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KAJIAN HERMENEUTIK PADA “KUMPULAN LEGENDA DAERAH DI PROVINSI LAMPUNG” KARYA ACHMAD. D Andi Widiono
GENTA BAHTERA: Jurnal Ilmiah Kebahasaan dan Kesastraan Vol 5, No 2 (2019): Desember
Publisher : Kantor Bahasa Kepulauan Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47269/gb.v5i2.88

Abstract

Abstrak: Tujuan penelitian ini adalah untuk mengetahui makna yang terkandung dalam buku Kumpulan Legenda Daerah di Provinsi Lampung karya Achmad. D. Metode yang digunakan adalah metode deskriptif, yaitu legenda yang dijadikan sebagai objek penelitian dianalisis dan diinterprestasikan. Langkah awal yang penulis lakukan adalah menganalisis unsur intrinsik legenda meliputi tema, penokohan, dan latar, selanjutnya menganalisis kajian hermeneutik yang difokuskan pada pemahaman teks dan simbol. kajian hermeneutik yang dapat direlevansikan yaitu dari pemahaman teks seperti nama Lampung. Hal ini dapat mengetahui asal usul daerah Lampung dan seluk beluknya. Menurut kajian hermeneutik, yang dapat direlevansikan yaitu dari simbolnya adalah Raja. Simbol raja mempunyai makna pemimpin pada sebuah daerah pada zaman lampau yang didapat dari garis keturunan. Dalam hal ini, dapat diterapkan jiwa kepemimpinan yang baik, bijkasana, adil, pandai, dan tanggung jawab melalui simbol raja dalam legenda yang dikaji dengan ilmu hermeneutik. Kajian hermeneutik melalui karya sastra jenis legenda merupakan langkah awal untuk melakukan pendidikan tentang tata cara penganalisisan suatu karya sastra yang baik dan bermutu. Dalam hal melakukan pembelajaran sastra, dituntut untuk melakukan kegiatan-kegiatan menggali unsur-unsur pembangun karya sastra tersebut baik yang bersifat intrinsik maupun ekstrinsik. Serta dapat diarahkan cara mengkaji sebuah legenda dengan pendekatan hermeneutik melalui pemahaman teks dan simbol. Dari hasil kajian hermeneutik tersebut yang meliputi pemahaman teks dan simbol terdapat nilai-nilai moral, pandangan hidup, agama, dan kebudayaan.Kata Kunci: legenda, hermeneutik, pemahaman teks dan symbol Abstract: The purpose of this study was to determine the meaning contained in the book Collection of Local Legends in Lampung Province by Achmad. D. The method used is descriptive method, which is a legend that is used as an object of research analyzed and interpreted. The first step that the authors do is analyze the intrinsic elements of the legend including themes, characterizations, and settings, then analyze the hermeneutic study which is focused on understanding texts and symbols. hermeneutic studies that can be relevant are from understanding texts such as the name Lampung. It can find out the origin of the Lampung region and its ins and outs. According to a hermeneutic study, one that can be evaluated is that of the symbol is the King. The symbol of the king has the meaning of a leader in an area of the past that is obtained from the lineage. In this case, a good, wise, fair, clever, and responsible leadership spirit can be applied through the symbol of the king in legends which are studied with hermeneutic science. Hermeneutic study through literary works of legend is the first sitep to conduct education about the procedures for analyzing a good and quality literary work. In terms of learning literature, it is demanded to carry out activities to explore the building elements of the literary work both intrinsic and extrinsic. And can be directed how to study a legend with a hermeneutic approach through understanding texts and symbols. From the results of the hermeneutic study which includes understanding texts and symbols, there are moral values, outlook on life, religion, and culture.Keywords: legend, hermeneutics, understanding of texts and symbols
STRATIFIKASI SOSIAL PADA CERPEN “SENYUM KARYAMIN” KARYA AHMAD TOHARI Andi Widiono
Kelasa Vol 12, No 1 (2017): Kelasa
Publisher : Kantor Bahasa Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26499/kelasa.v12i1.36

Abstract

AbstractShort story is one of the literary works that presents a story about social stratification. Socialstratification is a picture of human life in a society that is divided into several levels or socialclasses. According to Budiyono, social stratification is divided into three classes, namely upper,middle, and lower. The picture of social stratification is clearly depicted by the characters in thestory. The method used in this research is descriptive qualitative and library research is used as thedata collection technique. The results obtained in this study is that the short story "SenyumKaryamin" by Ahmad Tohari contains various classes of social stratification as mentioned above,namely middle and lower social stratification. AbstrakCerpen salah satu karya sastra yang memuat cerita tentang stratifikasi sosial. Stratifikasi sosialmerupakan gambaran kehidupan manusia dalam bermasyarakat yang terbagai menjadi beberapatingkatan atau kelas-kelas sosial. Menurut Budiyono stratifikasi sosial terbagi menjadi tiga kelasyaitu stratifikasi sosial atas, menengah, dan bawah. Gambaran stratifikasi sosial ini secara jelasdari tokoh-tokohnya. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatifdengan teknik pengumpulan data studi pustaka. Hasil yang diperoleh dalam penelitian ini adalahcerpen “Senyum Karyamin” karya Ahmad Tohari berisi tentang berbagai kelas stratifikasi sosialyaitu stratifikasi sosial atas, stratifikasi sosial menengah, dan stratifikasi sosial bawah.
IMPLEMENTASI MODEL GAME-BASED LEARNING DALAM PEMBELAJARAN IPA UNTUK MENINGKATKAN KEAKTIFAN SISWA SD Muhammad Alfarisi; Andi Widiono; Andriyansah
JURNAL FIRNAS Vol. 6 No. 1 (2025): Volume 6
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jurnal firnas.v6i1.8685

Abstract

Abstract: This study aims to implement the Game-Based Learning model in improving student activity and learning outcomes in science learning in grade IV of SD N 1 Sidomulyo. Using the classroom action research (CAR) method with two cycles, this study applies the educational game "Light Explorer" for the material on the properties of light in cycle I and "Force and Motion Quest" for the material on force and motion in cycle II. Data were collected through observation, tests, interviews, and student response questionnaires. The results showed a significant increase in student activity from 26.67% (initial condition) to 66.67% (cycle I) and 86.67% (cycle II). Learning outcomes also increased with an average value from 63.60 (initial condition) to 73.87 (cycle I) and 82.53 (cycle II), and classical completeness reached 86.67% in cycle II. The students’ responses were very positive with 93.33% of students showing enthusiasm towards game based learning in cycle II. Supporting factors for successful implementation include game design that suits students’ characteristics, effective collaboration between researchers and teachers, and students’ enthusiasm. Meanwhile, inhibiting factors include time constraints, students’ diverse adaptability, technology limitations, and individual assessment difficulties. This study concludes that Game-Based Learning is an effective model to improve the activeness and science learning outcomes of elementary school students.
Pendampingan Pentas Seni Berbasis Projek Merdeka Belajar bagi Siswa SDN 4 dan SDN 6 Metro Timur Alfarisi; Ade Gunawan; Andi Widiono; Adya Rosa Prasasti; Titin Sarwendah; Fikriana; Bobi Hidayat
KOMUNITA: Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 3 (2025): Agustus
Publisher : PELITA NUSA TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60004/komunita.v4i3.228

Abstract

This community‑service program implemented a project‑based art performance mentoring model for elementary students of SD 4 and SD 6 Metro Timur from 13 June to 13 July 2025. The one‑month program consisted of (1) needs analysis, (2) on‑site coaching clinics in each school, and (3) a culminating “Gelar Karya” showcase at Universitas Muhammadiyah Metro. Mixed‑method evaluation combining observation sheets, interviews, and a creativity rubric indicated (a) a 42 % increase in students’ self‑confidence scores, (b) improved collaboration between teachers and university mentors, and (c) the production of multidisciplinary artifacts (drama, books, local‑food products) aligned with the Merdeka Belajar framework. The model proves effective in cultivating 6C competencies and can be replicated in other schools with minimal cost.