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The Representation of Indonesian Women Migrant Workers in the Lyric of Tarling Ndremayon Haira Rizka
JURNAL ARBITRER Vol. 7 No. 2 (2020)
Publisher : Masyarakat Linguistik Indonesia Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/ar.7.2.128-135.2020

Abstract

This research aims to: (1) identify the semantic meaning of Tarling Ndremayon lyric, representing, representing the life of TKW, and (2) social factors that trigger TKW's life representation in the Tarling Ndremayon songs. The subjects of this research were six Tarling Ndremayon songs. The data were collected through a note-taking technique and interview. The collected data were then analyzed by employing textual analysis. The research findings show that Tarling Ndremayon lyrics that represent the life of TKW narrate five semantic meanings, such as affliction, sacrifice, loneliness, poverty, and jealousy. It implies that the women migrant workers and their families suffer from their condition since the lyrics' major semantic meanings narrate sadness. Meanwhile, the social factors that represent TKW's life in the Tarling Ndremayon songs are economy, affection, and education. The singers presented these representations: the women migrant worker, her husband, and her child.
The Orizing Online Game Applications With Islamic Content To Foster Youth’s Willingness To Learn Islam Haira Rizka
TADRIS AL-ARABIYAT: Jurnal Kajian Ilmu Pendidikan Bahasa Arab Vol. 2 No. 1 (2022): JANUARI 2022
Publisher : Institut Agama Islam Darusssalam Blokagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (693.508 KB) | DOI: 10.30739/arabiyat.v2i1.1311

Abstract

Online gaming becomes popular among youth with the fast emergence of internet use. Various types of games are available and free to download on gadgets. Millennial game developers also utilize this condition to build online application games with Islamic content. This paper aims to investigate sorts of online game applications with Islamic contents and analyze Muslim youth's perspectives on the phenomenon. This research employs the religion and virtual reality theory of Bainbridge (2014). This descriptive qualitative research collected the data through textual study and interviews. The collected data were analyzed by employing textual analysis and ethnography methods. The research reveals two primary results. First, there are three most popular religious game applications; they are Cerdas Cermat Islami (rated 4.7 with 100,000 active users), Kuis Pengetahuan Islam (4.7 with 10,000 active users), and Muslim Millionaire (4.6 with 100,000 active users). The three applications provide challenging puzzles, activities, and challenges with Islamic content. In other words, while entertaining themselves, gamers learn Islamic knowledge. Second, the gamers' comments indicate that they are satisfied with the games and the contents. Furthermore, they get more benefits by learning more knowledge about Islam in more amusing media. Game is probably a more effective media to foster youth learn Islam.