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Development of Applications Media Interactive Based on Articulate Storyline 3 for Early Reading Siti Latifa Zahara; Heri Suwignyo; Shirly Rizki Kusumaningrum
Jurnal Syntax Admiration Vol. 4 No. 8 (2023): Jurnal Syntax Admiration
Publisher : Syntax Corporation Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/jsa.v4i8.692

Abstract

The rapid development of technology can have a positive influence on the learning process. Technology support in learning can be a means in the learning process. The existence of technology can be an instructional scaffold, namely as a form of teacher support to students during the learning process. The purpose of this research is to develop a product in the form of an interactive media application based on articulate storyline for initial reading. This developed product is used by students at the stage of learning to read. The research method used in this study is using 4D research methods. Starting from the define (discovery), design (design), develop (development), and dessiminate (deployment) stages. This product that has been developed has gone through the validation stage, namely validation by media experts and validation by learning content experts (material). The results of validation by media experts of 91% and the results of validation by learning content experts (material) of 93% which shows that this interactive media application is very feasible to use.
The Use of Project Based Learning in Microteaching Courses to Instill Students' Creative Thinking Ability Sukiman, Sukiman; Priyatni, Endah Try; Suwignyo, Heri
Jurnal Pedagogi dan Pembelajaran Vol. 6 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v6i1.54540

Abstract

The low creativity of students in the microteaching lecture process is indicated by the fact that many students still need help preparing lesson plans, teaching materials, and student worksheets. In addition, students arrange learning administration based on what is on the internet without any modifications. To overcome these problems, it is necessary to apply the right learning model to increase student creativity. This research aims to develop students' ability to create creative learning administration by utilizing project-based learning models in microteaching courses. This research is a type of qualitative research using a descriptive approach. The research subjects were 30 people, 28 women, and 2 men. Methods of data collection using observation and tests. The instruments used were observation sheets and tests. Data analysis was done with the reduction stages, data presentation, verification, and conclusion. From the results of the data analysis, it was found that the level of student creativity was already at the collaboration level. Students jointly divide tasks in preparing learning administration. It can be seen from the observations that each group makes a list of tasks that must be done. Judging from the work results, students have been able to arrange learning administration creatively. The creativity level of the project results is still at 75%. Several parts still need to be improved, such as learning objectives, materials, and forms of assessment that are outside of basic competencies. However, using project-based learning can instill creativity in students in producing products. Of course, further research is still needed to produce a good project.
Patologi Kehidupan Sosial Masyarakat Dalam Novel Kerumunan Terakhir Karya Okky Madasari Adinda Catur Rachmawati; Imam Suyitno; Heri Suwignyo
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 10 No. 4 (2024)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/onoma.v10i4.4090

Abstract

Penelitian ini bertujuan untuk mengungkap dan mengidentifikasi adanya bentuk-bentuk penyimpangan sosial di masyarakat dan novel Kerumunan Terakhir karya Okky Madasari. Penelitian ini menggunakan teori sosiologi sastra untuk membahas terkait patologi sosial atau penyimpangan sosial. Pada metode penelitian ini menggunakan metode kualitatif pendekatan deskripsi melalui analisis teks pada novel. Data yang menjadi objek penelitian ini adalah kutipan pada dialog sebagai bentuk identifikasi terkait jenis patologi kehidupan sosial dalam Novel Kerumunan Terakhir karya Okky Madasari ditinjau melalui sosiologi sastra. Penelitian ini dilakukan sebagai gambaran kehidupan sosial yang dialami oleh masyarakat terutama di era globalisasi saat ini hal ini disebut sebagai patologi sosial. Berdasarkan hasil analisis, ditemukan bahwa bentuk-bentuk patologi sosial dalam novel Kerumunan Terakhir berupa kejahatan digital, pelacuran, seksualitas, broken home, dan perselingkuhan akibat dari pengaruh perkembangan teknologi.
ARGUMENT SCHEMATIC PATTERNS IN EXPOSITORY TEXT WRITING FOR HIGH SCHOOL STUDENTS Gay, Masayu; Suyono, Suyono; Suwignyo, Heri; Harsiati, Titik
IJIET (International Journal of Indonesian Education and Teaching) Vol 9, No 1 (2025): January 2025
Publisher : Sanata Dharma University Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/ijiet.v9i1.9551

Abstract

Writing arguments is a form of patterns and schemata that students have. Therefore, it is important to explore it comprehensively, so that this research aims to reveal argument schemata patterns, both basic and complex patterns, as well as their linguistic features. Through a qualitative approach with schemata theory and Toulmin argument patterns, the research produced three patterns, namely the basic pattern C-G 31 data (27.43), the simple pattern C-G-W 21 data (18.58), and the complex pattern C-G-W-B 10 data (8.85), C-G-W-B-Q 12 data (10.62), C-G-W-B-Q-R 7 data (6.20), C-G-Q 8 data (7.08), C-G-W-Q 11 data (9.73), C-G-B 7 data (6.20), and C-G-W-R 6 data patterns (5.31). Basic patterns are composed of two elements, simple patterns of three elements, and complex patterns are formed beyond the basic and straightforward. Students assert the definition using the linguistic schemata "is" as a claim and describe the object using the linguistic feature "is" in the claim to bolster the argument and serve as a warrant. Reaffirmation through the use of linguistic features, such as "my conclusion," "therefore," "so," "which," "even," and "must," as protection. In summary, three types of student argument schemata are present in the composition of expository texts: basic patterns, simple patterns, and complex patterns.
PENERAPAN MULTIMEDIA INTERAKTIF BERBASIS PERMAINAN EDUKATIF UNTUK PEMBELAJARAN TEMATIK SISWA KELAS 3 SD Maulidia, Rizky; Suwignyo, Heri; Andajani, Kusubakti
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 7 No 2 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v7i2.20404

Abstract

Abstrak Media pembelajaran memiliki kedudukan pokok dalam sistem pembelajaran. Tanpa media pembelajaran akan kurang menarik dan kurang efektif. Saat proses pembelajaran siswa terlihat kurang tertarik, karena pembelajaran terlalu bersifat textbook dan verbalistis. Siswa juga kesulitan dalam membuat kalimat saran dan sulit membedakan kewajiban dengan hak. Oleh karenanya perlu media penunjang agar siswa tertarik dengan pembelajaran. Jenis media yang disukai siswa adalah multimedia interaktif dengan dikombinasikan permainan. Oleh karenanya, alternatif solusinya adalah mengembangkan “Multimedia Interaktif Berbasis Permainan Edukatif”. Penelitian ini menggunakan model pengembangan Lee & Owens dengan kerangka kerja ADDIE. Penelitian dilaksanakan di kelas 3 SD Plus Sunan Pandanaran, Blitar tahun ajaran 2022/2023 dengan 21 siswa. Hasil penelitian: (1) Menghasilkan Multimedia Interaktif Berbasis Permainan Edukatif dengan dilengkapi buku panduan. (2) Persentase validasi media dari ahli materi 92,59%, dari ahli media 93,75%, dari segi keefektifan; 100% atau semua siswa mendapatkan nilai di atas Kriteria Ketuntasan Minimal. Dari segi kemenarikan mendapatkan persentase rata-rata dari repon siswa dan guru; 97,83. Dapat disimpulkan media Maksinif memiliki kevalidan, keefektifan, kemenarikan yang sangat baik, sehingga layak untuk digunakan sebagai media pembelajaran Kata Kunci: media pembelajaran, multimedia interaktif, permainan edukatif
PENERAPAN MULTIMEDIA INTERAKTIF BERBASIS PERMAINAN EDUKATIF UNTUK PEMBELAJARAN TEMATIK SISWA KELAS 3 SD Maulidia, Rizky; Suwignyo, Heri; Andajani, Kusubakti
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 7 No 2 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v7i2.20404

Abstract

Abstrak Media pembelajaran memiliki kedudukan pokok dalam sistem pembelajaran. Tanpa media pembelajaran akan kurang menarik dan kurang efektif. Saat proses pembelajaran siswa terlihat kurang tertarik, karena pembelajaran terlalu bersifat textbook dan verbalistis. Siswa juga kesulitan dalam membuat kalimat saran dan sulit membedakan kewajiban dengan hak. Oleh karenanya perlu media penunjang agar siswa tertarik dengan pembelajaran. Jenis media yang disukai siswa adalah multimedia interaktif dengan dikombinasikan permainan. Oleh karenanya, alternatif solusinya adalah mengembangkan “Multimedia Interaktif Berbasis Permainan Edukatif”. Penelitian ini menggunakan model pengembangan Lee & Owens dengan kerangka kerja ADDIE. Penelitian dilaksanakan di kelas 3 SD Plus Sunan Pandanaran, Blitar tahun ajaran 2022/2023 dengan 21 siswa. Hasil penelitian: (1) Menghasilkan Multimedia Interaktif Berbasis Permainan Edukatif dengan dilengkapi buku panduan. (2) Persentase validasi media dari ahli materi 92,59%, dari ahli media 93,75%, dari segi keefektifan; 100% atau semua siswa mendapatkan nilai di atas Kriteria Ketuntasan Minimal. Dari segi kemenarikan mendapatkan persentase rata-rata dari repon siswa dan guru; 97,83. Dapat disimpulkan media Maksinif memiliki kevalidan, keefektifan, kemenarikan yang sangat baik, sehingga layak untuk digunakan sebagai media pembelajaran Kata Kunci: media pembelajaran, multimedia interaktif, permainan edukatif
CREATIVE THINKING PROCESS IN STUDENT‘S SCIENTIFIC WORKS Syahrin, Alfi; Dawud, Dawud; Suwignyo, Heri; Wahid, Abdul
RETORIKA: Jurnal Bahasa, Sastra, dan Pengajarannya Vol 17, No 1 (2024)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/retorika.v17i1.56045

Abstract

This study aims to explain the process of creative thinking, including analytic, evaluative, applicative, and interpretative students in scientific work. The scientific works studied were in the form of Student Creativity Program, State University of Malang, Indonesia. This research uses a qualitative approach with a content analysis method. This research data in the form of paragraphs, paragraph clusters, and full text. The data source of this research is the scientific work of students. The research data collection technique was carried out by survey and documentation study. The process of data analysis is grouped into three stages, namely data reduction, data presentation, and drawing conclusions. The findings of this study indicate that the process of creative thinking in writing scientific papers can be done with four stages (1) the analytic stage in scientific work looks at the examination of arguments. (2) Evaluative in scientific work looks at the assessment of arguments in accordance with the topic of study. (3) Applicative in the work appears in arguing according to procedure. (4) Interpretations in scientific work appear in the clarification of meaning, so that the meaning conveyed is clear and directed. The findings of this study contribute to an author's understanding of the importance of using creative thinking processes in scientific writing. However, for further research it is recommended to examine the process of creative thinking with different objects.
Tuturan Laku Among dalam wacana kelas Suwignyo, Heri
Bahasa dan Seni: Jurnal Bahasa, Sastra, Seni, dan Pengajarannya Vol. 39, No. 1
Publisher : citeus

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Abstract

This study aims to describe and explain laku among utterances in classroom discourse. Laku among speech acts are a natural phenomenon of language use in social and cultural contexts. To explain this phenomenon, ethnographic research was employed based on the structure of classroom communication. The results of the study show three findings regarding the use of laku among utterances in the classroom: ing ngarsa, ing madya, and tut wuri handayani, which occur in the initial, middle, and final speech acts of classroom discourse.
Tuturan tindakan komunikatif subjek diri dalam wacana narasi Suwignyo, Heri
Bahasa dan Seni: Jurnal Bahasa, Sastra, Seni, dan Pengajarannya Vol. 40, No. 2
Publisher : citeus

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Abstract

Placing self-autonomy of human beings as purely rational subjects represents one extreme, while positioning rational human subjects as entirely dependent on psychological and socio-economic relations represents the other extreme. This study aims to explain how the main character, Minke, in narrative discourse addresses these two extremes. The data in this research were in the form of textual units analyzed using Bühler’s semiotic model. The results of the study show that there are three ways used by subjects to express themselves: (1) the symptomic way, expressed through validity claims of honesty; (2) the signalic way, shown through regulative speech using normative validity of accuracy; and (3) the symbolic way, realized through objective validity claims of truth. The findings imply that the subject’s orientation in performing communicative speech acts is the achievement of self-understanding and rational agreement without violence.
Makna kearifan budaya Jawa dalam puisi Pariksit, Telinga, Dongeng Sebelum Tidur, dan Asmaradana Suwignyo, Heri
Bahasa dan Seni: Jurnal Bahasa, Sastra, Seni, dan Pengajarannya Vol. 41, No. 2
Publisher : citeus

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Abstract

The interpretation of Javanese wisdom can be found in Indonesian modern poetry by decoding the cultural traditions of wayang stories, mystical narratives, and folklore. One form of Javanese wisdom, ojo dumeh (do not be arrogant), is found in the poem Parksit and revealed in Chapter VII. The poem Telinga exposes the Javanese cultural value of manunggaling kawula Gusti (self-discovery), derived from the mystical story of Dewa Ruci. The poems Asmaradana and Dongeng Sebelum Tidur show the meanings of sincerity, sacrifice, and firmness in keeping promises, which are inspired by the folktales King Anglingdarma and Damarwulan.