Basori, Basori; Firdaus, Winci
Jurnal Tradisi Lisan Nusantara Vol 5, No 1 (2025): Volume 5, Nomor 1, Maret 2025
Publisher : ppjbsip

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51817/jtln.v5i1.1512

Abstract

Teka-teki permainan kata sering dianggap sebagai bentuk hiburan ringan yang tidak berbahaya. Namun, di balik kelucuannya, tak jarang terselip wacana yang sarat dengan stereotip gender dan bias seksis. Artikel ini bertujuan untuk mengungkap unsur-unsur seksisme yang tersembunyi dalam teka-teki permainan bahasa populer di Indonesia. Dengan menggunakan pendekatan analisis wacana kritis dan teori representasi gender, penelitian ini menelaah contoh-contoh teka-teki yang beredar di media sosial, buku humor, dan platform digital lainnya. Hasil analisis menunjukkan bahwa banyak teka-teki mengandung narasi yang merendahkan perempuan, memperkuat peran gender tradisional, atau menjadikan identitas gender sebagai bahan lelucon. Fenomena ini menunjukkan bagaimana bahasa tidak hanya mencerminkan realitas sosial, tetapi juga mereproduksi ideologi patriarkis secara halus. Studi ini menekankan pentingnya kesadaran kritis terhadap bentuk-bentuk seksisme dalam media bahasa sehari-hari, termasuk yang dikemas dalam format permainan dan humor. Word game puzzles are often considered a harmless form of light entertainment. However, behind their humor, there is often a discourse laden with gender stereotypes and sexist bias. This article aims to uncover the elements of sexism hidden in popular language game puzzles in Indonesia. Using a critical discourse analysis approach and gender representation theory, this study examines examples of puzzles circulating on social media, humor books, and other digital platforms. The results of the analysis show that many puzzles contain narratives that demean women, reinforce traditional gender roles, or make gender identity the subject of jokes. This phenomenon shows how language not only reflects social reality but also reproduces patriarchal ideology in a subtle way. This study emphasizes the importance of critical awareness of forms of sexism in everyday language media, including those packaged in game and humor formats. 
Development of E-Learning Technology in Designing and Making E-book-Based Learning Modules in Audio Video Engineering Subjects to Increase Student Learning Creativity Adila, Diena Rahma; Basori, Basori; Liantoni, Febri Liantoni
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12590325

Abstract

E-book learning media is very necessary at this time because it has the advantage of being more interactive and efficient, it can also create teaching and learning activities that are more effective compared to printed books. With problems with the learning system implemented at SMK Negeri Kartoharjo, they still use package books , making students feel bored. The purpose of this study (1) to find out how to design e-book-based learning modules in TAV subjects to increase student creativity, (2) to find out how to make learning modules in the development of e-learning technology in the form of e-books on TAV subjects to enhance students' learning creativity. This research is research and development. The data collection techniques used are observation, questionnaire, literature, type of data. The subjects involved consisted of 1 media expert, 1 material expert, and 56 learners. The resulting data is in the form of quantitative data and qualitative data. The results of the due diligence by material experts obtained 90% in the category of very feasible, and by media experts obtained 89.75% in the category of very feasible, for the small group test gained 89% in the very decent category. It can be concluded that the media in the form of ZmarTAV digital books is included in the category of very worthy to be used as a learning medium for audio and video processing techniques in video editing materials using video processing software
Pengembangan Media Berbasis Mind map untuk Meningkatkan Pemahaman Siswa pada Pelajaran Teknik Pengolahan Video Cobena, Desy Yanty; Maryono, Dwi; Basori, Basori
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 4 No. 2 (2019): November 2019
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (377.902 KB) | DOI: 10.21831/elinvo.v4i2.18434

Abstract

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media's advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is "very appropriate". The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.
Pengembangan Unit Pengrajin Keripik Enye-Enye Berbasis Ubi Kayu (Manihot Utilissima) Di Desa Cicantayan Kecamatan Cisaat Kabupaten Sukabumi Jawa Barat Dwiyono, Kisroh; Basori, Basori; Pangesti, Batari Wahyu
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 5 No. 6 (2025): November 2025 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v5i6.946

Abstract

Keripik enye-enye merupakan camilan tradisional berbahan dasar singkong (Manihot utilissima) yang banyak digemari masyarakat karena rasanya gurih dan renyah. Desa Cicantayan, Kecamatan Cisaat, Kabupaten Sukabumi, merupakan salah satu sentra pengrajin keripik enye-enye di Jawa Barat. Namun, proses produksi yang masih tradisional menyebabkan mutu produk dan kapasitas produksi belum optimal. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kapasitas produksi, mutu produk, dan keterampilan sumber daya manusia melalui penerapan teknologi tepat guna serta pelatihan manajemen agroindustri. Metode pelaksanaan meliputi survei, pelatihan teknis, pendampingan produksi, serta monitoring dan evaluasi. Hasil kegiatan menunjukkan peningkatan kapasitas produksi dari 50 kg/hari menjadi 250 kg/hari (naik 400%), peningkatan upah tenaga kerja dari Rp30.000 menjadi Rp40.000/orang/hari (naik 33,3%), serta peningkatan jumlah tenaga kerja dari 5 menjadi 15 orang (naik 200%). Proses produksi juga menjadi lebih efisien dan higienis setelah penggunaan alat parut dan penggoreng berbasis teknologi. Kegiatan ini berhasil meningkatkan produktivitas, mutu produk, dan kesejahteraan pengrajin keripik enye-enye di Desa Cicantayan
Perlakuan Panas Lapisan Hasil Multilapis Hardfacing Dengan Elektroda AWS A5.13 EFe2/A5.1 E7018 Susetyo, Ferry Budhi; Basori, Basori; Lubi, Ahmad
Jurnal Ilmiah Giga Vol 24 No 2 (2021): Volume 24 Edisi 2 Tahun 2021
Publisher : Universitas Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47313/jig.v24i2.1238

Abstract

Hardfacing adalah salah satu teknik dalam pengelasan yang berfungsi untuk meningkatkan nilai kekerasan permukaan suatu material. Selain itu untuk meningkatkan kekerasan permukaan dapat juga dilakukan dengan melakukan perlakuan panas pada material. Umumnya hardfacing dilakukan pada material baja karbon rendah, karena baja karbon rendah tidak bisa ditingkatkan kekerasannya dengan perlakuan panas. Untuk itu akan dilakukan kombinasi dari proses hardfacing secara multilapis dan dilanjutkan dengan perlakuan panas dengan tujuan untuk mendapatkan kekerasan lapisan yang optimum. Metodologi dalam penelitian ini adalah akan dilakukan pengelasan hardfacing secara multipis dimana lapis pertama dengan elektroda AWS A5.13 EFe2, lapis kedua dengan elektroda AWS A5.1 E7018 dan lapis ketiga dengan elektroda AWS A5.13 EFe2. Setelah selesai proses hardfacing, kemudian dilakukan perlakuan panas serta pendinginan cepat dengan dua media yang berbeda yaitu oli dan minyak sayur. Hasil dari penelitian ini adalah berdasarkan foto struktur mikro, struktur yang terbentuk adalah perlite, ferrite dan martensite dan kekerasan yang dihasilkan untuk sampel tanpa perlakuan panas, sampel dengan pendinginan oli dan sampel dengan pendinginan minyak sayur masing-masing adalah 468,1, 490,4 dan 532,4 VHN. Kesimpulan dari penelitian ini adalah sampel dengan pendinginan minyak sayur memiliki kekerasan tertinggi karena lebih banyak martensite yang terbentuk. Sedangkan sampel tanpa perlakuan panas menghasilkan kekerasan terendah karena struktur yang terbentuk ferrite dan pearlite.
Peran Guru Pendidikan Anak Usia Dini dalam Membangun Karakter pada Anak Basori, Basori
Indonesian Journal of Multidisciplinary on Social and Technology Vol. 2 No. 1 (2024): November - Februari
Publisher : PT Ilmu Data Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/ijmst.v2i1.291

Abstract

Tulisan ini bertujuan untuk menjelaskan peran Guru PAUD dalam membangun karakter anak sedini mungkin di Sekolah. Lembaga Pendidikan Anak Usia Dini (PAUD) terdiri dari TPA, KB, SPS dan TK. Pendidik PAUD tersbut adalah guru dan pengasuh disekolah, baik formal maupun non formal negeri maupun swasta. Karakter yang disampaikan adalah mengacu pada perkembangan moral anak melalui beberapa pendekatan yaitu konsep moral, sikap moral dan perilaku moral. Peran guru dalam membangun karakter anak usia dini meliputi empat hal, yaitu guru sebagai pendidik, guru sebagai panutan, guru sebagai peracang pengembangan, dan guru sebagai konsultan dan mediator.
Analysis of Student Learning Interests Based on Peer Learning Interests According to Crowds Behavior Theory Luthfia, Izza; Basori, Basori; Kurniasari, Kurniasari
JIPTEK: Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 17, No 1 (2024): January
Publisher : Faculty of Teacher Training and Education Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v17i1.81695

Abstract

The findings of observations collected at school showed that students in class XI PPLG B still had relatively low levels of learning interest and that those students' interests were heavily influenced by those of their peers, which served as the basis for this study. This study used the Crowd Behavior Theory to analyze students' learning interests about the interests of their peers. Descriptive-analytical study using a qualitative approach was the methodology employed. Thirty-five students from class XI PPLG B and one teacher in the PPLG area of competence participated in the study. Purposive sampling was the method used to choose the participants. Data for the study were gathered through interviews and observation. While the interview instrument employed multiple question items that were submitted to the informant, the class teacher, the observation instrument used an observation sheet with several statement items. The data analysis results indicate that students' learning interests are significantly influenced by their peers' learning interests. According to the teacher's interview, groups with similar goals and perspectives might arise from the interactions of peers with different behavioral tendencies. The influence of peers has a direct effect on other students' learning spirits, as evidenced by the observational data. The idea that an individual's interest in learning may be influenced by their group is supported by Le Bon's (2002) Crowd Behavior Theory, which is consistent with this.
Analysis of Game-Based Learning Models in the Motor Development Students 12th Grade Vocational High School in Surakarta Karim, Rifa'i Abdul; Basori, Basori; Kurniasari, Kurniasari
JIPTEK: Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 17, No 1 (2024): January
Publisher : Faculty of Teacher Training and Education Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v17i1.81697

Abstract

This research is undermined by the need to understand the impact of Game-Based Learning (GBL) models on the motor development of 12th grade RPL Vocational High School in Surakarta. There is an analysis of the gaps associated with the application of GBL in the context of vocational education. The problem formula of this study covers the extent to which the game-based learning model contributes positively to the motor development of 12th grade students. The research method applied is qualitative, with qualitatively descriptive techniques involving the investigation of the motor development of the learners in the application of Game-Based Learning. Data collection on this research uses observation and interview.  The participants in this study were 12th grade RPL A pupils and one of RPL Vocational High School teacher in Surakarta. There are four games that are followed by the pupils: Crossword, Matching Pictures, Guess Letters, and Snake Stairs, which discuss Mobile Device Web Programming subjects related to Android Studio and Flutter materials. Research findings suggest that applying the GBL model to the motor development of 12th grade pupils can improve typing skills, training rigor, agility, and caution. The application of this model is very good because it invites students to learn while playing, which makes them feel happy because so much knowledge is acquired. In addition, the majority of Vocational High School students orientation after graduation is working, so they are more likely to do practice than theory. It can be concluded that the GBL model contributes positively to the motor development of 12th grade RPL Vocational High School students in Surakarta.
Game Based Learning Effectiveness with the Kahoot Application Viewed from Learning Interests and Learning Outcomes of Learners in Digital Simulation Subjects Hasri, Septi Auliya; Basori, Basori; Maryono, Dwi
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (193.613 KB) | DOI: 10.20961/ijie.v3i1.32116

Abstract

The purpose of this study was to determine whether Kahoot-based game-based learning models can influence learning interest and learning outcomes of participants being educated. Participants from a Vocational School in Surakarta Indonesia were involved in the research. This study used a quasi-experimental method (quasi-experimental design) with pretest-posttest control design. This study used two control and experimental groups. Control with conventional learning and experiment with Kahoot. Data collection is done by distributing questionnaires and learning outcomes tests. The hypothesis test used was a paired sample t-test and independent sample test using the error level of 0.05. The results showed interest in the control class decreased 6.6% and learning outcomes increased by 2.8%. The results of the experimental class study showed interest in learning increased by 6.7% and learning outcomes increased by 9.9%. Hypothesis testing shows the posttest value of both classes' learning interest 0,000 <0,050 and posttest learning outcomes 0,00 <0,05 which means there are differences in the results of the posttest of the two classes. Thus, there are differences and improvements with the use of Kahoot.
The Analysis of Reward Systems Implementation in Basic Network Course: Case Study of a Vocational School in Solo, Central Java. Setyowati, Anisa; Efendi, Agus; Basori, Basori
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v2i1.13198

Abstract

The 2013 curriculum requires students to take an active and creative role in teaching and learning. Submission of materials in basic network learning process is still using a more dominant learning method that is owned by the teacher (teacher centered). It makes students in the learning process becomes more passive, so the students' activity in the learning process is still in the low category. One of the solutions to improve students 'learning activeness is by using tools or media that can attract students' attention. Learning tool or media is expected to help students to be interested and can play an active role in teaching and learning process. Learning tool or media used in this research is application of reward system. This study aims to (1) Know the difference between the use of reward system application in terms of activeness (2) to know the effectiveness of the use of reward system application in terms of student activeness. This research type is quantitative research with research design that is quasi experimental design with posttest only control design design. Techniques of collecting research data using questionnaires, interviews, and observation. Data analysis using t test and gain index analysis. The results of research are as follows: 1) there is difference of influence of using reward system application that is by t independent t test. Based on the analysis result obtained tcount of 3,790. ttable = 2.64208 at 5% error level with df = 76. So thitung> ttabel. 2) the reward system application is more effective with the experimental class result of -thount 3,703> -ttable 2,642 (76) while the Control class is -thount> -ttable (2,642,76) (1,016 <-2,642) and sig <0,05.
Co-Authors A.G Tamrin AA Sudharmawan, AA Adila, Diena Rahma Agus Efendi Agwin Degaf Akhya, Ridho Alvi Rosyidi Amrina, Ismi Andriawan, Chandra Anggita, Nurhalizha Della Aziz, Muhamad Havid Abdul Bella, Setya Cahaya Rosyidan Cahyo Sasmito Chundakus Habsya Cobena, Desy Yanty Cucuk Wawan Budiyanto Danar Susilo Wijayanto Daniel Edbert, Daniel Dewati, Komang Talita Putri Sri Dwi Maryono Dwi Nanto, Dwi Elva Riezky Maharany Evi Ulina Margaretha Situmorang Fadillah, Hanifah Dyah Fajar, Setyadi Fauziah, Devi Zetira Febri Liantoni, Febri Ferry Budhi Susetyo Fidiyana, Rani Gunawan, Cakti Indra Guntur S, Guntur Habibaht, Nurriyah Handayani, Satri Handayaningtyas, Pinasti Nur Hargiani, Fransisca Xaveria Harir Mubarok Hasanah, Giovina Nikmatul Hasri, Septi Auliya Herawati, Darmi Heri Hardiyanti Herwati, Titan Istiah Hidayat, Muhammad Rasyid Himawan Sutanto, Himawan Husin Bugis Ihsanuddin, Ahmad Bachtiar Ikhsanty, Yuliana Rizka Imam Rofiki Intan Rahmawati Istikomah Istikomah Jayanti, Septia Dwi Karim, Rifa'i Abdul Kartika Mukti, Maria Linda Khusnawan, Dona Asm’ul Kifayah, Rofi’ul Kisroh Dwiyono Kurniasari Kurniasari, Kurniasari Kustri Sumiyardana, Kustri Kusuma, Anggraini Candra Laksono, Prayitno Tri Liantoni, Febri Liantoni Lubi, Ahmad Luthfia, Izza Maf'ulah, Maf'ulah Maf’ulah, Ismi Amrina Mahfudza, Fitria Zulaika Maman Kartaman Ajiriyanto Maslihatul Bisriyah Muhammad, Ilhamuddin Murdowo, Drajat Agus Nadila Amri Neni, Neni Nugroho, Roni Agung Nur Baiti, Febri Candra Nur Fitria Anggrisia Pajarni, Pajarni Pangesti, Batari Wahyu Pradana, Mochammad Sandy Puspanda Hatta Putra, Dendy Kurnia Putri, Fatimah Nurhera Putri, Jannah Pristya Nandya Ranto Ranto Rini Umbarwati, Rini Rohmana, Wahyu Indah Mala Rosihan Ari Yuana, Rosihan Ari Rosika Kriswarini Ruliyanta Ruliyanta Sabiq, Iqbal Safitri, Pratiwi Ajeng Salma, Winda Annisa Sanchia Janita Prameswari, Sanchia Janita Santoso, Ilham Fajar Budi Saputra, Abdul ‘Aziz Manggala Satiyoko, Yohanes Adhi Setiawan, Imam Setiawan, Jodi Setiyawati, Sulis Setyowati, Anisa Setyowati, Ika Suci Ciptaning Sigit Priatmoko Siti Nabila Sopiyan, Sopiyan Sri Sumarni Sri Yono, Sri Sulistyaningrum, Rahma Kusuma Susanti, Anita Dian Syifa Fauziyah, Syifa Taufiq Lilo Adi Sucipto Tirtoaji, Yahya Lucky Tri Mulyati, Tri Tri Wardoyo, Indriyanto Tri Wibowo Utomo, Arseta Budi Wewengkang, Nontje Deisye Wihidayat, Endar Suprih Wiku Aji Sugiri Winci Firdaus Wiyana, Ranu Putra Wulandari, Ayu Indah Wulansari, Astika Yudanto, Sigit Dwi Yudianto Sujana Yudianto Yudianto Yusfia Hafid Aristyagama Zafirah, Hasna Amiratun ‘Azmiy, Muhammad Dzakwan