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Kematian dan Politik Ingatan dalam Novel Laut Bercerita Karya Leila S. Chudori: Thanatologi Sastra Herman Feife Kusnaeni Kusnaeni; Yeti Mulyati; Halimah Halimah; Rosita Rahma; Khaerudin Kurniawan
Aksara Vol 38, No 1 (2026): AKSARA, EDISI JUNI 2026
Publisher : Balai Bahasa Provinsi Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29255/aksara.v38i1.4926.303-314

Abstract

This study aims to describe the function of death in Leila S. Chudori’s novel Laut Bercerita as an instrument of power and a medium of resistance against historical erasure. This research employs a descriptive-interpretative qualitative approach. The data consist of words, phrases, sentences, dialogues, and narratives in Laut Bercerita that represent death, grief, political violence, and collective memory. The data source is Leila S. Chudori’s novel Laut Bercerita, published by Kepustakaan Populer Gramedia in 2017. The data were collected through library research, close reading, and note-taking techniques. The data were analyzed through data reduction, data display, data interpretation, and conclusion drawing by applying Herman Feifel’s thanatological framework and the concept of memory politics. The findings show that death in Laut Bercerita is not positioned as an individual event, but as a political practice that erases traces of resistance and produces historical emptiness. Awareness of death triggers the existential transformation of characters, particularly the shift from personal grief to moral and historical consciousness. In addition, the deaths of activists shape the politics of memory and collective trauma, which are manifested through narratives, rituals, and actions of families and civil society communities. These findings affirm the role of literature as a space for articulating memory and resisting historical erasure. AbstrakPenelitian ini bertujuan mendeskripsikan fungsi kematian dalam novel Laut Bercerita karya Leila S. Chudori sebagai instrumen kekuasaan dan medium resistensi terhadap pelupaan sejarah. Penelitian ini menggunakan pendekatan kualitatif deskriptif-interpretatif. Data penelitian berupa kata, frasa, kalimat, dialog, dan narasi dalam novel Laut Bercerita yang merepresentasikan kematian, duka, kekerasan politik, dan ingatan kolektif. Sumber data penelitian adalah novel Laut Bercerita karya Leila S. Chudori yang diterbitkan oleh Kepustakaan Populer Gramedia pada tahun 2017. Teknik pengumpulan data dilakukan melalui studi pustaka, pembacaan dekat, dan teknik catat. Teknik analisis data dilakukan melalui reduksi data, penyajian data, interpretasi data, dan penarikan simpulan dengan menggunakan kerangka thanatologi Herman Feifel dan konsep politik ingatan. Hasil penelitian menunjukkan bahwa kematian dalam Laut Bercerita tidak diposisikan sebagai peristiwa individual, melainkan sebagai praktik politik yang menghapus jejak perlawanan dan memproduksi kekosongan historis. Kesadaran terhadap kematian memicu transformasi eksistensial tokoh, terutama pergeseran dari duka personal menuju kesadaran moral dan historis. Selain itu, kematian para aktivis membentuk politik ingatan dan trauma kolektif yang diwujudkan melalui narasi, ritual, serta aksi keluarga dan komunitas sipil. Temuan ini menegaskan peran sastra sebagai ruang artikulasi memori dan perlawanan terhadap pelupaan sejarah.
The mosaik model: an expert-validated model integrating toulmin argumentation and multimodal literacy for vocational writing instruction Regina Fitrie; Andoyo Sastromiharjo; Khaerudin Kurniawan
Lentera Negeri Vol. 7 No. 1 (2026): Lentera Negeri
Publisher : Indonesian Institute For Counseling, Education and Therapy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/992650

Abstract

This study develops and validates the MOSAIK Model, a five-phase digital-literacy-based learning model for argumentative multimodal writing among vocational high school students. Named after the Indonesian word for “mosaic,” the model integrates verbal, visual, and digital elements into coherent, evidence-based arguments. Using the ADDIE framework, the study covered the analysis, design, development, and implementation stages, with data collected through writing tests, questionnaires, expert validation, and classroom observations. The analysis of 373 students showed a generally good baseline writing ability (M = 14.60, 73.0%), although evidence-based argumentation was the weakest component. This indicated the need for a structured instructional model rather than remedial teaching. A digital-literacy self-efficacy questionnaire demonstrated good reliability (Cronbach's α = 0.849). Expert validation of the MOSAIK instructional products yielded a mean feasibility score of 86.5% (“Highly Feasible”), with inter-rater agreement ranging from weak to good (ICC = 0.32–0.66). The model was implemented in limited (n = 67) and broad (n = 306) trials. The broad trial revealed significant differences in implementation across study programs, F(2, 303) = 20.44, p < .001, η² = 0.12, while multimodal production remained the weakest phase. Overall, the findings indicate that the MOSAIK Model is a feasible and structurally valid instructional model, although further refinement is needed to strengthen multimodal production support and standardize group assessment procedures.
Digital Rhetoric Integration Gaps In Learning Business Persuasive Writing Nurfidah Nurfidah; Vismaia S. Damaianti; Dadang S. Anshori; Khaerudin Kurniawan
Alinea: Jurnal Bahasa, Sastra dan Pengajaran Vol. 6 No. 1 (2026): Alinea: Jurnal Bahasa, Sastra, dan Pengajaran
Publisher : Bale Literasi: Lembaga Riset, Pelatihan & Edukasi, Sosial, Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/alinea.v6i1.2386

Abstract

The transformation of digital business communication has shifted persuasive practices from linear textual approaches toward multimodal, interactive, and data-driven communication. However, business persuasive writing instruction in higher education remains largely conventional, limiting the development of multimodal competence, audience analysis, and data utilization. This study aims to identify the gap in the integration of digital rhetoric in business persuasive writing instruction at Lombok Business Academy (AKBIL). This study employed a mixed-methods approach with a sequential explanatory design, involving a survey of 80 students, analysis of written documents, and interviews with students and lecturers. Quantitative data were analyzed using descriptive statistics, while qualitative data were examined through thematic analysis to enrich interpretation. The findings indicate that the overall level of digital rhetoric integration is moderate (M = 3.12). Audience awareness shows a relatively higher score (M = 3.34), yet remains general and not supported by data-driven analytics. Multimodal integration (M = 3.05) is not yet strategic, as visual elements are primarily used decoratively. Data-driven persuasion emerges as the weakest dimension (M = 2.84), characterized by limited use of quantitative evidence and data visualization. Qualitative findings further reveal that instruction remains text-oriented, with limited pedagogical readiness among lecturers and low levels of student data literacy. The study highlights a gap between the demands of digital business communication and current pedagogical practices. Therefore, it underscores the need for developing a digital–rhetorical pedagogy model that systematically integrates multiliteracies, data-driven audience analysis, and evidence-based argumentation in business persuasive writing instruction.
Gamification design in folklore: Turning Text into Adventure Maudina Lutfiyani; Isah Cahyani; Yulianeta Yulianeta; Khaerudin Kurniawan; Halimah Halimah
LITE: Jurnal Bahasa, Sastra, dan Budaya Vol. 21 No. 2 (2025): September
Publisher : Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/lite.v21i2.11989

Abstract

Gamification in folklore enhances understanding in the context of culture and moral values as a strengthening of cultural heritage identity. Gamification is an approach that is integrated through game elements. This research aims to increase interest in learning folklore that is considered rigid and boring with a different experience that is more interactive. This research uses the 4 D thiagarajan method in designing a game titled adventure trail archipelago. Gamification combines elements of ponts, badges and avatars as motivation. This research includes test preparation, media selection, and format for effective learning. The results of this study showed that gamification can increase students' interest, motivation, and understanding of folklore material to make it more soothing. The implications of this research are related to the integration of gamification in learning as a strengthening of identity through cultural heritage.
Merumuskan Pendekatan Strategis dalam Menghadapi Tantangan E-Modul Teks Eksplanasi bagi Digital Natives Jenjang SMP Fikri Azis Makrus; Yeti Mulyati; Khaerudin Kurniawan
Jurnal Pendidikan Siber Nusantara Vol. 4 No. 3 (2026): Jurnal Pendidikan Siber Nusantara (Juli - September 2026)
Publisher : Siber Nusantara Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jpsn.v4i3.704

Abstract

Abstrak: Penggunaan e-modul dalam pembelajaran Bahasa Indonesia di jenjang SMP semakin meningkat seiring dengan transformasi digital. Penelitian ini bertujuan untuk mengkaji tantangan dan kebutuhan e-modul teks eksplanasi berdasarkan perspektif guru dan murid serta merumuskan pendekatan strategis yang relevan untuk murid digital natives. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Data diperoleh dari 25 guru Bahasa Indonesia dan 118 murid SMP negeri dan swasta yang sudah menerapkan pembelajaran digital di sekolah. Data diperoleh melalui angket, wawancara, serta studi dokumentasi. Analisis data dilakukan melalui tahapan reduksi data, penyajian data, dan penarikan simpulan dengan teknik triangulasi sumber untuk menjamin validitas data. Hasil penelitian menunjukkan bahwa e-modul masih menghadapi sejumlah tantangan, antara lain beban kognitif murid yang relatif tinggi akibat penyajian materi yang padat, pendekatan pembelajaran yang terbatas dan belum mendorong keterlibatan kognitif murid, serta ketidaksesuaian desain e-modul dengan karakteristik belajar digital natives. Berdasarkan temuan tersebut, penelitian ini merumuskan pendekatan strategis pengembangan e-modul yang berlandaskan pada pendekatan pembelajaran mendalam dan teori beban kognitif. Pendekatan ini menekankan pentingnya pengelolaan beban kognitif, penyajian aktivitas yang mendorong penalaran kausal, serta perancangan pendekatan pembelajaran yang bermakna. Simpulan penelitian menunjukkan bahwa perumusan pendekatan strategis berbasis pedagogis merupakan langkah penting untuk mengoptimalkan fungsi e-modul sebagai sarana pembelajaran Bahasa Indonesia yang mendukung pemahaman konseptual dan pembelajaran mendalam di SMP.
Student needs in digital persuasive writing: Integration of literacy, rhetoric, and reflective awareness Nurfidah Nurfidah; Vismaia S. Damaianti; Dadang S. Anshori; Khaerudin Kurniawan
LITERA Vol. 25 No. 1: LITERA (MARCH 2026)
Publisher : Faculty of Languages, Arts, and Culture Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ltr.v25i1.90276

Abstract

This research examines how students learn to produce digital persuasive writing across social, business, and theoretical areas, emphasizing skills in digital literacy and rhetorical competence and reflexivity regarding social and business fields. The findings indicate a mismatch between what students are currently able to do and what they will require in academic and professional settings. Drawing on both quantitative and qualitative data collected using questionnaires, interviews, classroom observations, and documents of Akademi Bisnis Lombok’s digital business program students, this research utilizes a mixed-methods approach. The findings of this study show that many students have difficulty with forming coherent arguments, using rhetorical strategies (ethos, pathos, and logos), and making use of visual components in digital media. These issues demonstrate an incapacity to transfer rhetorical skills to authentic situations. The study identifies this and stresses the importance of project-based learning including collaborative and reflective work within digital and digital-based media in advancing adaptive, critical, and context-specific communication skills within digital and digital-based contexts.