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Pelatihan Pembuatan Media Pembelajaran Interaktif Berbasis Mobile Learning Pada Kelompok Guru Bahasa Indonesia Se-Bengkulu Tengah Fina Hiasa; Wisman Wisman; Ngudining Rahayu
Jurnal Anugerah Vol 4 No 2 (2022): Jurnal Anugerah: Jurnal Pengabdian kepada Masyarakat Bidang Keguruan dan Ilmu Pen
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/anugerah.v4i2.4921

Abstract

Tujuan kegiatan PPM ini adalah untuk meningkatkan pengetahuan dan keterampilan guru mengenai pengembangan media pembelajaran berbasis mobile learning berbantuan aplikasi canva. Metode yang digunakan pada kegiatan pengabdian ini adalah pelatihan dengan presentasi narasumber, tanya jawab, serta praktik pembuatan media pembelajaran. Instrumen yang digunakan pada pengabdian ini adalah angket dimana terdapat angket awal dan akhir untuk mengetahui tingkat pengetahuan guru atas materi yang disampaikan oleh tim pelaksana pengabdian, selain itu juga terdapat indikator keberhasilan dimana pengabdian dikatakan berhasil apabila total skor peserta adalah >70 poin. Hasil dari pelaksanaan pengabdian menunjukkan bahwa terjadi peningkatan pengetahuan peserta pelatihan berdasarkan angket awal dan akhir yang tim sebarkan. Pengetahuan yang dimaksud berkaitan dengan proses pembuatan media pembelajaran berbasis mobile learning. Skor akhir yang diperoleh dari keseluruhan indikator adalah sebesar 80 poin artinya skor tersebut telah melampaui melampaui skor minimal. Dengan kata lain pelaksanaan pelatihan pembuatan media pembelajaran interaktif berbasisi mobile learning telah berhasil dilakukan. Selanjutnya para peserta pengabdian diharapkan dapat menyebarkan pengetahuan yang didapatkan mengenai pembuatan media pembelajaran berbasis mobile learning kepada para guru lainnya.
Keindahan yang Semu: Analisis Dekonstruksi Derrida Nesa Riska Pangesti; Candra Rahma Wijaya Putra; Fina Hiasa; Yeni Yulia Andriani
Jurnal Bahasa dan Sastra Vol 10, No 1 (2022)
Publisher : Faculty of Languages and Arts, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jbs.v10i1.115760

Abstract

This research is motivated by the problems of beauty and normality that develop in society. Women are often seen as objects that must be judged and contested for their beauty. Beautiful and normal is considered a solid and patent construction. However, the meaning of beautiful and normal is not stable. The purpose of this study is to deconstruct the structure that is considered to be established regarding beauty and normality. The method used to deconstruct this structure is the deconstruction method offered by Derrida. The data source of this research is the novel Maya by Ayu Utami, while the data in this study are words, phrases, sentences, and paragraphs that contain discourses of beauty and normalcy in the novel Maya. Furthermore, data analysis is carried out through the study of binary oppositions to then look for the hierarchical structure in the binary oppositions. After obtaining the binary opposition and hierarchical structure, then the deconstruction process is carried out. The results obtained in this study include the normative structure of beauty and normality in the novel Maya, binary opposition in the novel Maya, and the deconstruction of beauty and normal in the novel Maya. 
Implementation of the Numbered Head Together (NHT) Type of Cooperative Model Assisted by Trello Application in Sport Health Education Courses Penjas FKIP UNIB Bogy Restu Ilahi; Yarmani Yarmani; Septian Raibowo; Tono Sugihartono; Fina Hiasa
Kinestetik : Jurnal Ilmiah Pendidikan Jasmani Vol 7 No 1 (2023): MARCH (ACCREDITED SINTA 3)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jk.v7i1.25293

Abstract

Sports Health Education uses the Agile Scrum Trello Application as a learning medium in the application of the Number Head Together (NHT) model to the fifth semester students of the Physical Education Study Program, FKIP University of Bengkulu. This research shows that the combined use of Agile Scrum and Trello can be continuously maintained and practiced by information system developers. The combination of the two is quite reliable, with the use of Trello, and implemented into the Cooperative model of Number Head Together (NHT) type, collaboration between teams is more harmonious and task tracking is easier. This research is a classroom action research that uses this descriptive method and will be carried out in two cycles. Where data collection is done through test and non-test techniques. As a result, the achievement targets were obtained in cycle II with the following details; 15 students or 42% got category A, 17 students or 47% got category B, 4 students or 11% got category C, and none or 0 students got category D. The results of the questionnaire responses distributed to students showed they gained the final score of 24.61 or obtained an average of 4.1 which means the category most chosen by students is agreed. These results indicate that the implementation of learning in the application of the Number Head Together (NHT) model to the fifth semester students of the Physical Education Study Program, FKIP University of Bengkulu, is of interest to students.
PENGGUNAAN GAYA BAHASA SINDIRAN KIKY SAPUTRI UNTUK KRITIK SOSIAL PADA TAYANGAN “LAPOR PAK!” Meli Afrodita; Dwi Ismawati; Dwi Lyna Sari; Lazfihma Lazfihma; Fina Hiasa
Jurnal Membaca Bahasa dan Sastra Indonesia Vol 8, No 1 (2023): Jurnal Membaca (Bahasa dan Sastra Indonesia)
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jmbsi.v8i1.19584

Abstract

Penelitian ini bertujuan untuk menganalisis gaya bahasa sindiran yang digunakan oleh Kiky Saputri pada tayangan youtube ‘Lapor Pak!’ segmen Kiky Saputri roasting pejabat. Tujuan penelitian ini adalah mendeskripsikan penggunaan gaya bahasa sindiran dalam tayangan ‘Lapor Pak! Segmen Kiky Saputri Roasting Peiabat’dan makna gaya bahasa sindiran pada tayangan ‘Lapor Pak! Segmen Kiky Saputri Roasting Peiabat’. Pada tayangan ‘Lapor Pak!’ terdapat segmen Kiky Saputri roasting pejabat dan banyak ditemukan gaya bahasa sindiran untuk mengkritik bintang tamu yang merupakan pejabat atau tokoh politik, sehingga menarik perhatian peneliti untuk melakukan penelitian. Jenis penelitian ini menggunakan pendekatan deskriptif kualitatif. Fokus penelitian ini terletak pada jenis-jenis gaya bahasa sindiran, makna gaya bahasa sindiran dalam tayangan ‘Lapor Pak! Segmen Kiky Saputri roasting pejabat’. Metode pengumpulan data dalam penelitian ini menggunakan metode simak dan catat oleh peneliti sendiri dibantu dengan tabel pengumpulan data. Hasil penelitian ini adalah ditemukan 14 penggunaan gaya bahasa sindiran dalam tiga tayangan youtube ‘Lapor Pak!’. Gaya bahasa sindiran yang digunakan oleh Kiky Saputri memiliki fungsi memperhalus dan menyamarkan maksud sebenarnya yang ingin disampaikan untuk melontarkan kritikan kepada pejabat yang diroasting.
Development of Futsal Learning Media Based on Augmented Reality 3D Visualization to Improve Physical Education Students Practicum Learning Results Bogy Restu Ilahi; Syafrial; Fina Hiasa
Kinestetik : Jurnal Ilmiah Pendidikan Jasmani Vol 7 No 3 (2023): SEPTEMBER (ACCREDITED SINTA 3)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jk.v7i3.28524

Abstract

This study aims to develop interactive learning media based on Android using the 3D Augmented Reality Visualization application as an innovation of practical and theoretical collaboration in one place in practicum learning, where learning in the 21st century is cross-learning for physical education students in futsal courses in the independent learning era. - independent campus. This study uses the Research and Development (R&D) method which refers to the 4D (four-D) research and development model, namely define, design, develop, and disseminate. The developed Android-based learning media will be tested on students taking the Futsal course, the FKIP UNIB Physical Education Study Program. The research instrument used to collect data in this study used questionnaires and test techniques. There are three questionnaires that will be distributed in this study, namely the material expert questionnaire, the media expert validation questionnaire, and the student response questionnaire. As a result, the total score obtained from the combined validation of material experts, media, and users is 139.5 or obtains an average value of 4.1, which means that the Android Based Futsal Learning Media with 3D Augmented Reality Visualization that the researchers developed falls into the category Suitable for use in learning activities.
Implementation of the PjBL learning model assisted by the TikTok application in the literary expression course Fina Hiasa; Emi Agustina; Ku-Ares Tawandorloh
BAHASTRA Vol. 42 No. 2 (2022): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v42i2.76

Abstract

This study aims to improve the learning quality of the Literary Expression course using the TikTok application as a learning medium in the application of the PjBL model to the seventh semester students of the Indonesian Language Education Study Program FKIP Bengkulu University. The assignment of making this TikTok video is an implementation of the PjBL model where students not only perform analysis but also explore, collect information, interpret, and assess. This research was conducted in two cycles. The results of this study indicate that the use of the TikTok application as a learning medium in the application of the PjBL model can improve student learning outcomes. The achievement targets were obtained in cycle II with the following details: 15 students or 42% got category A, 17 students or 47% got category B, 4 students or 11% got category C, and none or 0 students got category D. The results of the response questionnaire showed a final score of 24 .61 or obtained an average of 4.1 which means that the category most chosen by students is agree. These results indicate that the implementation of the project assignment of making short stories expressing videos using the TikTok application is of interest to students. Not only reaching aspects of knowledge implementation but also increasing students' creativity and interest in learning activities.
Development of android-based learning media assisted by Thunkable Applications in literary history courses Fina Hiasa; Supadi Supadi; Emi Agustina; Meli Afrodita; Lazfihma Lazfihma; Nafri Yanti
BAHASTRA Vol. 43 No. 2 (2023): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v43i2.514

Abstract

The purpose of this study was to develop learning media for Android-based Literary History using thunkable applications in the independent learning-free campus era. This study applied the Research and Development method whose products were tested on students. Therefore media validation and material validation are needed before it is finally validated by the user. Research data collection uses a questionnaire so that it is known about the feasibility of the product in the form of thunkable application-assisted learning media. This study concluded that the total score of the combined validation questionnaire was 129 or 4.03 as the average. In other words, these results state the feasibility of android-based modern Indonesian literature learning media assisted by the thunkable application for use in teaching and learning activities in Literary History courses.
Development of picture story learning media based on the Buayo Kuning Folklore assisted by augmented reality technology in regional literature courses Fina Hiasa; Supadi Supadi; Wisman Wisman
BAHASTRA Vol. 44 No. 1 (2024): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v44i1.630

Abstract

This development research aims to produce a product in the form of a picture story using augmented reality technology based on Bengkulu folklore with a focus on the Buayo Kuning folklore. It is hoped that the presence of folk tales transformed into regional language illustrated story discourse will attract young speakers to read and enjoy their local wisdom. The presence of augmented reality technology in picture books will provide an interactive, sophisticated and modern appearance in accordance with the interests of young speakers, namely students in regional literature courses. The method applied in this development research is R&D. Data collection on Bengkulu ethnic children's literature was carried out by interviewing, recording and noting relevant informants following standard principles of folklore collection. Apart from that, there is a product feasibility test by material experts, media experts, and user responses. The result of the validation implementation is the total average value obtained from the combined validation of material experts, media and users, namely 4.00. Based on the average score obtained, it can be concluded that the product that the researcher developed is suitable for use as an alternative learning media in increasing regional literary literacy for students based on their local wisdom.
Citra Perempuan dalam Dongeng “Nelayan dan Putrinya” Karya Lena D Hidayah Budi Qur'ani; Candra Rahma Wijaya Putra; Fina Hiasa
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 11 No. 1 (2025)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/onoma.v11i1.4651

Abstract

Citra merupakan salah satu bentuk filsafat eksistensialis, sangat penting dalam kehidupan manusia, mencakup proses visual, verbal, dan nonverbal. Pada penelitian ini berfokus pada dongeng yang menceritakan tokoh perempuan. Adapun dongeng yang dipilih berjudul “Nelayan dan Putrinya” karya Lena D diterbitkan tahun 1996. Dongeng “Nelayan dan Puterinya” merupakan salah satu cerita pilihan yang dimuat dalam majalah Bobo Edisi 50 tahun. Penelitian ini menggunakan pendekatan feminisme yang berfokus pada penggambaran citra perempuan. Teknik pengumpulan data dalam penelitian menggunakan teknik kepustakaan dan teknik baca-catat serta menggunakan metode membaca sebagai perempuan atau reading as a woman. Terdapat tiga bentuk citra perempuan yaitu citra fisik, psikis, serta sosial serta manfaat citra perempuan bagi pembaca anak-anak dalam dongeng “Nelayan dan Putinya” karya Lena D. Ketiga citra perempuan tersebut digambarkan melalui tokoh perempuan bernama Mutiara. Hal tersebut membuktikan bahwa sedari dini perempuan sudah dilabeli dengan citra tersebut. Adapun manfaat yang ditemukan pada penggambaran citra tokoh perempuan bagi pembaca diantaranya pemecahan stereotip gender, mendorong ambisi dan kepercayaan diri, dan membangun pemahaman tentang kesetaraan.